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Game.cpp
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Game.cpp
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//Quinn Owens
//Prof. Ivo Georgiev
//Intermediate Programming
//4/17/2016
#include <stdio.h>
#include <iostream>
#include <vector>
#include <array>
#include <iomanip>
#include <set>
#include <sstream>
#include "Food.h"
#include "Advantage.h"
#include "Simple.h"
#include "Strategic.h"
#include "Piece.h"
#include "Game.h"
#include "Gaming.h"
#include "DefaultAgentStrategy.h"
namespace Gaming
{
const unsigned int Game::NUM_INIT_AGENT_FACTOR = 4;
const unsigned int Game::NUM_INIT_RESOURCE_FACTOR = 2;
const unsigned Game::MIN_WIDTH = 3;
const unsigned Game::MIN_HEIGHT = 3;
const double Game::STARTING_AGENT_ENERGY = 20;
const double Game::STARTING_RESOURCE_CAPACITY = 10;
PositionRandomizer Game::__posRandomizer;
void Game::populate()
{
std::default_random_engine rand;
std::uniform_int_distribution<int> d(0, __width * __height);
__numInitAgents = (__width * __height) / NUM_INIT_AGENT_FACTOR;
__numInitResources = (__width * __height) / NUM_INIT_RESOURCE_FACTOR;
unsigned int numStrategic = __numInitAgents / 2;
unsigned int numSimple = __numInitAgents - numStrategic;
unsigned int numAdvantages = __numInitResources / 4;
unsigned int numFoods = __numInitResources - numAdvantages;
while (numStrategic > 0)
{
int it = d(rand);
if (it != (__width * __height) && __grid[it] == nullptr)
{
Position temp(it / __width, it % __width);
__grid[it] = new Strategic(*this, temp, STARTING_AGENT_ENERGY);
numStrategic--;
}
}
while (numSimple > 0)
{
int it = d(rand);
if (it != (__width * __height) && __grid[it] == nullptr)
{
Position temp(it / __width, it % __width);
__grid[it] = new Simple(*this, temp, STARTING_AGENT_ENERGY);
numSimple--;
}
}
while (numFoods > 0)
{
int it = d(rand);
if (it != (__width * __height) && __grid[it] == nullptr)
{
Position temp(it / __width, it % __width);
__grid[it] = new Food(*this, temp, STARTING_RESOURCE_CAPACITY);
numFoods--;
}
}
while (numAdvantages > 0)
{
int it = d(rand);
if (it != (__width * __height) && __grid[it] == nullptr)
{
Position temp(it / __width, it % __width);
__grid[it] = new Advantage(*this, temp, STARTING_RESOURCE_CAPACITY);
numAdvantages--;
}
}
}
Game::Game() : __width(3), __height(3)
{
for (unsigned pos = 0; pos < (__width * __height); ++pos)
__grid.push_back(nullptr);
__status = NOT_STARTED;
__verbose = false;
__round = 0;
}
Game::Game(unsigned width, unsigned height, bool manual) : __width(width), __height(height)
{
if (width < MIN_WIDTH || height < MIN_HEIGHT)
throw InsufficientDimensionsEx(MIN_WIDTH, MIN_HEIGHT, width, height);
__status = NOT_STARTED;
__verbose = false;
__round = 0;
for (unsigned pos = 0; pos < (__width * __height); ++pos)
__grid.push_back(nullptr);
if(!manual)
populate();
}
Game::Game(const Game &g)
{
}
Game::~Game()
{
for (auto it = __grid.begin(); it != __grid.end(); ++it)
{
if (*it != nullptr)
{
delete *it;
}
}
}
unsigned int Game::getNumPieces() const
{
int answer = 0;
for (int pos = 0; pos < __grid.size(); pos++)
if (__grid[pos] != nullptr)
answer++;
return answer;
}
unsigned int Game::getNumAgents() const
{
int answer = 0;
for (int pos = 0; pos < __grid.size(); pos++)
if (__grid[pos] != nullptr)
if(__grid[pos]->getType() == SIMPLE || __grid[pos]->getType() == STRATEGIC)
answer++;
return answer;
}
unsigned int Game::getNumSimple() const
{
int answer = 0;
for (int pos = 0; pos < __grid.size(); pos++)
if (__grid[pos] != nullptr)
if (__grid[pos]->getType() == SIMPLE)
answer++;
return answer;
}
unsigned int Game::getNumStrategic() const
{
int answer = 0;
for (int pos = 0; pos < __grid.size(); pos++)
if (__grid[pos] != nullptr)
if (__grid[pos]->getType() == STRATEGIC)
answer++;
return answer;
}
unsigned int Game::getNumResources() const
{
int answer = 0;
for (int pos = 0; pos < __grid.size(); pos++)
