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Game.cpp
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#include "stdafx.h"
#include "Game.h"
#include<iostream>
#include <cstdlib>
#include <algorithm>
#include <time.h>
using namespace std;
Game::Game() {
supplyBank = new int(0);
}
Game::~Game() {
cout << " Currently deleting all instances of the game !" << endl;
for (int i = 0; i < allPlayers.size(); i++) {
*allPlayers.at(i)->getCoins() = NULL;
delete allPlayers.at(i)->getCoins();
*allPlayers.at(i)->getId() = NULL;
delete allPlayers.at(i)->getId();
*allPlayers.at(i)->getUserStrat() = NULL;
delete allPlayers.at(i)->getUserStrat();
delete allPlayers.at(i)->getBiddingInstance();
*allPlayers.at(i)->getHand() = NULL;
delete allPlayers.at(i)->getHand();
delete allPlayers.at(i);
}
maploader->unloadMap();
delete deck;
delete maploader;
observers.clear();
actionsOfPLayer = NULL;
delete actionsOfPLayer;
viewObserver = NULL;
delete viewObserver;
cout << " Done!" << endl;
}
int Game::nbOfCoin(int nbOfPlayer) {
switch(nbOfPlayer){
case 2: return 14;
case 3: return 11;
case 4: return 9;
case 5: return 8;
}
}
int Game::nbOfTurn(int nbOfPlayer) {
if (playerMode == 1) {
switch (nbOfPlayer) {
case 2: return 13;
case 3: return 10;
case 4: return 8;
case 5: return 7;
}
}
else {
cout << endl;
switch (nbOfPlayer) {
case 2:
cout << " CURRENTLY IN TOURNAMENT MODE: 2 PLAYER IS SET TO 26 TURNS, THEREFORE 13 COMPLETE TURNS!!" << endl;
return 13;
case 3:
cout << " CURRENTLY IN TOURNAMENT MODE: 3 PLAYER IS SET TO 30 TURNS, THEREFORE 10 COMPLETE TURNS!!" << endl;
return 10;
case 4:
cout << " CURRENTLY IN TOURNAMENT MODE: 4 PLAYER IS SET TO 28 TURNS, THEREFORE 7 COMPLETE TURNS!!" << endl;
return 7;
case 5:
cout << " CURRENTLY IN TOURNAMENT MODE: 5 PLAYER IS SET TO 30 TURNS, THEREFORE 6 COMPLETE TURNS!!" << endl;
return 6;
}
}
}
void Game::loadPlayer() {
int nbPlayer = 0;
int nbCPU = -1;
srand(time(NULL));
// GET HOW MANY PLAYER
while (true) {
cout << endl;
cout << endl;
cout << "How many players are playing (2 to 5)? " << endl;
cin >> nbPlayer;
if (cin.fail()) {
cin.clear();
cin.ignore(numeric_limits<streamsize>::max(), '\n');
}
if (nbPlayer > 1 && nbPlayer < 6)
break;
}
while (true) {
while (true) {
cout << endl;
cout << endl;
cout << "How many of the players are CPU (0 to " << nbPlayer << ")?" << endl;
cin >> nbCPU;
if (cin.fail()) {
cin.clear();
cin.ignore(numeric_limits<streamsize>::max(), '\n');
}
else {
break;
}
}
if (nbCPU > -1 && nbCPU <= nbPlayer)
break;
}
int totalPlayers = nbPlayer;
nbPlayer = nbPlayer - nbCPU;
// GET PLAYER AGE
for (int x = 0; x < nbPlayer; x++) {
int age;
while (true) {
cout << endl;
cout << endl;
cout << "How old is the " << (x + 1) << " Player?" << endl;
cin >> age;
if (cin.fail()) {
cin.clear();
cin.ignore(numeric_limits<streamsize>::max(), '\n');
}
else {
break;
}
}
allPlayers.push_back(new Player(age, deck, nbOfCoin(totalPlayers), (x + 1), false, 0));
}
int ageCPU;
for (int x = 0; x < nbCPU; x++) {
ageCPU = rand() % 12 + 1;
int strat = -1;
while (true) {
cout << endl;
cout << endl;
cout << "Which strategy are you using for the " << (x + 1) << " CPU" << endl;
cout << "1) Greedy ( loves to build and destroy)" << endl;
cout << "2) Moderate ( loves to add to countries he owns)" << endl;
cin >> strat;
if (cin.fail()) {
cin.clear();
cin.ignore(numeric_limits<streamsize>::max(), '\n');
}
if (strat > 0 && strat < 3) {
break;
}
}
cout << "Player " << (nbPlayer + 1) << " (CPU) age is " << ageCPU << endl;
