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Game.cpp
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Game.cpp
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//
// Created by Nikki on 4/2/2016.
//
#include <iomanip>
#include <vector>
#include <set>
#include "Game.h"
#include "Simple.h"
#include "Strategic.h"
#include "Food.h"
#include "Advantage.h"
using std::array;
using std::vector;
namespace Gaming
{
int grid_converter(const Game& g, const Position& p)
{
int i = (g.getWidth() * p.x) + p.y;
return i;
}
//private consts
const unsigned int Game::NUM_INIT_AGENT_FACTOR = 4;
const unsigned int Game::NUM_INIT_RESOURCE_FACTOR = 2;
//public consts
const unsigned Game::MIN_WIDTH = 3, Game::MIN_HEIGHT = 3;
const double Game::STARTING_AGENT_ENERGY = 20;
const double Game::STARTING_RESOURCE_CAPACITY = 10;
PositionRandomizer Game::__posRandomizer;
//private method to populate the grid
void Game::populate() // populate the grid (used in automatic random initialization of a Game)
{
__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;
std::default_random_engine gen;
std::uniform_int_distribution<int> d(0, __width * __height);
//populate Agents
//populate Strategic Agents
while(numStrategic > 0)
{
int i = d(gen); // random index in the grid vector
if (__grid[i] == nullptr) // is position empty
{
Position pos(i / __width, i % __width);
__grid[i] = new Strategic(*this, pos, Game::STARTING_AGENT_ENERGY);
numStrategic --;
}
}
//populate Simple Agents
while(numSimple > 0)
{
int i = d(gen);
if(__grid[i] == nullptr)
{
Position pos(i / __width, i % __width);
__grid[i] = new Simple(*this, pos, Game::STARTING_AGENT_ENERGY);
numSimple--;
}
}
//populate Resources
//populate Advantages
while(numAdvantages > 0)
{
int i = d(gen);
if(__grid[i] == nullptr)
{
Position pos(i / __width, i % __width);
__grid[i] = new Advantage(*this, pos, Game::STARTING_RESOURCE_CAPACITY);
numAdvantages--;
}
}
//populate Foods
while(numFoods > 0)
{
int i = d(gen);
if(__grid[i] == nullptr)
{
Position pos(i / __width, i % __width);
__grid[i] = new Food(*this, pos, Game::STARTING_RESOURCE_CAPACITY);
numFoods--;
}
}
}
//default and three argument constructors
Game::Game():__numInitAgents(0),__numInitResources(0),
__width(MIN_WIDTH), __height(MIN_HEIGHT), __grid(__width * __height, nullptr), __round(0),
__status(NOT_STARTED), __verbose(false)
{}
Game::Game(unsigned int width, unsigned int height, bool manual):
__numInitAgents(0), __numInitResources(0), __width(width), __height(height),
__grid(__width * __height, nullptr), __round(0),__status(NOT_STARTED), __verbose(false)
{
if(width < MIN_WIDTH || height < MIN_HEIGHT)
throw InsufficientDimensionsEx(MIN_WIDTH, MIN_HEIGHT, width, height);
__grid.resize(__width * __height, nullptr);
if(!(manual)) populate();
}
//destructor
Game::~Game()
{
if(__grid.size() > 0)
{
for(int i = 0; i < __grid.size(); ++i)
{
__grid[i] = nullptr;
}
}
}
//accessors
unsigned int Game::getNumPieces() const
{
unsigned int numPieces = this->getNumResources() + this->getNumAgents();
return numPieces;
}
unsigned int Game::getNumAgents() const
{
unsigned int numAgents = this->getNumSimple() + this->getNumStrategic();
return numAgents;
}
unsigned int Game::getNumSimple() const
{
unsigned int numSimple = 0;
for(auto it = __grid.begin(); it != __grid.end(); ++it)
{
if(*it != nullptr && (*it)->getType() == PieceType::SIMPLE)
{
Simple* simple = dynamic_cast<Simple *>(*it);
if(simple) ++numSimple;
}
}
return numSimple;
}
unsigned int Game::getNumStrategic() const
{
unsigned int numStrategic = 0;
for(auto it = __grid.begin(); it != __grid.end(); ++it)
{
if(*it != nullptr && (*it)->getType() == PieceType::STRATEGIC)
{
Strategic* strategic = dynamic_cast<Strategic *>(*it);
if(strategic) ++numStrategic;
}
}
return numStrategic;
}
unsigned int Game::getNumResources() const
{
unsigned int numResources = 0;
for(auto it = __grid.begin(); it != __grid.end(); ++it)
{
if(*it != nullptr && ((*it)->getType() == PieceType::FOOD || (*it)->getType() == PieceType::ADVANTAGE))
{
Resource* resource = dynamic_cast<Resource*>(*it);
if(resource) ++ numResources;
}
}
return numResources;
}
const Piece* Game::getPiece(unsigned int x, unsigned int y) const
{
if(y < 0 || y >= __width || x < 0 || x >= __height)
throw OutOfBoundsEx(__width, __height, y, x);
Piece* p = nullptr;
if(__grid[grid_converter(*this, Position(x,y))])
