Player -> player_t

This commit is contained in:
mdiluzio 2014-12-21 11:14:01 +00:00
parent 9e44d5144b
commit 83020d9120
8 changed files with 49 additions and 49 deletions

View file

@ -30,7 +30,7 @@ CTTRTSGame& CTTRTSGame::operator=(CTTRTSGame&& game)
} }
// Interpret a string of orders // Interpret a string of orders
int CTTRTSGame::IssueOrders( Player player, const std::string& _orders ) int CTTRTSGame::IssueOrders( player_t player, const std::string& _orders )
{ {
COrderVector orderVector; COrderVector orderVector;
@ -57,7 +57,7 @@ int CTTRTSGame::IssueOrders( Player player, const std::string& _orders )
} }
// Issue orders by vector to the game // Issue orders by vector to the game
int CTTRTSGame::IssueOrders( Player player, const COrderVector& orders ) int CTTRTSGame::IssueOrders( player_t player, const COrderVector& orders )
{ {
// verify all the orders // verify all the orders
for ( auto order : orders ) for ( auto order : orders )
@ -71,7 +71,7 @@ int CTTRTSGame::IssueOrders( Player player, const COrderVector& orders )
} }
// Issue a single order // Issue a single order
int CTTRTSGame::IssueOrder( Player player, const SOrder & order ) int CTTRTSGame::IssueOrder( player_t player, const SOrder & order )
{ {
// Verify the order // Verify the order
if ( VerifyOrder(player,order) ) if ( VerifyOrder(player,order) )
@ -366,7 +366,7 @@ int CTTRTSGame::AddUnits( CUnitVector&& units )
} }
// Verify any order // Verify any order
int CTTRTSGame::VerifyOrder( Player player, const SOrder & order ) const int CTTRTSGame::VerifyOrder( player_t player, const SOrder & order ) const
{ {
int ret = 1; int ret = 1;
@ -435,9 +435,9 @@ CUnit& CTTRTSGame::GetUnitByID( unit_id_t id )
} }
// Get a vector of the players in the current game // Get a vector of the players in the current game
std::vector<Player> CTTRTSGame::GetPlayers() const std::vector<player_t> CTTRTSGame::GetPlayers() const
{ {
std::vector<Player> players; std::vector<player_t> players;
players.reserve(GetNumUnits()); players.reserve(GetNumUnits());
// Grab all players // Grab all players
@ -454,10 +454,10 @@ std::vector<Player> CTTRTSGame::GetPlayers() const
} }
// Check if we have a win state // Check if we have a win state
Player CTTRTSGame::CheckForWin() const player_t CTTRTSGame::CheckForWin() const
{ {
// Array of units for each Player // Array of units for each Player
unsigned int units[(int) Player::NUM_INVALID]; unsigned int units[(int) player_t::NUM_INVALID];
memset(units,0,sizeof(units)); memset(units,0,sizeof(units));
// Count up all the units for each Player // Count up all the units for each Player
@ -468,21 +468,21 @@ Player CTTRTSGame::CheckForWin() const
} }
// Default winning Player to invalid (no win) // Default winning Player to invalid (no win)
Player winningPlayer = Player::NUM_INVALID; player_t winningPlayer = player_t::NUM_INVALID;
// For each of the players // For each of the players
for ( unsigned int i = 0; i < _countof(units); i++ ) for ( unsigned int i = 0; i < _countof(units); i++ )
{ {
// if there are still units in this Player, and the winning Player hasn't been set // if there are still units in this Player, and the winning Player hasn't been set
if( units[i] > 0 && winningPlayer == Player::NUM_INVALID ) if( units[i] > 0 && winningPlayer == player_t::NUM_INVALID )
{ {
winningPlayer = (Player)i; winningPlayer = (player_t)i;
} }
// Otherwise, if there are units in this Player and the winning Player HAS been set // Otherwise, if there are units in this Player and the winning Player HAS been set
else if ( units[i] > 0 ) else if ( units[i] > 0 )
{ {
// Set back to invalid and break out of the loop // Set back to invalid and break out of the loop
winningPlayer = Player::NUM_INVALID; winningPlayer = player_t::NUM_INVALID;
break; break;
} }
} }

