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game.cpp
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#include "game.h"
#include <iostream>
#include "deckOfTiles.h"
// Static Initialization
Game *Game::instance = NULL;
Game::Game() {
map = new Map();
players = NULL;
startupRoll = NULL;
deckOfTiles = NULL;
}
Game::~Game() {
if (map != NULL) {
delete map;
map = NULL;
}
if (players != NULL) {
delete [] players;
players = NULL;
}
if (startupRoll != NULL) {
delete [] startupRoll;
startupRoll = 0;
}
if (deckOfTiles != NULL) {
delete deckOfTiles;
deckOfTiles = NULL;
}
}
Game *Game::getInstance() {
if (instance == NULL) {
instance = new Game();
}
return instance;
}
Map *Game::getMap() {
return map;
}
int Game::getNumOfPlayers() {
return numOfPlayers;
}
void Game::setNumOfPlayers(int n) {
numOfPlayers = n;
}
void Game::createPlayers() {
players = new Player [numOfPlayers];
startupRoll = new int [numOfPlayers];
}
Player *Game::getPlayers() {
return players;
}
void Game::setPlayer(int number, string name, string monster, string region, int type) {
// Get Monster
Monsters playerMonster = getMonsterFromString(monster);
// Get region number
int playerRegion = map->getGraph()->getNodeNumberByName(region);
if (region == "") {
playerRegion = -1;
}
players[number].setPlayerNumber(number + 1);
players[number].setPlayerName(name);
players[number].setMonster(playerMonster);
players[number].setZone(playerRegion);
players[number].setPlayerType(type);
}
State Game::getState() {
return state;
}
void Game::setState(State s) {
state = s;
}
void Game::Startup() {
state = State::STARTUP_ROLL;
turn = 0;
}
int Game::getTurn() {
return turn;
}
string Game::getPlayerName(int p) {
return players[p].getName();
}
string Game::getPlayerVP(int p){
return to_string(players[p].getVictoryPoints());
}
string Game::getPlayerHealth(int p){
return to_string(players[p].getHealth());
}
string Game::getPlayerEnergy(int p){
return to_string(players[p].getEnergy());
}
void Game::decreasePlayerEnergy(int p){
int currentEnergy = players[p].getEnergy();
cout << currentEnergy << endl;
int e = currentEnergy - 2;
players[p].setEnergy(e);
}
void Game::registerStartupRoll(int playerNum, int attacks) {
startupRoll[playerNum] = attacks;
}
void Game::advanceGame() {
switch (state) {
case STARTUP_ROLL:
if (turn == numOfPlayers - 1) {
// Finished Startup roll
// Get player with most attacks
int maxArg = 0;
for (int i = 0; i < numOfPlayers; i++) {
if (startupRoll[i] > startupRoll[maxArg]) {
maxArg = i;
}
}
turn = maxArg;
players[turn].setTurn(true);
firstTurn = maxArg;
state = STARTUP_LOCATION;
} else {
increaseTurn();
}
break;
case STARTUP_LOCATION:
increaseTurn();
if (turn == firstTurn) { // Finished startup phase
state = ROLLING_DICE;
}
break;
case ROLLING_DICE:
state = RESOLVING_DICE;
break;
case RESOLVING_DICE:
state = MOVING;
break;
case MOVING:
state = BUYING_CARDS;
break;
case BUYING_CARDS:
state = FINISHING_TURN;
break;
case FINISHING_TURN:
state = ROLLING_DICE;
// Check if someone died - remove from board
for (int i = 0; i < numOfPlayers; i++) {
if (players[i].getHealth() <= 0) {
players[i].setZone(-1);
}
}
increaseTurn();
break;
}
// Computer Player
if (players[turn].getPlayerType() != 0) {
players[turn].getStrategy()->execute(state);
advanceGame();
}
Notify();
}
int Game::playersInRegion(int regionNumber) {
int population = 0;
for (int i = 0; i < numOfPlayers; i++) {
if (players[i].getZone() == regionNumber) {
population++;
}
}
return population;
}
int Game::getRegionNumberFromStr(string s) {
return map->getGraph()->getNodeNumberByName(s);
}
