Finalise implementation of reading in a game from a string
This commit is contained in:
parent
002c1e5927
commit
a75e6e290d
8 changed files with 178 additions and 125 deletions
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@ -3,6 +3,32 @@
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#include <algorithm>
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#include <string.h>
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CTTRTSGame::CTTRTSGame( ucoord_t c, ucoord_t r )
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: dimensions( c,r )
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, turn (0), name ( "Custom_Game" )
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{
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}
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// Move constructor
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CTTRTSGame::CTTRTSGame(CTTRTSGame&& game)
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: m_OrderUnitPairs(std::move(game.m_OrderUnitPairs))
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, dimensions(std::move(game.dimensions))
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, turn(std::move(game.turn))
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, name(std::move(game.name))
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{
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}
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CTTRTSGame& CTTRTSGame::operator=(CTTRTSGame&& game)
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{
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m_OrderUnitPairs = std::move(game.m_OrderUnitPairs);
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dimensions = std::move(game.dimensions);
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turn = std::move(game.turn);
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name = std::move(game.name);
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return *this;
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}
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// Interpret a string of orders
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int CTTRTSGame::IssueOrders( player_id_t player, const std::string& _orders )
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{
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@ -201,9 +227,6 @@ int CTTRTSGame::SimulateToNextTurn()
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{
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if( (*it).unit.getID() == id )
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{
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// Add the dead unit to our dead unit list
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m_deadUnits.push_back(std::move((*it).unit));
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// Remove the unit from our alive unit pairs
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m_OrderUnitPairs.erase(it);
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break;
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@ -361,20 +384,52 @@ std::string CTTRTSGame::GetStateAsString() const
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{
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// Print out the header
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char header[64];
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snprintf(header, 512, GAME_HEADER_FORMATTER , turn, dimensions.x, dimensions.y );
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snprintf(header, 512, GAME_HEADER_FORMATTER , name.c_str(), dimensions.x, dimensions.y, turn );
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// Gather unit information
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std::string units;
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for ( const OrderUnitPair& pair : m_OrderUnitPairs )
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{
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units += GetStringFromUnit(pair.unit);
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units += CUnit::GetStringFromUnit(pair.unit);
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units += '\n';
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}
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// Append the header and units
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std::string state(header);
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state += '\n';
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state += GAME_HEADER_DELIMITER;
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state += units;
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return state;
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}
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// Get the game information as a string
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CTTRTSGame CTTRTSGame::CreateFromString( const std::string& input )
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{
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size_t headerEnd = input.find(GAME_HEADER_DELIMITER);
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std::string header = input.substr(0, headerEnd);
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std::string units = input.substr(headerEnd + strlen(GAME_HEADER_DELIMITER));
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// Grab information from the header
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char buf[64];
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unsigned int turn;
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unsigned int sizex;
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unsigned int sizey;
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sscanf(header.c_str(), GAME_HEADER_FORMATTER, buf, &sizex, &sizey, &turn );
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CTTRTSGame game(sizex,sizey);
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game.SetName(buf);
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game.SetTurn(turn);
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// For each line, construct a unit
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size_t pos;
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while ( ( pos = units.find('\n') ) != std::string::npos )
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{
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std::string unit_string = units.substr(0,pos);
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units.erase(0,pos+1);
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game.AddUnit(CUnit::GetUnitFromString(unit_string));
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}
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return game;
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}
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116
game/game.h
116
game/game.h
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@ -5,6 +5,9 @@
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#include "gametypes.h"
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#include "order.h"
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#define GAME_HEADER_FORMATTER "===== %s =====\nSIZE:[%u,%u]\nTURN:%u"
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#define GAME_HEADER_DELIMITER "~~~~\n"
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// Type for order and unit pairs
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struct OrderUnitPair
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{
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@ -20,61 +23,41 @@ struct OrderUnitPair
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, order ( o )
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{}
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// Move asignment operator
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inline OrderUnitPair& operator=( OrderUnitPair&& rhs ) { this->unit = std::move(rhs.unit);this->order = rhs.order;rhs.order = COrder(); return *this; }
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// Move assignment operator
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inline OrderUnitPair& operator=( OrderUnitPair&& rhs )
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{
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this->unit = std::move(rhs.unit);
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this->order = std::move(rhs.order);
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return *this;
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}
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CUnit unit; // The unit
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COrder order; // Order for this unit from this turn
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CUnit unit; // The unit
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COrder order; // Order for this unit from this turn
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};
