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PlayerStrategy.cpp
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422 lines (294 loc) · 13.6 KB
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#include "PlayerStrategy.h"
ostream& operator<<(ostream& output, PlayerStrategy& ps) {
output << ps.getName();
return output;
}
// PlayerStrategy:: PlayerStrategy(const PlayerStrategy& copy){
// this->p = copy.p;
// }
// PlayerStrategy& PlayerStrategy:: operator =(const PlayerStrategy& rhs){
// this->p = rhs.p;
// return *this;
// }
string PlayerStrategy:: getName(){
return name;
}
void PlayerStrategy:: setName(string name){
this->name = name;
}
PlayerStrategy:: ~PlayerStrategy(){
delete p;
}
/************** HUMAN PLAYER STRATEGY **************/
HumanPlayerStrategy::HumanPlayerStrategy(Player* player) {
this->p = player;
// set player type to human
};
ostream& operator<<(ostream& output, HumanPlayerStrategy& ps) {
output << ps.getName();
return output;
}
HumanPlayerStrategy:: ~HumanPlayerStrategy(){
delete p;
}
HumanPlayerStrategy:: HumanPlayerStrategy(const HumanPlayerStrategy& copy){
this->p = copy.p;
}
HumanPlayerStrategy& HumanPlayerStrategy:: operator =(const HumanPlayerStrategy& rhs){
this->p = rhs.p;
return *this;
}
void HumanPlayerStrategy::issueOrder(vector<Player*> players) {
int index = 0;
for (int i = 0; i < players.size(); i++){
if (players[i] == p){
index = i;
}
}
p->issueOrder(players, index);
};
vector<Territory*> HumanPlayerStrategy::toAttack() {
};
vector<Territory*> HumanPlayerStrategy::toDefend() {
};
/*************** AGGRESSIVE PLAYER STRATEGY ***************/
AggressivePlayerStrategy::AggressivePlayerStrategy(Player* player) {
this->p = player;
// set player type to aggressive
};
ostream& operator<<(ostream& output, AggressivePlayerStrategy& ps) {
output << ps.getName();
return output;
}
AggressivePlayerStrategy:: AggressivePlayerStrategy(const AggressivePlayerStrategy& copy){
this->p = copy.p;
}
AggressivePlayerStrategy& AggressivePlayerStrategy:: operator =(const AggressivePlayerStrategy& rhs){
this->p = rhs.p;
return *this;
}
AggressivePlayerStrategy:: ~AggressivePlayerStrategy(){
delete p;
}
void AggressivePlayerStrategy::issueOrder(vector<Player*> players) {
cout << "\n-- Aggressive player issuing order --" << endl;
// cout << p->getName() << endl;
Territory* strongestTerritory = p->getStrongestCountry(p);
int numberOfArmies = p->getArmy();
cout << "Player has " << p->getArmy() << " armies to deploy." <<endl;
// cout << p->getPlayerTerritories()[0] << endl;
if (strongestTerritory != nullptr)
{
cout << "Strongest territory: " << *strongestTerritory << endl;
if ( p->getArmy() !=0 ){
Deploy* deploy = new Deploy(strongestTerritory, numberOfArmies);
cout<<"\nCreated Deploy Order\n"<<endl;
int currentArmy = strongestTerritory->getArmy();
strongestTerritory->setArmy(numberOfArmies + currentArmy);
cout << *strongestTerritory << " now has " << strongestTerritory->getArmy() << " armies." <<endl;
// deploy->orderEffect = "order deployed";
p->myOrders->add(deploy);// add deploy order to orderslist
}
vector<Territory*> strongestAdjacentTerritories = strongestTerritory->getAdjacentTerritories();
cout << *strongestTerritory << " has: " << strongestAdjacentTerritories.size() << " adjacent territories." <<endl;
Territory* targetTerritory = strongestAdjacentTerritories[0];
cout << "Target territory: " << targetTerritory->getName() << "\n" << endl;
Advance* advanceOrder = new Advance(targetTerritory, strongestTerritory, strongestTerritory->getArmy());
cout<<"Created Advance Order"<<endl;
advanceOrder->execute(p);
} else
{
if ( p->getArmy() !=0 ){
Deploy* deploy = new Deploy( p->getPlayerTerritories()[0], numberOfArmies);
p->getPlayerTerritories()[0]->setArmy(numberOfArmies);
cout<<"Created Deploy Order"<<endl;