View file

@ -33,15 +33,15 @@ public:
// Check for a win, returns invalid for no win state reached // Check for a win, returns invalid for no win state reached
// Note: this function will return invalid a draw was reached // Note: this function will return invalid a draw was reached
// best practice would be to call with GetNumUnits() == 0 // best practice would be to call with GetNumUnits() == 0
Player CheckForWin() const; player_t CheckForWin() const;
// Get the game information as a string // Get the game information as a string
std::string GetStateAsString() const; std::string GetStateAsString() const;
// Issue orders to the game, returns non-zero if orders are incorrect // Issue orders to the game, returns non-zero if orders are incorrect
int IssueOrders( Player player, const std::string& orders ); int IssueOrders( player_t player, const std::string& orders );
int IssueOrders( Player player, const COrderVector& orders ); int IssueOrders( player_t player, const COrderVector& orders );
int IssueOrder( Player player, const SOrder & order ); int IssueOrder( player_t player, const SOrder & order );
// Add a units to the game, nonzero return value indicates error // Add a units to the game, nonzero return value indicates error
int AddUnit( CUnit&& unit ); int AddUnit( CUnit&& unit );
@ -71,7 +71,7 @@ public:
inline int GetTurn() const { return turn; } inline int GetTurn() const { return turn; }
// Get a vector of the players in the current game // Get a vector of the players in the current game
std::vector<Player> GetPlayers() const; std::vector<player_t> GetPlayers() const;
private: private:
@ -79,7 +79,7 @@ private:
static bool CheckForPassThrough( const CUnit& one, const CUnit& two ); static bool CheckForPassThrough( const CUnit& one, const CUnit& two );
// Verify any order or position - non-zero is error // Verify any order or position - non-zero is error
int VerifyOrder( Player player, const SOrder & order ) const; int VerifyOrder( player_t player, const SOrder & order ) const;
int VerifyPos( uvector2 vec ) const; int VerifyPos( uvector2 vec ) const;
// Get a units new position after an order // Get a units new position after an order

View file

@ -4,7 +4,7 @@
#include <limits> // std::numeric_limits #include <limits> // std::numeric_limits
// Type for a Player IDs // Type for a Player IDs
enum class Player : char enum class player_t : char
{ {
Red = 0, Red = 0,
Green, Green,

View file

@ -88,7 +88,7 @@ CUnit CUnit::GetUnitFromString(const std::string& unit )
&posy ); &posy );
ret.unit_id = (unit_id_t)id; ret.unit_id = (unit_id_t)id;
ret.player_id = (Player) player; ret.player_id = (player_t) player;
ret.unit_vis = (unitvis_c)vis; ret.unit_vis = (unitvis_c)vis;
ret.dir = (dir_t)dir; ret.dir = (dir_t)dir;
ret.pos = uvector2(posx,posy); ret.pos = uvector2(posx,posy);
@ -99,7 +99,7 @@ CUnit CUnit::GetUnitFromString(const std::string& unit )
// Plain constructor // Plain constructor
CUnit::CUnit() CUnit::CUnit()
: unit_id ( get_unique_unit_id() ) : unit_id ( get_unique_unit_id() )
, player_id ( Player::NUM_INVALID ) , player_id ( player_t::NUM_INVALID )
, unit_vis (unitvis_invalid) , unit_vis (unitvis_invalid)
, dir ( dir_t::S ) , dir ( dir_t::S )
, pos ( { ucoord_invalid, ucoord_invalid } ) , pos ( { ucoord_invalid, ucoord_invalid } )

View file

@ -36,13 +36,13 @@ public:
// Getters for all the members // Getters for all the members
inline const unit_id_t& GetID() const { return unit_id; } inline const unit_id_t& GetID() const { return unit_id; }
inline const Player & GetPlayer() const { return player_id; } inline const player_t & GetPlayer() const { return player_id; }
inline const unitvis_c & GetVisual() const { return unit_vis; } inline const unitvis_c & GetVisual() const { return unit_vis; }
inline const dir_t& GetDir() const { return dir; } inline const dir_t& GetDir() const { return dir; }
inline const uvector2& GetPos() const { return pos; } inline const uvector2& GetPos() const { return pos; }
// Set // Set
inline Player SetPlayer(const Player &v) { return (player_id = v); } inline player_t SetPlayer(const player_t &v) { return (player_id = v); }
inline unitvis_c SetVisual(const unitvis_c &v) { return (unit_vis = v); } inline unitvis_c SetVisual(const unitvis_c &v) { return (unit_vis = v); }
inline dir_t SetDir(const dir_t &v) { return (dir = v); } inline dir_t SetDir(const dir_t &v) { return (dir = v); }
inline void SetPos(const uvector2 &v) { pos = v; } inline void SetPos(const uvector2 &v) { pos = v; }
@ -73,7 +73,7 @@ private:
unitvis_c unit_vis; unitvis_c unit_vis;
// Player ID // Player ID
Player player_id; player_t player_id;
// Direction // Direction
dir_t dir; dir_t dir;
@ -90,7 +90,7 @@ typedef std::vector< unit_id_t > CUnitIDVector;
inline bool CUnit::Valid() const inline bool CUnit::Valid() const
{ {
return (unit_id != unit_id_invalid ) return (unit_id != unit_id_invalid )
&& (player_id != Player::NUM_INVALID ) && (player_id != player_t::NUM_INVALID )
&& (unit_vis != unitvis_invalid); && (unit_vis != unitvis_invalid);
} }