if (__grid[pos] != nullptr)
if (__grid[pos]->getType() == ADVANTAGE || __grid[pos]->getType() == FOOD)
answer++;
return answer;
}
const Piece * Game::getPiece(unsigned int x, unsigned int y) const
{
if (x > __width || y > __height)
throw OutOfBoundsEx(__width, __height, x, y);
for (int it = 0; it < __grid.size(); it++)
{
if (__grid[it] != nullptr)
if (__grid[it]->getPosition().x == x && __grid[it]->getPosition().y == y)
return __grid[it];
}
throw PositionEmptyEx(x, y);
return __grid[0];
}
void Game::addSimple(const Position &position)
{
int pos = position.y + (position.x * __width);
if (position.y >= __width || position.x >= __height)
throw OutOfBoundsEx(__width, __height, position.x, position.y);
if (__grid[pos])
throw PositionNonemptyEx(position.x, position.y);
__grid[pos] = new Simple(*this, position, STARTING_AGENT_ENERGY);
}
void Game::addSimple(const Position &position, double energy) // used for testing only
{
int pos = position.y + (position.x * __width);
if (position.y >= __width || position.x >= __height)
throw OutOfBoundsEx(__width, __height, position.x, position.y);
if (__grid[pos])
throw PositionNonemptyEx(position.x, position.y);
__grid[pos] = new Simple(*this, position, energy);
}
void Game::addSimple(unsigned x, unsigned y)
{
int pos = y + (x * __width);
if (y >= __width || x >= __height)
throw OutOfBoundsEx(__width, __height, x, y);
if (__grid[pos])
throw PositionNonemptyEx(x, y);
Position position(x, y);
__grid[pos] = new Simple(*this, position, STARTING_AGENT_ENERGY);
}
void Game::addSimple(unsigned x, unsigned y, double energy)
{
int pos = y + (x * __width);
if (y >= __width || x >= __height)
throw OutOfBoundsEx(__width, __height, x, y);
if (__grid[pos])
throw PositionNonemptyEx(x, y);
Position position(x, y);
__grid[pos] = new Simple(*this, position, energy);
}
void Game::addStrategic(const Position &position, Strategy *s)
{
int pos = position.y + (position.x * __width);
if (position.y >= __width || position.x >= __height)
throw OutOfBoundsEx(__width, __height, position.x, position.y);
if (__grid[pos])
throw PositionNonemptyEx(position.x, position.y);
__grid[pos] = new Strategic(*this, position, STARTING_AGENT_ENERGY, s);
}
void Game::addStrategic(unsigned x, unsigned y, Strategy *s)
{
int pos = y + (x * __width);
if (y >= __width || x >= __height)
throw OutOfBoundsEx(__width, __height, x, y);
if (__grid[pos])
throw PositionNonemptyEx(x, y);
Position position(x, y);
__grid[pos] = new Strategic(*this, position, STARTING_AGENT_ENERGY, s);
}
void Game::addFood(const Position &position)
{
int pos = position.y + (position.x * __width);
if (position.y >= __width || position.x >= __height)
throw OutOfBoundsEx(__width, __height, position.x, position.y);
if (__grid[pos])
throw PositionNonemptyEx(position.x, position.y);
__grid[pos] = new Food(*this, position, STARTING_RESOURCE_CAPACITY);
}
void Game::addFood(unsigned x, unsigned y)
{
int pos = y + (x * __width);
if (y >= __width || x >= __height)
throw OutOfBoundsEx(__width, __height, x, y);
if (__grid[pos])
throw PositionNonemptyEx(x, y);
Position position(x, y);
__grid[pos] = new Food(*this, position, STARTING_RESOURCE_CAPACITY);
}
void Game::addAdvantage(const Position &position)
{
int pos = position.y + (position.x * __width);
if (position.y >= __width || position.x >= __height)
throw OutOfBoundsEx(__width, __height, position.x, position.y);
if (__grid[pos])
throw PositionNonemptyEx(position.x, position.y);
__grid[pos] = new Advantage(*this, position, STARTING_RESOURCE_CAPACITY);
}
void Game::addAdvantage(unsigned x, unsigned y)
{
int pos = y + (x * __width);
if (y >= __width || x >= __height)
throw OutOfBoundsEx(__width, __height, x, y);
if (__grid[pos])
throw PositionNonemptyEx(x, y);
Position position(x, y);
__grid[pos] = new Advantage(*this, position, STARTING_RESOURCE_CAPACITY);
}