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// Typedef for a vector of these unit pairs
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typedef std::vector< OrderUnitPair > OrderUnitPairVector;
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// Full TTRTS Game class
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// Stores information about the game
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// Can convert from a string or to a string
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class CTTRTSGame
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{
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public:
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CTTRTSGame( ucoord_t c, ucoord_t r )
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: dimensions( c,r )
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, turn (0)
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{
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// Get the game information as a string
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static CTTRTSGame CreateFromString( const std::string& input );
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}
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// Constructors
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CTTRTSGame( ucoord_t c, ucoord_t r );
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CTTRTSGame(CTTRTSGame&& game);
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// Default dtor
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~CTTRTSGame() = default;
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// move asignment operator
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CTTRTSGame& operator=(CTTRTSGame&& game);
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// Issue orders to the game, returns non-zero if orders are incorrect
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int IssueOrders( player_id_t player, const std::string& orders );
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int IssueOrders( player_id_t player, const COrderVector& orders );
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// Issue a single order, returns non-zero for rejection
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int IssueOrder( player_id_t player, const COrder& order );
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// Simulate and progress to the next turn
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// Returns non-zero if simulation failed
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int SimulateToNextTurn();
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// Add a unit, nonzero return value indicates error
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int AddUnit( CUnit&& unit );
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// Add a units, nonzero return value indicates error
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int AddUnits( CUnitVector&& units );
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// Get the number of units
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inline unsigned int GetNumUnits() const { return m_OrderUnitPairs.size(); }
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// Get unit by index as above (not unit ID)
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inline const CUnit& GetUnitByIndex( unsigned int i ) const { return m_OrderUnitPairs[i].unit; }
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// Get unit by unit ID
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const CUnit& GetUnitByIDConst( unit_id_t id ) const;
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// Get orders by index as above
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inline const COrder& GetOrdersByIndex( unsigned int i ) const { return m_OrderUnitPairs[i].order; }
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// Get dimensions
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inline const uvector2 &GetDimensions() const { return dimensions; }
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// Simulate and progress to the next turn
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// Returns non-zero if simulation failed
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int SimulateToNextTurn();
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// Check for a win, returns invalid for no win state reached
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// Note: this function will return invalid a draw was reached
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// Get the game information as a string
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std::string GetStateAsString() const;
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// Issue orders to the game, returns non-zero if orders are incorrect
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int IssueOrders( player_id_t player, const std::string& orders );
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int IssueOrders( player_id_t player, const COrderVector& orders );
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int IssueOrder( player_id_t player, const COrder& order );
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// Add a units to the game, nonzero return value indicates error
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int AddUnit( CUnit&& unit );
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int AddUnits( CUnitVector&& units );
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// Get the number of units
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inline unsigned int GetNumUnits() const { return m_OrderUnitPairs.size(); }
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// Get unit and orderby index as above (not unit ID)
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inline const CUnit& GetUnitByIndex( unsigned int i ) const { return m_OrderUnitPairs[i].unit; }
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inline const COrder& GetOrdersByIndex( unsigned int i ) const { return m_OrderUnitPairs[i].order; }
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// Get a unit by it's ID
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const CUnit& GetUnitByIDConst( unit_id_t id ) const;
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// Get dimensions
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inline const uvector2 &GetDimensions() const { return dimensions; }
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// Set the game name
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// NOTE: Names with spaces not allowed
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inline std::string SetName( const std::string& in ) { return (name = in); }
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// Set the turn of the game
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inline int SetTurn( int in ) { return (turn = in); }
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private:
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// Verify any order - non-zero is error
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// Verify any order or position - non-zero is error
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int VerifyOrder( player_id_t player, const COrder& order ) const;
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// Verify Position - non-zero is error
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int VerifyPos( uvector2 vec ) const;
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// Get a units new position after an order
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// Get unit by unit ID
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CUnit& GetUnitByID( unit_id_t id );
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// Vector to store points to all units
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OrderUnitPairVector m_OrderUnitPairs;
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// List of dead units
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CUnitVector m_deadUnits;
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// Dimensions of the game
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uvector2 dimensions;
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// Int to store the current turn
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unsigned int turn;
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std::string name; // Game Name
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unsigned int turn; // Int to store the current turn
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uvector2 dimensions; // Dimensions of the game
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OrderUnitPairVector m_OrderUnitPairs; // Vector to store all units and orders
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};
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#define GAME_HEADER_FORMATTER "===== GAME TURN =====\nSIZE:[%u,%u]\nTURN:%u"
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#endif //_GAME_H_
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@ -13,16 +13,11 @@ enum class Team : char