View file

@ -3,7 +3,7 @@
#include <iostream> #include <iostream>
#include <fstream> #include <fstream>
void AddUnitToGame( Player player, char vis, uvector2 vec, CTTRTSGame& game ) void AddUnitToGame( player_t player, char vis, uvector2 vec, CTTRTSGame& game )
{ {
CUnit unit = CUnit::GetUnitFromVis(vis); CUnit unit = CUnit::GetUnitFromVis(vis);
unit.SetPos(vec); unit.SetPos(vec);
@ -28,10 +28,10 @@ int main()
CTTRTSGame game(6, 6); CTTRTSGame game(6, 6);
game.SetName("Tiny2v2"); game.SetName("Tiny2v2");
AddUnitToGame( Player::Red, '<', uvector2(4, 2), game); AddUnitToGame( player_t::Red, '<', uvector2(4, 2), game);
AddUnitToGame( Player::Red, '<', uvector2(4, 4), game); AddUnitToGame( player_t::Red, '<', uvector2(4, 4), game);
AddUnitToGame( Player::Green, '>', uvector2(1, 1), game); AddUnitToGame( player_t::Green, '>', uvector2(1, 1), game);
AddUnitToGame( Player::Green, '>', uvector2(1, 3), game); AddUnitToGame( player_t::Green, '>', uvector2(1, 3), game);
OutputGame(std::move(game)); OutputGame(std::move(game));
} }
@ -42,9 +42,9 @@ int main()
game.SetName("Big2v2"); game.SetName("Big2v2");
for ( ucoord_t y : { 2,4,6,8,10 } ) for ( ucoord_t y : { 2,4,6,8,10 } )
AddUnitToGame( Player::Red, '<', uvector2(18, y), game); AddUnitToGame( player_t::Red, '<', uvector2(18, y), game);
for ( ucoord_t y : { 1,3,5,7,9 } ) for ( ucoord_t y : { 1,3,5,7,9 } )
AddUnitToGame( Player::Green, '>', uvector2(1, y), game); AddUnitToGame( player_t::Green, '>', uvector2(1, y), game);
OutputGame(std::move(game)); OutputGame(std::move(game));
@ -56,13 +56,13 @@ int main()
game.SetName("Chess"); game.SetName("Chess");
for ( ucoord_t y : { 1,3,5,7 } ) { for ( ucoord_t y : { 1,3,5,7 } ) {
AddUnitToGame(Player::Red, '<', uvector2(6, y), game); AddUnitToGame(player_t::Red, '<', uvector2(6, y), game);
AddUnitToGame(Player::Red, '<', uvector2(7, y), game); AddUnitToGame(player_t::Red, '<', uvector2(7, y), game);
} }
for ( ucoord_t y : { 0,2,4,6 } ) { for ( ucoord_t y : { 0,2,4,6 } ) {
AddUnitToGame(Player::Green, '>', uvector2(0, y), game); AddUnitToGame(player_t::Green, '>', uvector2(0, y), game);
AddUnitToGame(Player::Green, '>', uvector2(1, y), game); AddUnitToGame(player_t::Green, '>', uvector2(1, y), game);
} }
OutputGame(std::move(game)); OutputGame(std::move(game));