p = __grid[grid_converter(*this,Position(x,y))];
return p;
}
//grid population mutators
void Game::addSimple(const Position &position)
{
if(position.y < 0 || position.y >= __width || position.x < 0 || position.x >= __height)
throw OutOfBoundsEx(__width, __height, position.y, position.x);
if(__grid[grid_converter(*this, position)])
throw PositionNonemptyEx(position.x, position.y);
__grid[grid_converter(*this, position)] = new Simple(*this, position, Game::STARTING_AGENT_ENERGY);
++__numInitAgents;
}
void Game::addSimple(const Position &position, double energy)
{
int grid_size = __grid.size();
addSimple(position);
if(grid_size > __grid.size())
{
Agent* agent = dynamic_cast<Agent*>(__grid[grid_converter(*this, position)]);
if(agent)
{
double i = agent->getEnergy();
agent->addEnergy(energy - i);
}
}
}
void Game::addSimple(unsigned x, unsigned y)
{
Position p(x,y);
addSimple(p);
}
void Game::addSimple(unsigned x, unsigned y, double energy)
{
Position p(x,y);
addSimple(p, energy);
}
void Game::addStrategic(const Position &position, Strategy *s)
{
if(position.y < 0 || position.y >= __width || position.x < 0 || position.x >= __height)
throw OutOfBoundsEx(__width, __height, position.y, position.x);
if(__grid[grid_converter(*this, position)])
throw PositionNonemptyEx(position.x, position.y);
if (s != nullptr)
__grid[grid_converter(*this, position)] = new Strategic(*this, position, Game::STARTING_AGENT_ENERGY,
s);
else
__grid[grid_converter(*this, position)] = new Strategic(*this, position, Game::STARTING_AGENT_ENERGY);
++__numInitAgents;
}
void Game::addStrategic(unsigned x, unsigned y, Strategy *s)
{
Position p(x,y);
if(s != nullptr)
addStrategic(p, s);
else
addStrategic(p);
}
void Game::addFood(const Position &position)
{
if(position.y < 0 || position.y >= __width || position.x < 0 || position.x >= __height)
throw OutOfBoundsEx(__width, __height, position.y, position.x);
if(__grid[grid_converter(*this, position)])
throw PositionNonemptyEx(position.x, position.y);
__grid[grid_converter(*this, position)] = new Food(*this, position, Game::STARTING_RESOURCE_CAPACITY);
++__numInitResources;
}
void Game::addFood(unsigned x, unsigned y)
{
Position p(x,y);
addFood(p);
}
void Game::addAdvantage(const Position &position)
{
if(position.y < 0 || position.y >= __width || position.x < 0 || position.x >= __height)
throw OutOfBoundsEx(__width, __height, position.y, position.x);
if(__grid[grid_converter(*this, position)])
throw PositionNonemptyEx(position.x, position.y);
__grid[grid_converter(*this, position)] = new Advantage(*this, position, Game::STARTING_RESOURCE_CAPACITY);
++__numInitResources;
}
void Game::addAdvantage(unsigned x, unsigned y)
{
Position p(x,y);
addAdvantage(p);
}
const Surroundings Game::getSurroundings(const Position &pos) const
{
Gaming::Surroundings surroundings;
surroundings.array = {EMPTY,EMPTY,EMPTY,EMPTY,EMPTY,EMPTY,EMPTY,EMPTY,EMPTY};
int k = 0;
std::array<Position, 9> posArray;
for (int i = -1; i < 2; ++i)
{
for (int j = -1; j < 2; ++j)
{
posArray[k] = Position(pos.x + i, pos.y + j);
k++;
}
}
for(int i = 0; i < 9; ++i)
{
if(posArray[i].y < 0 || posArray[i].y >= __width || posArray[i].x < 0 || posArray[i].x >= __height)
surroundings.array[i] = Gaming::INACCESSIBLE;
else if(__grid[grid_converter(*this, posArray[i])])
{
surroundings.array[i] = __grid[grid_converter(*this, posArray[i])]->getType();
}
else
surroundings.array[i] = Gaming::EMPTY;
}
surroundings.array[4] = Gaming::SELF;
return surroundings;
}
const ActionType Game::reachSurroundings(const Position &from, const Position &to)
{
ActionType ac;
unsigned int x = to.x - from.x;
unsigned int y = to.y - from.y;
if(x == -1 && y == -1)
{ ac = NW;}
else if(x == -1 && y == 0)
{ ac = N;}
else if(x == -1 && y == 1)
{ ac = NE;}
else if(x == 0 && y == -1)
{ ac = W;}
else if(x == 0 && y == 1)
{ ac = E;}
else if(x == 1 && y == -1)
{ ac = SW;}
else if(x == 1 && y == 0)
{ ac = S;}
else if(x == 1 && y == 1)
{ ac = SE;}
else
ac = STAY;
return ac;
}
bool Game::isLegal(const ActionType &ac, const Position &pos) const
{
bool __isLegal = false;
Position newPos(pos);
switch(ac)
{
case N: newPos.x -= 1;
if(!(newPos.x < 0)){__isLegal = true;}
break;
case NE: newPos.x -= 1;
newPos.y += 1;
if((!(newPos.x < 0)) && (!(newPos.y >= __width))){__isLegal = true;}
break;
case NW: newPos.x -= 1;
newPos.y-= 1;
