Simplify some things, zomg c++11 for loops are beautiful
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2 changed files with 52 additions and 84 deletions
128
game/game.cpp
128
game/game.cpp
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@ -25,9 +25,9 @@ int CTTRTSGame::IssueOrders( player_id_t player, const std::string& _orders )
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int CTTRTSGame::IssueOrders( player_id_t player, const COrderVector& orders )
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{
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// verify all the orders
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for ( COrderVector::const_iterator it = orders.begin(); it != orders.end(); it++ )
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for ( auto order : orders )
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{
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if ( IssueOrder(player,*it) )
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if ( IssueOrder(player,order) )
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return 1;
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}
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@ -51,11 +51,52 @@ int CTTRTSGame::SimulateToNextTurn()
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{
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int error;
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// Simulate all movements first
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error = SimulateMovements();
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OrderUnitPairVector orderPairs;
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// Simulate all the actions
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error = SimulateActions();
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// Grab all movement orders
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for ( auto order : m_orders )
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{
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const OrderUnitPair pair = { order, GetUnitByID(order.unit) };
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orderPairs.push_back(pair);
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}
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// Attempt all movement orders
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for ( auto pair : orderPairs )
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{
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switch ( pair.order.order )
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{
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case order_c::F:
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{
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// Verify new unit position will be on the board
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}
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break;
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}
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}
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// Vector of units to kill
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std::vector< unit_id_t > toKill;
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// Attempt all actions
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for ( auto pair : orderPairs )
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{
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switch ( pair.order.order )
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{
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case order_c::A:
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{
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// Verify that there's a unit in front to attack
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}
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break;
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case order_c::L:
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case order_c::R:
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// Nothing needed here, these orders can always be carried out
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break;
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}
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}
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for ( auto id : toKill )
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{
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}
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// Clear all orders
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m_orders.resize(0);
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@ -105,9 +146,9 @@ int CTTRTSGame::VerifyOrder( player_id_t player, const COrder& order ) const
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// Attempt to find the unit
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bool unitFound = false;
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for ( CUnitVector::const_iterator it = m_allUnits.begin(); it != m_allUnits.end(); it++ )
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for ( const CUnit& unit : m_allUnits )
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{
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if ( (*it).getID() == unitID )
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if ( unit.getID() == unitID )
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{
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unitFound = true;
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break;
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@ -124,79 +165,14 @@ const CUnit& CTTRTSGame::GetUnitByID( unit_id_t id ) const
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{
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CUnitVector::const_iterator it;
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for ( it = m_allUnits.begin(); it != m_allUnits.end(); it++ )
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for ( const CUnit& unit : m_allUnits )
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{
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// Attempt the unit add
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if ( (*it).getID() )
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return *it;
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if ( unit.getID() )
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return unit;
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}
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// Return an invalid unit
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static CUnit invalid_unit;
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return invalid_unit;
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}
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// Verify an order unit pair
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int CTTRTSGame::VerifyOrderUnitPair( const OrderUnitPair& pair ) const
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{
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switch ( pair.order.order )
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{
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case order_c::F:
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{
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// Verify new unit position will be on the board
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}
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break;
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case order_c::L:
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case order_c::R:
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case order_c::A:
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// Nothing needed here, orders can always be carried out
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break;
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}
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return 0;
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}
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// Simulate all movements
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int CTTRTSGame::SimulateMovements()
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{
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OrderUnitPairVector movements;
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// Grab all movement orders
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for ( COrderVector::const_iterator it = m_orders.begin(); it != m_orders.end(); it++ )
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{
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if( isMovementOrder(*it) )
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{
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const OrderUnitPair pair = { *it, GetUnitByID((*it).unit) };
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movements.push_back(pair);
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}
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}
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// Remove all orders with straight up impossible movements
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for ( OrderUnitPairVector::const_iterator it = movements.begin(); it != movements.end(); it++ )
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{
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if( VerifyOrderUnitPair(*it) )
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{
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}
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}
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// Calculate movements
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return 0;
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}
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// Simulate all actions
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int CTTRTSGame::SimulateActions()
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{
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// Grab all action orders
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COrderVector actions;
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for ( COrderVector::const_iterator it = m_orders.begin(); it != m_orders.end(); it++ )
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{
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if( isActionOrder(*it) )
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actions.push_back(*it);
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}
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// Calculate actions
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return 0;
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}
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@ -67,14 +67,6 @@ public:
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private:
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// Simulate all movements
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int SimulateMovements();
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// Simulate all actions
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int SimulateActions();
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int VerifyOrderUnitPair( const OrderUnitPair& pair ) const;
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// Verify any order
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int VerifyOrder( player_id_t player, const COrder& order ) const;
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