forked from ivogeorg/ucd-csci2312-pa3
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Game.cpp
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Game.cpp
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#include <iostream>
#include "Game.h"
#include "Simple.h"
#include "Agent.h"
#include "Piece.h"
#include "Strategy.h"
#include "Strategic.h"
#include "Exceptions.h"
#include "Food.h"
#include "Advantage.h"
#include "Gaming.h"
using namespace std;
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;
Game::Game(){
__round = 0;
__numInitAgents = 0;
__numInitResources = 0;
__width = MIN_WIDTH;
__height = MIN_HEIGHT;
for(unsigned i=0; i < __width*__height; i++){
__grid.push_back(nullptr);
}
}
Game::Game(unsigned width, unsigned height, bool manual /*= true*/){
if(width >= MIN_WIDTH && height >= MIN_HEIGHT){
__round = 0;
__width = width;
__height = height;
__numInitAgents = 0;
__numInitResources = 0;
for(unsigned i=0; i < __width*__height; i++){
__grid.push_back(nullptr);
}
if(!manual){
populate();
}
}
else{
throw InsufficientDimensionsEx(MIN_WIDTH, MIN_HEIGHT, width, height);
}
}
Game::~Game(){
for(auto it = __grid.begin(); it != __grid.end(); ++it){
if(*it != nullptr){
delete *it;
*it = nullptr;
}
}
__grid.clear();
}
void Game::populate(){
__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;
if(__numInitResources%2 == 1)
numFoods++;
std::default_random_engine gen;
std::uniform_int_distribution<int> d(0, __width*__height);
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 --;
}
}
while (numSimple > 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 Simple(*this, pos, STARTING_AGENT_ENERGY);
numSimple --;
}
}
while (numAdvantages > 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 Advantage(*this, pos, STARTING_RESOURCE_CAPACITY);
numAdvantages --;
}
}
while (numFoods > 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 Food(*this, pos, STARTING_RESOURCE_CAPACITY);
numFoods --;
}
}
}
unsigned int Game::getNumPieces() const{
return(this->getNumAgents() + this->getNumResources());
}
unsigned int Game::getNumAgents() const{
return (this->getNumSimple() + this->getNumStrategic());
}
unsigned int Game::getNumSimple() const{
unsigned count = 0;
for (auto it = __grid.begin(); it != __grid.end(); ++it) {
Simple *simple = dynamic_cast<Simple*>(*it);
if (simple ) count ++;
}
return count;
}
unsigned int Game::getNumStrategic() const{
unsigned count = 0;
for (auto it = __grid.begin(); it != __grid.end(); ++it) {
Strategic *strategic = dynamic_cast<Strategic*>(*it);
if (strategic) count ++;
}
return count;
}
unsigned int Game::getNumResources() const{
unsigned count = 0;
for (auto it = __grid.begin(); it != __grid.end(); ++it) {
Food *food = dynamic_cast<Food*>(*it);
if (food) count ++;
Advantage *advantage = dynamic_cast<Advantage*>(*it);
if (advantage) count ++;
}
return count;
}
const Piece *Game::getPiece(unsigned int x, unsigned int y) const {
if(__grid[y*__width + x] != nullptr)
return __grid[y*__width + x];
throw PositionEmptyEx(x, y);
}
void Game::addSimple(const Position &position){
Simple *newSimple = new Simple(*this, position, STARTING_AGENT_ENERGY);
if((position.y*__width + position.x)>__grid.size() || position.x > __width)
throw OutOfBoundsEx(__width,__height,position.x,position.y);