allPlayers.push_back(new Player(ageCPU, deck, nbOfCoin(totalPlayers), (nbPlayer + 1), true, strat));
nbPlayer += 1;
}
playerChooseColor(totalPlayers);
}
void Game::playerBid() {
int positionPlayer = 0;
int mostBidding = 0;
int agePlayer = 1000;
for (int i = 0; i < allPlayers.size(); i++) {
cout << endl;
cout << endl;
cout << "For Player " << (i + 1) << endl;
// Player Bid
bool temp = allPlayers[i]->getStatus();
allPlayers[i]->getBiddingInstance()->runOnce(temp);
//Those if is not check which Player bid the most
if (allPlayers[i]->getBiddingInstance()->getBidding() > mostBidding) {
positionPlayer = i;
mostBidding = allPlayers[i]->getBiddingInstance()->getBidding();
agePlayer = allPlayers[i]->getBiddingInstance()->getAge();
}
else if ((allPlayers[i]->getBiddingInstance()->getBidding() == mostBidding) && (allPlayers[i]->getBiddingInstance()->getAge() < allPlayers[positionPlayer]->getBiddingInstance()->getAge())) {
positionPlayer = i;
mostBidding = allPlayers[i]->getBiddingInstance()->getBidding();
agePlayer = allPlayers[i]->getBiddingInstance()->getAge();
}
}
cout << endl;
cout << endl;
cout << "Player " << (positionPlayer + 1) << " won the bid!!" << endl;
//reorganize the list to let the winner of the bid starts first
vector<Player*> reorganizePlayer;
for (int x = positionPlayer; x < allPlayers.size(); x++) {
reorganizePlayer.push_back(allPlayers[x]);
}
for (int x = 0; x < positionPlayer; x++) {
reorganizePlayer.push_back(allPlayers[x]);
}
for (int x = 0; x < allPlayers.size(); x++) {
cout << allPlayers[x]->getBiddingInstance()->getAge() << endl;
}
cout << endl;
for (int x = 0; x < reorganizePlayer.size(); x++) {
cout << reorganizePlayer[x]->getBiddingInstance()->getAge() << endl;
}
allPlayers = reorganizePlayer;
//Need to remove the bid of the first player (The one who won the bid)
allPlayers[0]->PayCoin(mostBidding);
//Add the bid to the supply bank
addSupply(mostBidding);
}
void Game::createDeck() {
deck = new Deck();
}
void Game::draw6cards() {
for (int x = 0; x < 6; x++) {
deck->draw();
}
}
void Game::showDeckHand() {
deck->showHand();
}
bool Game::notAlreadyUsed(vector<string> colorUsed, string color) {
for (int x = 0; x < colorUsed.size(); x++) {
if (colorUsed[x] == color) {
return false;
}
}
return true;
}
void Game::setStartingGameCountry() {
startingGameCountry = map->getRandomCountry();
cout << endl;
cout << endl;
cout << "THE STARTING POINT WAS CHOOSE RANDOMLY AND IT IS : " << startingGameCountry << endl;
for (int x = 0; x < allPlayers.size(); x++) {
map->addArmyToCountry(startingGameCountry, allPlayers[x]->getColor(), 3);
// Add 3 armies to the starting point for each player
for (int y = 0; y < 3; y++) {
allPlayers[x]->addArmy(map->getCountryByName(startingGameCountry));
}
}
}
// look if the color was choose to play
bool Game::verifyColor(vector<string> colorUsed, string colorChoose, int nbOfPlayer) {
for (int x = 0; x < allColors.size(); x++) {
if (allColors[x] == colorChoose ) {
if (notAlreadyUsed(colorUsed, colorChoose)) {
if (nbOfPlayer == 2 && colorChoose == "white") {
return false;
}
return true;
}
else {
return false;
}
}
}
return false;
}
void Game::setMap(Map* map) {
this->map = map;
}
void Game::displayCountry() {
string countryChoose;
int x = 0;
while (x<10) {
cout << endl;
cout << endl;
cout << "which country you want to see the info ?" << endl;
cin >> countryChoose;
if (map->isCountryExist(countryChoose)) {
map->displayCountryInfo(countryChoose);
cout << endl;
}
x++;
}
}
// if 2 players loop until 10 whites armies are in the board