cout << "All armies have been deployed to " << p->getPlayerTerritories()[0]->getName() << " which has now become the strongest territory. " << p->getPlayerTerritories()[0]->getName() << " now has " << p->getPlayerTerritories()[0]->getArmy() << " armies\n" <<endl;
// deploy->orderEffect = "order deployed";
p->myOrders->add(deploy);// add deploy order to orderslist
}
cout << "\nThe target territory which " << p->getName() << " will attempt to attack is: " << p->getPlayerTerritories()[0]->getAdjacentTerritories()[0]->getName() << endl;
Territory* targetTerritory = p->getPlayerTerritories()[0]->getAdjacentTerritories()[0];
Advance* advanceOrder = new Advance(targetTerritory, p->getPlayerTerritories()[0], p->getPlayerTerritories()[0]->getArmy());
cout<<"Created Advance Order"<<endl;
advanceOrder->execute(p);
}
}
vector<Territory*> AggressivePlayerStrategy::toAttack() {
Territory* strongestTerritory = p->getStrongestCountry(p);
vector<Territory*> strongestAdjacentTerritoriesAttack = strongestTerritory->getOwner()->toAttack();
return strongestAdjacentTerritoriesAttack;
};
vector<Territory*> AggressivePlayerStrategy::toDefend() {
p->toDefend(p->getPlayerTerritories());
};
// /************* BENEVOLENT PLAYER STRATEGY *************/
BenevolentPlayerStrategy::BenevolentPlayerStrategy(Player* player) {
this->p = player;
// set player type to benevolent
};
BenevolentPlayerStrategy:: BenevolentPlayerStrategy(const BenevolentPlayerStrategy& copy){
this->p = copy.p;
}
ostream& operator<<(ostream& output, BenevolentPlayerStrategy& ps) {
output << ps.getName();
return output;
}
BenevolentPlayerStrategy& BenevolentPlayerStrategy:: operator =(const BenevolentPlayerStrategy& rhs){
this->p = rhs.p;
return *this;
}
BenevolentPlayerStrategy:: ~BenevolentPlayerStrategy(){
delete p;
}
void BenevolentPlayerStrategy::issueOrder(vector<Player*> players) {
cout << "\n-- Benevolent player issuing order --" << endl;
// cout << p->getName() << endl;
Territory* weakestTerritory = p->getWeakestCountry(p);
int numberOfArmies = p->getArmy();
cout << "Player has " << p->getArmy() << " armies to deploy." <<endl;
// deploy all player's armies to the first territory in the list
int highestArmyCount =0;
if (weakestTerritory != nullptr){
Deploy* deploy = new Deploy(weakestTerritory, numberOfArmies);
int currentArmy = weakestTerritory->getArmy();
weakestTerritory->setArmy(numberOfArmies + currentArmy);
cout << "Current weakest territory is " << *weakestTerritory << endl;
cout << *weakestTerritory << " now has " << weakestTerritory->getArmy() << " armies" <<endl;
cout<<"\nCreated Deploy Order"<<endl;
// deploy->orderEffect = "order deployed";
p->myOrders->add(deploy);// add deploy order to orderslist
weakestTerritory = p->getWeakestCountry(p); // get weakest territory again after deploying armies
cout << "New weakest territory is " << *weakestTerritory << endl;
vector<Territory*> weakestAdjacentTerritories = weakestTerritory->getAdjacentTerritories();
cout << "Number of weakest territory's adjacent territories: " << weakestAdjacentTerritories.size() << endl;
vector<Territory*> sourceTerritories;
Territory* sourceTerritory;
for (int i=0; i< weakestAdjacentTerritories.size(); i++ ){
if (weakestAdjacentTerritories[i]->getArmy() != 0){
sourceTerritories.push_back(weakestAdjacentTerritories[i]);
}
}
if (sourceTerritories.size() != 0){
for (int i=0; i< sourceTerritories.size(); i++ ){
if (sourceTerritories[i]->getArmy() >= highestArmyCount) {
highestArmyCount =sourceTerritories[i]->getArmy();
sourceTerritory = sourceTerritories[i];
}
cout << "Territory that we will be taking armies from: " << sourceTerritory->getName() << endl;
Advance* advanceOrder = new Advance(weakestTerritory, sourceTerritory, sourceTerritory->getArmy());
//advanceOrder->execute(p);
p->myOrders->add(advanceOrder);
// Advance* advanceOrder = new Advance(weakestTerritory, sourceTerritory, sourceTerritory->getArmy());
advanceOrder->execute(p);
}
}
else{