if((__grid[position.y*__width + position.x])!=nullptr)
throw PositionNonemptyEx(position.x,position.y);
__grid[position.y*__width + position.x] = newSimple;
}
void Game::addSimple(const Position &position, double energy){
Simple *newSimple = new Simple(*this, position, STARTING_AGENT_ENERGY);
if((position.y*__width + position.x)>__grid.size() || position.x > __width)
throw OutOfBoundsEx(__width,__height,position.x,position.y);
if((__grid[position.y*__width + position.x])!=nullptr)
throw PositionNonemptyEx(position.x,position.y);
__grid[position.y*__width + position.x] = newSimple;
}
void Game::addSimple(unsigned x, unsigned y){
Position pos(x, y);
this->addSimple(pos);
}
void Game::addSimple(unsigned x, unsigned y, double energy){
Position pos(x, y);
this->addSimple(pos, energy);
}
void Game::addStrategic(const Position &position, Strategy *s/* = new DefaultAgentStrategy()*/){
Strategic *newStrat = new Strategic(*this, position, STARTING_AGENT_ENERGY,s);
if((position.y*__width + position.x)>__grid.size() || position.x > __width)
throw OutOfBoundsEx(__width,__height,position.x,position.y);
if((__grid[position.y*__width + position.x])!=nullptr)
throw PositionNonemptyEx(position.x,position.y);
__grid[position.y*__width + position.x] = newStrat;
}
void Game::addStrategic(unsigned x, unsigned y, Strategy *s/* = new DefaultAgentStrategy()*/){
Position pos(x, y);
this->addStrategic(pos, s);
}
void Game::addFood(const Position &position){
Food *newFood = new Food(*this, position, STARTING_RESOURCE_CAPACITY);
if((position.y*__width + position.x)>__grid.size() || position.x > __width)
throw OutOfBoundsEx(__width,__height,position.x,position.y);
if((__grid[position.y*__width + position.x]) != nullptr)
throw PositionNonemptyEx(position.x,position.y);
__grid[position.y*__width + position.x] = newFood;
}
void Game::addFood(unsigned x, unsigned y){
Position pos(x, y);
this->addFood(pos);
}
void Game::addAdvantage(const Position &position){
Advantage *newAdvantage = new Advantage(*this, position, STARTING_RESOURCE_CAPACITY);
if((position.y*__width + position.x)>__grid.size() || position.x > __width)
throw OutOfBoundsEx(__width,__height,position.x,position.y);
if((__grid[position.y*__width + position.x])!=nullptr)
throw PositionNonemptyEx(position.x,position.y);
__grid[position.y*__width + position.x] = newAdvantage;
}
void Game::addAdvantage(unsigned x, unsigned y){
Position pos(x, y);
this->addAdvantage(pos);
}
const Surroundings Game::getSurroundings(const Position &pos) const{
Surroundings *surround = new Surroundings;
int count;
for(int i=-1; i < 2; i++){
for(int j=-1; j < 2; j++){
if(pos.x+j < 0 || pos.x+j >= __width || pos.y+i < 0 || pos.y+i >= __width){
surround->array[count] = INACCESSIBLE;
}
else if(count == 4){
surround->array[count] = SELF;
}
else if(__grid[__width*(pos.y - i) + (pos.x + j)] == nullptr){
surround->array[count] = EMPTY;
}
else{
surround->array[count] = __grid[__width*(pos.y - i) + (pos.x + j)]->getType();
}
count++;
}
}
return *surround;
}
const ActionType Game::reachSurroundings(const Position &from, const Position &to){
int xDist = to.x - from.x;
int yDist = to.y - from.y;
ActionType move = STAY;
if(xDist == -1 && yDist == -1){
move = NW;
}else if(xDist == 0 && yDist == -1){
move = N;