if((!(newPos.x < 0)) && (!(newPos.y < 0))){__isLegal = true;}
break;
case E: newPos.y += 1;
if(!(newPos.y >= __width)){__isLegal = true;}
break;
case W: newPos.y -= 1;
if(!(newPos.y < 0)){__isLegal = true;}
break;
case SE:newPos.x += 1;
newPos.y += 1;
if((!(newPos.x >= __height)) && (!(newPos.y >= __width))){__isLegal = true;}
break;
case SW: newPos.x += 1;
newPos.y -= 1;
if((!(newPos.x >= __height)) && (!(newPos.y < 0))){__isLegal = true;}
break;
case S: newPos.x += 1;
if(!(newPos.x >= __height)){__isLegal = true;}
break;
case STAY: __isLegal = true;
break;
default: std::cout << "something wrong happened here" << std::endl;
}
return __isLegal;
}
const Position Game::move(const Position &pos, const ActionType &ac) const
{
Position other(pos.x, pos.y);
switch(ac)
{
case N: other.x -= 1;
break;
case NE: other.x -= 1;
other.y += 1;
break;
case NW: other.x -= 1;
other.y -= 1;
break;
case E: other.y += 1;
break;
case W: other.y -= 1;
break;
case SE: other.x += 1;
other.y += 1;
break;
case SW: other.x += 1;
other.y -= 1;
break;
case S: other.x += 1;
break;
default: std::cout << "no other options available" << std::endl;
}
return other;
}
void Game::round()
{
// 1. Go through all the Piece-s that are still viable and on the grid (this doesn't change between rounds) and:
// i. If a Piece has not taken a turn, give it a turn. Use Piece::getTurned().
// ii. Call the Piece::setTurned(true) to avoid giving a moving Piece more than one turn per round
// (e.g. if it happens to move to a grid position you haven't covered in the current round).
// iii. Perform the turn and implement all the consequences of the turn (e.g. interaction with another Piece).
// iv. Delete any Piece(s) which became unviable.
// 2. Go through all the Piece-s that are still viable and on the grid after the current round, and:
// i. Call the polymorphic Piece::age().
// ii. Call the Piece::setTurned(false) to reset the turn for the next round.
// iii. Delete any Piece(s) which have aged to zero.
//TODO
// Some guidelines for implementing Game::round():
// 1. Do it incrementally and use the tests to build in more and more detail.
// 2. It might be intuitive that you cycle through the Game grid for each round, but it is much better to
// cycle through a std::set of all the currently occupied positions of the grid. Cycling through the grid won't be able
// to handle some of the finer cases. Cycling through the set, if done correctly, will ensure a fair turn for all the
// Pieces.
// 3. Notice that a Piece might become unviable before its turn comes (e.g. a Resource gets consumed by an Agent that
// moves ahead of it, or an Agent gets challenged by another, and one or both die as a result).
// 4. Notice that a Piece might move to a new position, either through an interaction or through a move to a
// previously free position. In the first case, the position was already occupied, so it is still in the set. In the
// second case, the position was empty, so needs to be added to the set.
std::set<int> piece_positions;
for(auto it = __grid.begin(); it != __grid.end(); ++it)
{
if(*it != nullptr && (*it)->isViable())
piece_positions.insert(grid_converter(*this, (*it)->getPosition()));
}
for(auto it = piece_positions.begin(); it != piece_positions.end(); ++it)
{
if(!(__grid[(*it)]->getTurned()))
{
__grid[(*it)]->setTurned(true);
Position p = __grid[(*it)]->getPosition();
Surroundings s = getSurroundings(p);
ActionType ac = __grid[(*it)]->takeTurn(s);
if(isLegal(ac,p))
{
__grid[(*it)]->setPosition(move(p,ac));
}
}
}
}
void Game::play(bool verbose)
{
//if(verbose) //print the game board
}
std::ostream &operator<<(std::ostream &os, const Game &game)
{
os << "Round " << game.getRound() << "/n";
for(int i = 0; i < game.__height; ++i)
{
for (int j = 0; j < game.__width; ++j)
{
for(auto it = game.__grid.begin(); it != game.__grid.end(); ++it)
{
if(*it != nullptr)
{
Position pos(i, j);
Position piecePos = (*it)->getPosition();
if (piecePos.x == pos.x && piecePos.y == pos.y)
{
os << "[" << std::setw(6) << (*it) << "]";
}
}
else
os << "[" << std::string(6, ' ') << "]";
}
}
os << "/n";
}
switch(game.getStatus())
{
case Game::NOT_STARTED: os << "Not Started./n";
break;
case Game::PLAYING: os << "Playing.../n";
break;
case Game::OVER: os << "Over!/n";
break;
default: os << "Something really wrong must've happened to get here.../n";
}
return os;
}
}