void Game::if2Players() {
bool player1CPU = false;
bool player2CPU = false;
if (*allPlayers.at(0)->getUserStrat()->getStrategy() == 1 || *allPlayers.at(0)->getUserStrat()->getStrategy() == 2) {
player1CPU = true;
}
if (*allPlayers.at(1)->getUserStrat()->getStrategy() == 1 || *allPlayers.at(1)->getUserStrat()->getStrategy() == 2) {
player2CPU = true;
}
if (allPlayers.size() == 2) {
cout << endl;
cout << endl;
map->displayAllCountry();
cout << endl;
cout << endl;
string countryChoose;
for (int x = 0; x < 5; x++) {
while (true) {
//Player1
cout << endl;
cout << endl;
cout << "Player 1 choose a country to place a NON-COLOR Army" << endl;
if (player1CPU) {
countryChoose = map->getRandomCountry();
}else {cin >> countryChoose; }
if (map->isCountryExist(countryChoose)) {
map->addArmyToCountry(countryChoose, "white", 1);
break;
}
}
while (true) {
//Player2
cout << endl;
cout << endl;
cout << "Player 2 choose a country to place a NON-COLOR Army" << endl;
if (player2CPU) {
countryChoose = map->getRandomCountry();
}
else { cin >> countryChoose; }
if (map->isCountryExist(countryChoose)) {
map->addArmyToCountry(countryChoose, "white", 1);
break;
}
}
}
}
}
// Player choose a color to play with
void Game::playerChooseColor(int nbOfPlayer) {
vector<string> colorUsed;
string colorChoose;
for (int x = 0; x < allPlayers.size(); x++) {
while (true) {
cout << endl;
cout << endl;
cout << "Player " << (x + 1) << " choose a color" << endl;
for (int y = 0; y < allColors.size(); y++) {
if (!(nbOfPlayer == 2 && allColors[y] == "white") && notAlreadyUsed(colorUsed,allColors[y])) {
cout << "- " << allColors[y] << endl;
}
}
cin >> colorChoose;
if (verifyColor(colorUsed,colorChoose, nbOfPlayer)) {
allPlayers[x]->setColor(colorChoose);
colorUsed.push_back(colorChoose);
break;
}
}
}
}
void Game::setPlayerMode(int playerModeInput)
{
playerMode = playerModeInput;
}
void Game::addSupply(int money) {
*supplyBank += money;
cout << endl;
cout << endl;
cout <<money<<"coins was added to the Bank!"<< endl;
cout <<" Total in the bank : "<< *supplyBank <<" coins"<< endl;
}
void Game::playerChooseAction(Player* playerTurn,vector<string>* actions) {
int action = 0;
deck->showHand();
bool missingCoins = true;
while (true) {
cout << endl;
if (!playerTurn->getUserStrat()->getChangeStrat()) {
if (playerTurn->getStatus() == false && playerTurn->getUserStrat()->changeStrat() == true) {
if (!playerTurn->getUserStrat()->getChangeStrat())
playerTurn->setStatus(true);
}
else if (playerTurn->getStatus() == true && playerTurn->getUserStrat()->changeStrat() == false) {
if (!playerTurn->getUserStrat()->getChangeStrat())
playerTurn->setStatus(false);
}
}
if(*playerTurn->getUserStrat()->getStrategy() == 0){
cout << "Which action you want to perform?" << endl;
action = playerTurn->getUserStrat()->play(deck->getHand());
}
else {
if (*playerTurn->getUserStrat()->getStrategy() == 1) {
if (missingCoins) {
cout << " the CPU will play ( greedy) : ";
action = playerTurn->getUserStrat()->play(deck->getHand());
cout << action << endl << endl;
}
else {
cout << " The CPU tried to play a card but is missing coins so it will skip its turn" << endl;
action = 1;
playerTurn->getUserStrat()->setAction("ignore");
}
}
if (*playerTurn->getUserStrat()->getStrategy() == 2) {
if (missingCoins) {
cout << " the CPU will play ( moderate ) : ";
action = playerTurn->getUserStrat()->play(deck->getHand());
cout << action << endl << endl;
}
else {