}else if(xDist == 1 && yDist == -1){
move = NE;
}else if(xDist == -1 && yDist == 0){
move = W;
}else if(xDist == 1 && yDist == 0){
move = E;
}else if(xDist == -1 && yDist == 1){
move = SW;
}else if(xDist == 0 && yDist == 1){
move = S;
}else if(xDist == 1 && yDist == 1){
move = SE;
}
return move;
}
bool Game::isLegal(const ActionType &ac, const Position &pos) const{
Surroundings surround = getSurroundings(pos);
ActionType moves[9] = {NW,N,NE,W,STAY,E,SW,S,SE};
int direction;
bool legal;
for (int i = 0; i < 9; ++i) {
if(moves[i] == ac) {
direction = i;
break;
}
}
legal = surround.array[direction] != INACCESSIBLE;
return legal;
}
const Position Game::move(const Position &pos, const ActionType &ac) const{
Position newPos;
if(ac == NW)
newPos = Position(pos.x-1,pos.y-1);
else if(ac == N)
newPos = Position(pos.x-1,pos.y);
else if(ac == NE)
newPos = Position(pos.x-1,pos.y+1);
else if(ac == W)
newPos = Position(pos.x,pos.y-1);
else if(ac == STAY)
newPos = Position(pos.x,pos.y);
else if(ac == E)
newPos = Position(pos.x,pos.y+1);
else if(ac == SW)
newPos = Position(pos.x+1,pos.y-1);
else if(ac == S)
newPos = Position(pos.x+1,pos.y);
else if(ac == SE)
newPos = Position(pos.x+1,pos.y+1);
return newPos;
}
void Game::round(){
if(__round == 0 && __verbose){
__status = PLAYING;
cout << endl << *this;
}
for (int i = 0; i < __grid.size(); ++i) {
if(__grid[i]!= nullptr){
if(__grid[i]->isViable()) {
if (!__grid[i]->getTurned()) {
Agent * agent = dynamic_cast<Agent*>(__grid[i]);
if(agent) {
__grid[i]->setTurned(true);
Position currentPos = __grid[i]->getPosition();
Surroundings surround = getSurroundings(currentPos);
ActionType action = __grid[i]->takeTurn(surround);
if (action != STAY) {
Position newPos = move(currentPos, action);
int newPosIndx = (newPos.x * __width + newPos.y);
(*__grid[i]) * (*__grid[newPosIndx]);
if(!__grid[i]->isViable()){
delete __grid[i];
__grid[i]= nullptr;
}
else {
__grid[i]->setPosition(newPos);
if (__grid[newPosIndx] != nullptr) {
delete __grid[newPosIndx];
__grid[newPosIndx] = __grid[i];
__grid[i] = nullptr;
}
else {
__grid[newPosIndx] = __grid[i];
__grid[i] = nullptr;
}
}
if(!__grid[newPosIndx]->isViable()){
delete __grid[newPosIndx];
__grid[newPosIndx]= nullptr;
}
}
}
}
}
}
}
for (int j = 0; j < __grid.size(); ++j) {
if(__grid[j] != nullptr) {
if (!__grid[j]->isViable()) {
delete __grid[j];
__grid[j] = nullptr;
}
else {
__grid[j]->setTurned(false);
__grid[j]->age();
}
}
}
if(getNumPieces()< 2 || getNumResources() < 1)
__status = OVER;
++__round; //
if(__verbose)
cout << endl << *this;
}
void Game::play(bool verbose/* = false*/){
__status = PLAYING;
__verbose = verbose;
cout << *this;
while (__status != OVER) {
round();
if (verbose)
cout << *this;
}
if (!verbose)
cout << *this;
}
std::ostream &operator<<(std::ostream &os, const Game &game){
int count = 0;
os << "Round " << game.getRound() << endl;
for(int i=0; i < game.getHeight(); i++){
for(int j=0; j < game.getWidth(); j++){
if(game.__grid[count] == nullptr){
os << "[" << " " << "]";
}
else{
os << "[" << *game.__grid[count] << "]";
}
os << " ";
count++;
}
os << endl;
}
if(game.__status == Game::PLAYING){
os << "Status: Playing..";
}else if(game.__status == Game::NOT_STARTED){
os << "Status: Not Started";
}else{
os << "Status: Over!";
}
return os;
}
}