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Copy pathgame.cpp
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207 lines (177 loc) · 4.48 KB
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#include "game.h"
#include "map.h"
#include "iostream"
#include <algorithm>
#include "gen.h"
Game::Game()
{
Map* map = Map::get();
Position pos(1,1);
Barracks * building1 = new Barracks(pos, 0);
Position pos2(HEIGHT-2,WIDTH-2);
map->add(building1->getName()[0], pos);
Gateway * building2 = new Gateway(pos2, 1);
map->add(building2->getName()[0], pos2);
Position pos3(1,WIDTH-2);
Hatchery * building3 = new Hatchery(pos3, 0);
map->add(building3->getName()[0], pos3);
Position pos4(HEIGHT-2, 1);
Hatchery * building4 = new Hatchery(pos4, 1);
map->add(building4->getName()[0], pos4);
VBuilding_.push_back(building1);
VBuilding_.push_back(building2);
VBuilding_.push_back(building3);
VBuilding_.push_back(building4);
continue_ = true;
}
Game::Game(BuildingFactory fac, int teams, int perTeam, char races[16])
{
Map* map = Map::get();
Position pos;
Building * bat = nullptr;
for(int i = 0; i < perTeam; i++)
{
pos.move(1,1+(2*i));
bat = fac.create(races[i*teams], pos, 0);
VBuilding_.push_back(bat);
map->add(bat->getName()[0], pos);
pos.move(HEIGHT-2, WIDTH-2-(2*i));
bat = fac.create(races[i*teams+1], pos, 1);
VBuilding_.push_back(bat);
map->add(bat->getName()[0], pos);
if (teams > 2)
{
pos.move(1+(2*i), WIDTH-2);
bat = fac.create(races[i*teams+2], pos, 2);
VBuilding_.push_back(bat);
map->add(bat->getName()[0], pos);
}
if(teams > 3)
{
pos.move(HEIGHT-2-(2*i), 1);
bat = fac.create(races[i*teams+3], pos, 3);
VBuilding_.push_back(bat);
map->add(bat->getName()[0], pos);
}
}
}
bool Game::play()
{
//Randomize vector of Building and vector of Unit for equity
std::random_shuffle ( VBuilding_.begin(), VBuilding_.end(), Gen());
std::random_shuffle ( VUnit_.begin(), VUnit_.end(), Gen());
//----------------------Production of Unit------------------------------------
for(unsigned int i =0; i<VBuilding_.size(); i++)
{
if(VBuilding_[i]->isReady())
{
VBuilding_[i]->produce(VUnit_);
}
else
{
VBuilding_[i]->wait();
}
}
//-----------------------Unit actions------------------------------------------
vector<Unit *>::iterator it = VUnit_.begin();
while(it < VUnit_.end())
{
if((*it)->isReady())
{
(*it)->doAction(VBuilding_, VUnit_);
}
else
{
(*it)->wait();
}
it++;
}
for(unsigned int i =0; i<VBuilding_.size(); i++)
{
}
//Erase Unit and Building who have hitPoints < 0
eraseDeadUnit();
eraseDeadBuilding();
//Winner
if(!isTeamAlive())
{
cout << "Team " << VBuilding_[0]->getTeam() << " wins !" << endl;
setContinue(false);
clean();
}
return isContinued();
}
void Game::diplayMap() const
{
Map* test_map = Map::get();
test_map->display();
}
void Game::eraseDeadBuilding()
{
vector<Building *>::iterator it = VBuilding_.begin();
Map* map = Map::get();
while(it != VBuilding_.end())
{
if((*it)->isDead())
{
delete *it;
map->erase((*it)->getPos());
it = VBuilding_.erase(it);
}
else
it++;
}
}
void Game::eraseDeadUnit()
{
vector<Unit *>::iterator it = VUnit_.begin();
Map* map = Map::get();
while(it != VUnit_.end())
{
if((*it)->isDead())
{
delete *it;
map->erase((*it)->getPos());
it = VUnit_.erase(it);
}
else
it++;
}
}
bool Game::emptyTeamBuilding(int team) const
{
for(auto it : VBuilding_)
{
if(it->getTeam() == team)
return false;
}
return true;
}
bool Game::emptyTeamUnit(int team) const
{
for(auto it : VUnit_)
{
if(it->getTeam() == team)
return false;
}
return true;
}
bool Game::isTeamAlive()
{
vector<Building *>::iterator it = VBuilding_.begin();
int team = (*it)->getTeam();
it++;
while(it != VBuilding_.end() && (*it)->getTeam()==team)
it++;
if(it == VBuilding_.end())
return false;
else
return true;
}
void Game::clean()
{
VBuilding_.clear();
for (auto it = VUnit_.begin(); it != VUnit_.end(); ++it)
delete *it;
VUnit_.clear();
}