void Game::movePlayer(int playerNumber, int regionNumber) {
players[playerNumber].setZone(regionNumber);
}
void Game::increaseTurn() {
turn++;
if (turn == numOfPlayers) {
turn = 0;
}
if (players[turn].getHealth() <= 0) {
increaseTurn();
}
players[turn].setTurn(true);
}
//diceNum is the num rolled the player rolled, numOfDice is how many of that dice the player rolled, enemy is the player p is attacking
string Game::resolveDice(int diceNum, int numOfDice, int tileNumber) {
Player *p = &players[turn];
switch (diceNum) {
case 1 : p->addEnergy(numOfDice);
return (p->getName() + " gained " + to_string(numOfDice) + " energy\nTotal energy: " + to_string(p->getEnergy()));
case 2 : return (attack(numOfDice));
case 3 :return ("destruction");//Destruction
case 4 : p->addHealth(numOfDice);
return (p->getName() + " gained " + to_string(numOfDice) + " HP\nTotal health: " + to_string(p->getHealth()));
case 5 : p->addVictory(numOfDice); //not per the rules
return (p->getName() + " has " + to_string(p->getVictoryPoints()) + " VP");
case 6 : return resolveOuch(numOfDice); //now per the rules, it is the tiles that hurt the player not the amount of dice
default: return ("something went wrong");
}
}
string Game::attack(int numOfDice){
Player *p = &players[turn];
//you are in manhattan, so you hurt all the players
if(p->getZone() == 0){
for(int i = 0; i < numOfPlayers; i++){
if(players[i].getZone() != 0){
players[i].hurt(numOfDice);
}
}
return (p->getName() + " attacked everyone!\nAll players loose " + to_string(numOfDice) + " HP");
}
//you hurt the person in manhattan
else{
for(int j = 0; j < numOfPlayers; j++){
if(players[j].getZone() == 0){
players[j].hurt(numOfDice);
}
}
return (p->getName() + " attacked the player in Manhattan");
}
}
bool Game::buyCard(int playerNumber, int cardID, int cost, int vp, int e, int h){
if(players[playerNumber].BuyCards(cardID, cost, vp, e, h)){
return true;
}
return false;
}
bool Game::getCards(int p, int cardNum){
if(players[p].ownCard(cardNum)){
return true;
}
return false;
}
bool Game::isEmptyMainRegion() {
for (int i = 0; i < numOfPlayers; i++) {
if (players[i].getZone() == 0) {
return false;
}
}
return true;
}
int Game::checkGameOver() {
// Check if player has 20 vp
for (int i = 0; i < numOfPlayers; i++) {
if (players[i].getVictoryPoints() >= 20) {
return i;
}
}
// check if all other players are dead
int alivePlayer = -1;
for (int i = 0; i < numOfPlayers; i++) {
if (players[i].getHealth() > 0) {
if (alivePlayer != -1) {
alivePlayer = i;
} else {
return -1;
}
}
}
return alivePlayer;
}
void Game::createTiles() {
deckOfTiles = new DeckOfTiles();
}
DeckOfTiles *Game::getDeckOfTiles() {
return deckOfTiles;
}
string Game::resolveOuch(int num) {
// Distinguish 3 cases
if (num == 1) {
ouchOnePlayer(turn);
return "Player " + to_string(turn) + " Was Ouched!";
} else if (num == 2) {
// ouch every player in this zone
int zone = players[turn].getZone();
for (int i = 0; i < numOfPlayers; i++) {
if (players[i].getZone() == zone) {
ouchOnePlayer(i);
}
}
return "All players in Zone " + getMap()->getGraph()->getNodes()[zone]->getName() + " were ouched!";
} else if (num >= 3) {
// Ouch all players
for (int i = 0; i < numOfPlayers; i++) {
ouchOnePlayer(i);
}
return "All players in the map were ouched!";
}
}
void Game::ouchOnePlayer(int num) {
Player *p = &players[num];
int zone = p->getZone();
// count damage
int damage = 0;
for (int i = 0; i < deckOfTiles->getNumOfTiles(); i++) {
Tile t = deckOfTiles->getTiles()[i];
int activeSide = t.getActiveSide();
if (!t.isDestoryed() && activeSide == 1 && t.getZone() == zone) {
damage++;
}
}
p->hurt(damage);
}