cout << " The CPU tried to play a card but is missing coins so it will skip its turn" << endl;
action = 1;
playerTurn->getUserStrat()->setAction("ignore");
}
}
}
//There is 6 action possible not more or less
if (action > 0 && action < 7) {
// Does the player have enough coins
if (playerTurn->getHand()->getCostCard(action - 1) <= *playerTurn->getCoins()) {
for (int card = 0; card < deck->getHand().size(); card++) {
if (card == (action - 1)) {
// player does the action of the card he chose
playerTurn->makeAction(deck->getHand()[card]->action , map->getCountryByName(startingGameCountry), allPlayers,actions);
}
}
actions->push_back("- Will pay "+ to_string((playerTurn->getHand()->getCostCard(action - 1)))+" coins");
playerTurn->getHand()->exchange(action - 1);
playerTurn->PayCoin(playerTurn->getHand()->getCostCard(action - 1));
addSupply(playerTurn->getHand()->getCostCard(action - 1));
break;
}
else {
cout << "Not enough coins in your bank" << endl;
missingCoins = false;
}
}
}
}
void Game::startGame() {
for (int x = 0; x < nbOfTurn(allPlayers.size()); x++) {
cout << endl;
cout << endl;
cout << "Turn : " << (x + 1) << endl;
for (int y = 0; y < allPlayers.size(); y++) {
vector<string>* actions = new vector<string>();
cout << endl;
cout << "Player " << *(allPlayers.at(y)->getId())<< endl;
allPlayers[y]->displayInfo();
playerChooseAction(allPlayers[y], actions);
setPlayerAction(*(allPlayers.at(y)->getId()), actions);
for (int x = 0; x < observers.size(); x++) {
observers[x]->display();
}
}
viewObserver->displayStats();
for (int x = 0; x < observers.size(); x++) {
observers[x]->reset();
}
}
}
void Game::computeScoreG()
{
int scoredom = 0;
int playerdom = 0;
int windom = 0;
//Compute the score for each player and sets the winner of the game
for (int i = 0; i < allPlayers.size(); i++)
{
int computeScore = allPlayers[i]->computeScoreP(map->getAllContinent());
viewObserver->notifyPlayerPoints(*allPlayers[i]->getId(), computeScore);
if (computeScore > scoredom)
{
scoredom = computeScore;
playerdom = (i + 1);
windom = *allPlayers[i]->getId();
}
else
{
// if score is tied: check if player has more coins than dominant player
if (computeScore == scoredom && allPlayers[i]->getCoins() > allPlayers[playerdom]->getCoins())
{
scoredom = computeScore;
playerdom = (i + 1);
windom = *allPlayers[i]->getId();
}
// if score is tied: check if player has more armies on board than dominant player
else if (computeScore == scoredom && allPlayers[i]->numArmiesOnBoard > allPlayers[playerdom]->numArmiesOnBoard)
{
scoredom = computeScore;
playerdom = (i + 1);
windom = *allPlayers[i]->getId();
}
// if score is tied: check if player has more country owned than dominant player
else if (computeScore == scoredom && allPlayers[i]->controlledRegions > allPlayers[playerdom]->controlledRegions)
{
scoredom = computeScore;
playerdom = (i + 1);
windom = *allPlayers[i]->getId();
}
}
}
viewObserver->notifyWinner(windom);
viewObserver->displayWin();
}
void Game::addSubscriber(Phase* observerPhase) {
observers.push_back(observerPhase);
}
void Game::notify() {
for (int x = 0; x < observers.size(); x++) {
observers[x]->notify(playerTurn, actionsOfPLayer);
}
}
void Game::setPlayerAction(int playerTurn, vector<string>* actions) {
this->playerTurn = playerTurn;
actionsOfPLayer = actions;
notify();
}
void Game::setObserver() {
viewObserver = map->getObserverView();
viewObserver->setallContinent(map->getAllContinent());
viewObserver->setAllPlayers(allPlayers);
viewObserver->setallCountry(map->getAllCountry());
}