View file

@ -36,7 +36,7 @@ const char* tests()
{ {
CUnit unit1; CUnit unit1;
unit1.SetFromVisual('v'); unit1.SetFromVisual('v');
unit1.SetPlayer(Player::Green); unit1.SetPlayer(player_t::Green);
unit1.SetPos(uvector2(5, 10)); unit1.SetPos(uvector2(5, 10));
std::string unit1Desc = CUnit::GetStringFromUnit(unit1); std::string unit1Desc = CUnit::GetStringFromUnit(unit1);
@ -82,7 +82,7 @@ const char* tests()
{ {
CUnit unit = CUnit::GetUnitFromVis('^'); CUnit unit = CUnit::GetUnitFromVis('^');
unit.SetPos({2, 2}); unit.SetPos({2, 2});
unit.SetPlayer(Player::Red); unit.SetPlayer(player_t::Red);
game.AddUnit(std::move(unit)); game.AddUnit(std::move(unit));
} }
@ -90,7 +90,7 @@ const char* tests()
{ {
CUnit unit = CUnit::GetUnitFromVis('^'); CUnit unit = CUnit::GetUnitFromVis('^');
unit.SetPos({2, 2}); unit.SetPos({2, 2});
unit.SetPlayer(Player::Red); unit.SetPlayer(player_t::Red);
if( !game.AddUnit(std::move(unit)) ) if( !game.AddUnit(std::move(unit)) )
return "Game should have rejected unit placed on the same spot"; return "Game should have rejected unit placed on the same spot";
@ -109,7 +109,7 @@ const char* tests()
SOrder order; SOrder order;
unit.SetPos({2, 2}); unit.SetPos({2, 2});
unit.SetPlayer(Player::Red); unit.SetPlayer(player_t::Red);
if ( game.AddUnit(std::move(unit)) ) if ( game.AddUnit(std::move(unit)) )
return "Game failed to add valid unit"; return "Game failed to add valid unit";
@ -117,7 +117,7 @@ const char* tests()
order.unit = id; order.unit = id;
order.command = command_c::F; order.command = command_c::F;
if( game.IssueOrder(Player::Red,order) ) if( game.IssueOrder(player_t::Red,order) )
return "Game failed to issue valid order"; return "Game failed to issue valid order";
if (game.SimulateToNextTurn() ) if (game.SimulateToNextTurn() )
@ -140,7 +140,7 @@ const char* tests()
SOrder order; SOrder order;
unit.SetPos({0, 0}); unit.SetPos({0, 0});
unit.SetPlayer(Player::Blue); unit.SetPlayer(player_t::Blue);
if ( game.AddUnit(std::move(unit)) ) if ( game.AddUnit(std::move(unit)) )
return "Game failed to add valid unit"; return "Game failed to add valid unit";
@ -148,14 +148,14 @@ const char* tests()
order.unit = id; order.unit = id;
order.command = command_c::A; order.command = command_c::A;
if( game.IssueOrder(Player::Blue,order) ) if( game.IssueOrder(player_t::Blue,order) )
return "Game failed to issue valid order"; return "Game failed to issue valid order";
} }
{ {
CUnit unit = CUnit::GetUnitFromVis('<'); CUnit unit = CUnit::GetUnitFromVis('<');
unit.SetPos({1, 0}); unit.SetPos({1, 0});
unit.SetPlayer(Player::Red); unit.SetPlayer(player_t::Red);
if ( game.AddUnit(std::move(unit)) ) if ( game.AddUnit(std::move(unit)) )
return "Game failed to add valid unit"; return "Game failed to add valid unit";
@ -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::Blue ) if ( game.CheckForWin() != 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

@ -134,8 +134,8 @@ int main(int argc, char* argv[])
system(cmd1); system(cmd1);
// While the game hasn't been won // While the game hasn't been won
Player winningPlayer; player_t winningPlayer;
while ( ((winningPlayer = game.CheckForWin()) == Player::NUM_INVALID) // We have a winning player while ( ((winningPlayer = game.CheckForWin()) == player_t::NUM_INVALID) // We have a winning player
&& game.GetNumUnits() > 0 ) // We have no units left && game.GetNumUnits() > 0 ) // We have no units left
{ {
std::cout<<"Starting turn "<<game.GetTurn()<<std::endl; std::cout<<"Starting turn "<<game.GetTurn()<<std::endl;
@ -148,7 +148,7 @@ int main(int argc, char* argv[])
} }
// Wait for order files // Wait for order files
for( Player player : players) for( player_t player : players)
{ {
// Construct the player order filename // Construct the player order filename
char playerOrderFileName[128]; char playerOrderFileName[128];
@ -221,7 +221,7 @@ int main(int argc, char* argv[])
OutputGameStateFile(game, gameDir); OutputGameStateFile(game, gameDir);
// Print the winner! // Print the winner!
if ( winningPlayer != Player::NUM_INVALID ) if ( winningPlayer != player_t::NUM_INVALID )
{ {
std::cout<<"Game over! Winner:"<<(int) winningPlayer <<std::endl; std::cout<<"Game over! Winner:"<<(int) winningPlayer <<std::endl;
} }