cout << "All adjacent territories for the weakest territory (" << *weakestTerritory << ") have 0 armies. Cannot advance\n" << endl;
}
}
}
vector<Territory*> BenevolentPlayerStrategy::toAttack() {
};
vector<Territory*> BenevolentPlayerStrategy::toDefend() {
};
/************** NEUTRAL PLAYER STRATEGY **************/
NeutralPlayerStrategy::NeutralPlayerStrategy(Player* player) {
this->p = player;
// set player type to neutral
};
NeutralPlayerStrategy:: ~NeutralPlayerStrategy(){
delete p;
}
ostream& operator<<(ostream& output, NeutralPlayerStrategy& ps) {
output << ps.getName();
return output;
}
NeutralPlayerStrategy:: NeutralPlayerStrategy(const NeutralPlayerStrategy& copy){
this->p = copy.p;
}
NeutralPlayerStrategy& NeutralPlayerStrategy:: operator =(const NeutralPlayerStrategy& rhs){
this->p = rhs.p;
return *this;
}
void NeutralPlayerStrategy::issueOrder(vector<Player*> players) {
if (p->getIsAttacked() == true){
cout<<"\nNeutral player has been attacked. Switching to aggressive strategy"<<endl;
p->setStrategy(new AggressivePlayerStrategy(p));
p->getStrategy()->issueOrder(players);
p->setIsAttacked(false);
} else {
cout<<"\nNeutral player has not been attacked. Remaining neutral"<<endl;
}
}
vector<Territory*> NeutralPlayerStrategy::toAttack() {
};
vector<Territory*> NeutralPlayerStrategy::toDefend() {
};
/************** CHEATER PLAYER STRATEGY **************/
CheaterPlayerStrategy::CheaterPlayerStrategy(Player* player) {
this->p = player;
};
CheaterPlayerStrategy:: CheaterPlayerStrategy(const CheaterPlayerStrategy& copy){
this->p = copy.p;
}
CheaterPlayerStrategy& CheaterPlayerStrategy:: operator =(const CheaterPlayerStrategy& rhs){
this->p = rhs.p;
return *this;
}
CheaterPlayerStrategy:: ~CheaterPlayerStrategy(){
delete p;
}
ostream& operator<<(ostream& output, CheaterPlayerStrategy& ps) {
output << ps.getName();
return output;
}
void CheaterPlayerStrategy::issueOrder(vector<Player*> players) {
// cout << "PLAYER: " << this->p->getName() << " STRATEGY: CHEATER" << endl;
cout << "-- CHEATER STRATEGY WILL BE CONQUERING THE FOLLOWING TERRITORIES --" << endl;
for (Territory* ter : this->toAttack()) {
cout << "NAME: " << ter->getName() << " OWNER: " << ter->getOwner()->getName() << endl;
}
vector<Territory*> terToAttack = this->toAttack();
for (int i = 0; i < terToAttack.size(); i++) {
Territory* thisTerritory = terToAttack[i];
Player* owner = thisTerritory->getOwner();
for (int j = 0; j < owner->getPlayerTerritories().size(); j++) {
if (owner->getPlayerTerritories()[j] == thisTerritory) {
owner->removeTerritory(j);
}
}
p->addTerritory(thisTerritory);
thisTerritory->setOwner(p);
}
cout << "-- UPDATED LIST OF PLAYER " << this->p->getName() << " OWNED TERRITORIES --" << endl;
for (Territory* ter : this->p->getPlayerTerritories()) {
cout << "NAME: " << ter->getName() << " OWNER: " << ter->getOwner()->getName() << endl;
}
};
vector<Territory*> CheaterPlayerStrategy::toAttack() {
vector<Territory*> territoriesToAttack;
for (Territory* playerTerritory : this->p->getPlayerTerritories()) {
for (Territory* adjTerritory : playerTerritory->getAdjacentTerritories()) {
if (adjTerritory->getOwner()->getName() != this->p->getName()) {
if (find(territoriesToAttack.begin(), territoriesToAttack.end(), adjTerritory) == territoriesToAttack.end()) { // check if this works properly
territoriesToAttack.push_back(adjTerritory);
}
}
}
}
return territoriesToAttack;
};
vector<Territory*> CheaterPlayerStrategy::toDefend() {
vector<Territory*> territoriesToDefend;
for (Territory* playerTerritory : this->p->getPlayerTerritories()) {
for (Territory* adjTerritory : playerTerritory->getAdjacentTerritories()) {
if (adjTerritory->getOwner()->getName() != this->p->getName()) {
if (find(territoriesToDefend.begin(), territoriesToDefend.end(), adjTerritory) == territoriesToDefend.end()) { // check if this works properly
territoriesToDefend.push_back(playerTerritory);
break;
}
}
}
}
return territoriesToDefend;
};