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Steps.cpp
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Steps.cpp
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// file Steps.cpp
#include <iostream>
#include "Steps.h"
#include "RuleFactory.h"
//---------------------------------------------------------------
// Declare the static members of Step
Mapper Step::mapper_m;
FindWinner Step::finder_m;
//---------------------------------------------------------------
// This step checks whether the human move is available
bool Step1::makeMove(int human_move,
string& message,
Player* human_p,
Player* computer_p,
Game* game_p)
{
bool return_value = false;
if ( false == game_p->moveAvailable(human_move) )
{
return_value = true;
int translated_move = mapper_m.computerToHuman(human_move);
char move_char = '0' + translated_move;
message += "Square ";
message += move_char;
message += " not available. Please choose another.\n";
}
else if ( NULL != next_m_p )
{
return_value = next_m_p->makeMove(human_move, message,
human_p, computer_p, game_p);
}
return return_value;
}
//---------------------------------------------------------------
// This step adds the human move and checks whether they won
bool Step2::makeMove(int human_move,
string& message,
Player* human_p,
Player* computer_p,
Game* game_p)
{
bool return_value = false;
game_p->addMove(human_move, human_p);
if ( finder_m.hasWinner(human_p) )
{
message += "The Human has won. Congratulations!\n";
return_value = false;
}
else if ( NULL != next_m_p )
{
return_value = next_m_p->makeMove(human_move, message,
human_p, computer_p, game_p);
}
return return_value;
}
//---------------------------------------------------------------
// This step checks whether another move is possible. If not
// declares a draw and ends the game.
bool Step3::makeMove(int human_move,
string& message,
Player* human_p,
Player* computer_p,
Game* game_p)
{
bool return_value = false;
if ( !game_p->moveAvailable() )
{
message += "Draw Game.\n";
}
else if ( NULL != next_m_p )
{
return_value = next_m_p->makeMove(human_move, message,
human_p, computer_p, game_p);
}
return return_value;
}
//---------------------------------------------------------------
// This step checks whether the computer can make a move and win.
bool Step4::makeMove(int human_move,
string& message,
Player* human_p,
Player* computer_p,
Game* game_p)
{
bool return_value = false;
int computer_move = finder_m.winningMove(game_p, computer_p);
if ( 0 <= computer_move )
{
game_p->addMove(computer_move, computer_p);
message += "Computer Wins!\n";
}
else if ( NULL != next_m_p )
{
return_value = next_m_p->makeMove(human_move, message,
human_p, computer_p, game_p);
}
return return_value;
}
//---------------------------------------------------------------
// This step blocks the human from winning. It also checks whether
// the game has any moves left. If not. declares a draw.
bool Step5::makeMove(int human_move,
string& message,
Player* human_p,
Player* computer_p,
Game* game_p)
{
bool return_value = false;
int computer_move = finder_m.winningMove(game_p, human_p);
if ( 0 <= computer_move )
{
game_p->addMove(computer_move, computer_p);
if ( game_p->moveAvailable() )
return_value = true;
else
message += "Draw Game.\n";
}
else if ( NULL != next_m_p )
{
return_value = next_m_p->makeMove(human_move, message,
human_p, computer_p, game_p);
}
return return_value;
}
//---------------------------------------------------------------
LastStep::
LastStep() : Step(NULL), rule_m_p(NULL)
{
RuleFactory factory;
rule_m_p = factory.getRules();
}
//---------------------------------------------------------------
LastStep::
~LastStep()
{
if ( NULL != rule_m_p )
{
delete rule_m_p;
rule_m_p = NULL;
}
}
//---------------------------------------------------------------
bool LastStep::makeMove(int human_move,
string& message,
Player* human_p,
Player* computer_p,
Game* game_p)
{
int computer_move = rule_m_p->getMove(human_p, computer_p, game_p);
bool return_value = false;
if ( 0 <= computer_move )
{
game_p->addMove(computer_move, computer_p);
if ( game_p->moveAvailable() )
return_value = true;
else
message += "Draw Game.\n";
}
return return_value;
}
//---------------------------------------------------------------