const Surroundings Game::getSurroundings(const Position &pos) const
{
Surroundings s;
for (int pos = 0; pos < 9; ++pos)
s.array[pos] = EMPTY;
for (int row = -1; row <= 1; ++row)
{
for (int col = -1; col <= 1; ++col)
{
if (pos.x + row >= 0 && pos.x + row < __height
&& pos.y + col >= 0 && pos.y + col < __width)
{
unsigned int it = pos.y + col + ((pos.x + row) * __width);
if (__grid[it])
s.array[col + 1 + ((row + 1) * 3)] = __grid[it]->getType();
}
else
s.array[col + 1 + ((row + 1) * 3)] = INACCESSIBLE;
}
}
s.array[4] = SELF;
return s;
}
const ActionType Game::reachSurroundings(const Position &from, const Position &to)
{
int x;
int y;
x = to.x - from.x;
y = to.y - from.y;
x++;
y++;
unsigned int pos = (y + (x * 3));
switch (pos)
{
case 0: return NW;
case 1: return N;
case 2: return NE;
case 3: return W;
case 4: return STAY;
case 5: return E;
case 6: return SW;
case 7: return S;
case 8: return SE;
default: return STAY;
}
}
bool Game::isLegal(const ActionType &ac, const Position &pos) const
{
int x, y;
x = pos.x;
y = pos.y;
switch (ac)
{
case E: y++;
break;
case NE: y++;
x--;
break;
case N: x--;
break;
case NW: y--;
x--;
break;
case W: y--;
break;
case SW: y--;
x++;
break;
case S: x++;
break;
case SE: x++;
y++;
break;
default: break;
}
Position p((unsigned)x, (unsigned)y);
if (p.x < __height && p.y < __width)
return true;
return false;
}
const Position Game::move(const Position &pos, const ActionType &ac) const // note: assumes legal, use with isLegal()
{
if (isLegal(ac, pos))
{
int x, y;
x = pos.x;
y = pos.y;
switch (ac)
{
case E: y++;
break;
case NE: y++;
x--;
break;
case N:
x--;
break;
case NW: y--;
x--;
break;
case W: y--;
break;
case SW: y--;
x++;
break;
case S: x++;
break;
case SE: x++;
y++;
break;
default: break;
}
Position p((unsigned)x, (unsigned)y);
return p;
}
return pos;
}
void Game::round() // play a single round
{
std::set<Piece*> pieces;
for (auto it = __grid.begin(); it != __grid.end(); ++it)
{
if (*it)
{
pieces.insert(pieces.end(), *it);
(*it)->setTurned(false);
}
}
// Take turns
for (auto it = pieces.begin(); it != pieces.end(); ++it)
{
if (!(*it)->getTurned())
{
(*it)->setTurned(true);
(*it)->age();
ActionType ac = (*it)->takeTurn(getSurroundings((*it)->getPosition()));
Position pos0 = (*it)->getPosition();
Position pos1 = move(pos0, ac);
if (pos0.x != pos1.x || pos0.y != pos1.y)
{
Piece *p = __grid[pos1.y + (pos1.x * __width)];
if (p)
{
(*(*it)) * (*p);
if ((*it)->getPosition().x != pos0.x || (*it)->getPosition().y != pos0.y)
{
// piece moved
__grid[pos1.y + (pos1.x * __width)] = (*it);
__grid[pos0.y + (pos0.x * __width)] = p;
}
}
else
{
// empty move
(*it)->setPosition(pos1);
__grid[pos1.y + (pos1.x * __width)] = (*it);
__grid[pos0.y + (pos0.x * __width)] = nullptr;
}
}
}
}
// Update positions and delete unviable first
for (unsigned int i = 0; i < __grid.size(); ++i)
if (__grid[i] && !(__grid[i]->isViable()))
{
delete __grid[i];
__grid[i] = nullptr;
}
// Check game over
if (getNumResources() <= 0)
__status = Status::OVER;
__round++;
}
void Game::play(bool verbose)
{
__verbose = verbose;
__status = PLAYING;
std::cout << *this;
while (__status != OVER)
{
round();
if (verbose) std::cout << *this;
}
if (!verbose) std::cout << *this;
}
std::ostream & operator<<(std::ostream & os, const Game & game)
{
os << "Round " << game.__round << std::endl;
int column = 0;
for (auto it = game.__grid.begin(); it != game.__grid.end(); ++it)
{
if (*it == nullptr)
os << "[" << std::setw(6) << "]";
else
{
std::stringstream ss;
ss << "[" << **it;
std::string str;
std::getline(ss, str);
os << str << "]";
}
if (++column == game.__width)
{
column = 0;
os << std::endl;
}
}
os << "Status: ";
switch (game.getStatus())
{
case Game::Status::NOT_STARTED:
std::cout << "Not Started..." << std::endl;
break;
case Game::Status::PLAYING:
std::cout << "Playing..." << std::endl;
break;
default:
std::cout << "Over!" << std::endl;
break;
}
return os;
}
}