Some small cleanup and refactoring.

Update name of a few functions to best suit their usage.
Split up checking for winning player and checking for game over state.
This commit is contained in:
mdiluzio 2014-12-29 21:52:25 +00:00
parent d54ccf3d2f
commit 5737ae31be
4 changed files with 21 additions and 14 deletions

View file

@ -92,7 +92,7 @@ int CTTRTSGame::IssueOrder( player_t player, const SOrder & order )
} }
// Verify a position // Verify a position
int CTTRTSGame::VerifyPos(uvector2 vec) const int CTTRTSGame::VerifyPosIsValidMovement(uvector2 vec) const
{ {
// Simply check if within the bounds of our dimensions for now // Simply check if within the bounds of our dimensions for now
if ( ( vec.x >= dimensions.x ) if ( ( vec.x >= dimensions.x )
@ -137,7 +137,7 @@ int CTTRTSGame::SimulateToNextTurn()
uvector2 newpos = GetNewPosition(pair); uvector2 newpos = GetNewPosition(pair);
// Verify the position is even available // Verify the position is even available
bool possible = ( VerifyPos(newpos) == 0 ); bool possible = (VerifyPosIsValidMovement(newpos) == 0 );
if ( possible ) if ( possible )
{ {
@ -202,7 +202,7 @@ int CTTRTSGame::SimulateToNextTurn()
{ {
uvector2 newpos = pair.unit.GetInFront(); uvector2 newpos = pair.unit.GetInFront();
// If move would be within the arena // If move would be within the arena
if ( ( newpos.x <= dimensions.x-1 ) && ( newpos.y <= dimensions.y-1 ) ) if (VerifyPosIsValidMovement(newpos) == 0 )
{ {
pair.unit.SetPos(newpos); pair.unit.SetPos(newpos);
@ -454,7 +454,7 @@ std::vector<player_t> CTTRTSGame::GetPlayers() const
} }
// Check if we have a win state // Check if we have a win state
player_t CTTRTSGame::CheckForWin() const player_t CTTRTSGame::GetWinningPlayer() const
{ {
// Array of units for each Player // Array of units for each Player
unsigned int units[(int) player_t::NUM_INVALID]; unsigned int units[(int) player_t::NUM_INVALID];

View file

@ -30,10 +30,16 @@ public:
// Returns non-zero if simulation failed // Returns non-zero if simulation failed
int SimulateToNextTurn(); int SimulateToNextTurn();
// Check for a win, returns invalid for no win state reached // Check for winning player, returns invalid for no win state reached
// Note: this function will return invalid a draw was reached // Note: this function will return invalid if a draw was reached
// best practice would be to call with GetNumUnits() == 0 // do not rely on this to test for end state
player_t CheckForWin() const; player_t GetWinningPlayer() const;
// Check if the game is over
bool GameOver() const;
// Check if any of the units can move
bool UnitsCanMove() const;
// Get the game information as a string // Get the game information as a string
std::string GetStateAsString() const; std::string GetStateAsString() const;
@ -80,7 +86,7 @@ private:
// Verify any order or position - non-zero is error // Verify any order or position - non-zero is error
int VerifyOrder( player_t player, const SOrder & order ) const; int VerifyOrder( player_t player, const SOrder & order ) const;
int VerifyPos( uvector2 vec ) const; int VerifyPosIsValidMovement(uvector2 vec) const;
// Get a units new position after an order // Get a units new position after an order
uvector2 GetNewPosition( const SOrderUnitPair & pair ) const; uvector2 GetNewPosition( const SOrderUnitPair & pair ) const;

View file

@ -172,7 +172,7 @@ const char* tests()
if (game.GetUnitByIndex(0).GetID() != id ) if (game.GetUnitByIndex(0).GetID() != id )
return "Game killed the wrong unit"; return "Game killed the wrong unit";
if ( game.CheckForWin() != player_t::Blue ) if ( game.GetWinningPlayer() != player_t::Blue )
return "Game failed to recognise a win for the right Player"; return "Game failed to recognise a win for the right Player";
std::string game_string = game.GetStateAsString(); std::string game_string = game.GetStateAsString();

View file

@ -133,10 +133,8 @@ int main(int argc, char* argv[])
snprintf(cmd1,128, "rm -rf %s/*",gameDir.c_str()); snprintf(cmd1,128, "rm -rf %s/*",gameDir.c_str());
system(cmd1); system(cmd1);
// While the game hasn't been won // While the game isn't finished
player_t winningPlayer; while ( ! game.GameOver() )
while ( ((winningPlayer = game.CheckForWin()) == player_t::NUM_INVALID) // We have a winning player
&& game.GetNumUnits() > 0 ) // We have no units left
{ {
std::cout<<"Starting turn "<<game.GetTurn()<<std::endl; std::cout<<"Starting turn "<<game.GetTurn()<<std::endl;
@ -220,6 +218,9 @@ int main(int argc, char* argv[])
// Output final gamestate // Output final gamestate
OutputGameStateFile(game, gameDir); OutputGameStateFile(game, gameDir);
// Get the winning player
player_t winningPlayer = game.GetWinningPlayer();
// Print the winner! // Print the winner!
if ( winningPlayer != player_t::NUM_INVALID ) if ( winningPlayer != player_t::NUM_INVALID )
{ {