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NUM_INVALID
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};
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// Type for player IDs
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typedef unsigned char player_id_t;
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// Type for unit IDs
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typedef unsigned short unit_id_t;
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typedef unsigned char player_id_t; // Type for player IDs
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typedef unsigned short unit_id_t; // Type for unit IDs
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typedef char unitVis_c; // Typedef for unit visual representations
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// Typedef for unit visual representations
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typedef char unitVis_c;
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// Invalid data for above types
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static const player_id_t player_id_invalid = std::numeric_limits<player_id_t>::max();
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static const unit_id_t unit_id_invalid = std::numeric_limits<unit_id_t>::max();
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static const unitVis_c unitVis_invalid = std::numeric_limits<unitVis_c>::max();
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#include <string.h>
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#include "order.h"
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#include "mathtypes.h"
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// Convert an order to a string
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std::string GetStringFromOrder(const COrder& order )
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{
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#include "gametypes.h"
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#define ORDER_FORMATTER "ORDER:%c id:%u"
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// Type for all orders ( as a char )
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enum class command_c : char
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{
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// Typedef a vector of orders
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typedef std::vector<COrder> COrderVector;
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#define ORDER_FORMATTER "ORDER:%c id:%u"
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// string <--> order conversion functions
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std::string GetStringFromOrder(const COrder& order );
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COrder GetOrderFromString( const std::string& order );
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}
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// Get a unit from a visual
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CUnit GetUnitFromVis( unitVis_c vis )
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CUnit CUnit::GetUnitFromVis( unitVis_c vis )
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{
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CUnit unit;
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unit.setFromVisual(vis);
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@ -40,26 +40,26 @@ CUnit GetUnitFromVis( unitVis_c vis )
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// Get a string descriptor of a unit
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// "U id:[unit_id] team:[team_id] player:[player_id] vis:[unit_vis] dir:[dir] pos:[pos.x],[pos.y]"
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std::string GetStringFromUnit(const CUnit& unit )
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std::string CUnit::GetStringFromUnit(const CUnit& unit )
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{
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static char buff[128];
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memset(buff,0,sizeof(buff));
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snprintf(buff,128, UNIT_FORMATTER,
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unit.getID(),
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(int)unit.getTeam(),
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unit.getPlayer(),
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unit.getVisual(),
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unit.getDir(),
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unit.getPos().x,
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unit.getPos().y );
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unit.unit_id,
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(int)unit.team_id,
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unit.player_id,
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unit.unit_vis,
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unit.dir,
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unit.pos.x,
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unit.pos.y );
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return buff;
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}
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// Get a unit from a string descriptor
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// "U id:[unit_id] team:[team_id] player:[player_id] vis:[unit_vis] dir:[dir] pos:[pos.x],[pos.y]"
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CUnit GetUnitFromString(const std::string& unit )
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CUnit CUnit::GetUnitFromString(const std::string& unit )
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{
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CUnit ret;
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&posx,
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&posy );
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ret.setIDForced((unit_id_t)id);
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ret.setTeam((Team)team);
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ret.setPlayer((player_id_t)player);
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ret.setVisual((unitVis_c)vis);
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ret.setDir((dir_t)dir);
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ret.setPos(uvector2(posx,posy));
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ret.unit_id = (unit_id_t)id;
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ret.team_id = (Team)team;
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ret.player_id = (player_id_t)player;
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ret.unit_vis = (unitVis_c)vis;
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ret.dir = (dir_t)dir;
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ret.pos = uvector2(posx,posy);
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return ret;
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}
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43
game/unit.h
43
game/unit.h
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#include "gametypes.h"
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#include "vector2.h"
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#define UNIT_FORMATTER "UNIT:%u tm:%u pl:%u vs:%c dr:%c ps:[%u,%u]"
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// Base unit type
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class CUnit
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{
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public:
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// Factory function for creating units from a visual
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static CUnit GetUnitFromVis( unitVis_c vis );
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// Unit <--> string conversion functions
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static std::string GetStringFromUnit(const CUnit& unit );
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static CUnit GetUnitFromString(const std::string& unit );
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// Constructor
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CUnit();
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inline const player_id_t& getPlayer() const { return player_id; }
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inline const unitVis_c& getVisual() const { return unit_vis; }
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inline const dir_t& getDir() const { return dir; }
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inline Team setTeam(const Team & v) { return (team_id = v); }
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inline player_id_t setPlayer(const player_id_t& v) { return ( player_id = v ); }
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inline unitVis_c setVisual(const unitVis_c& v) { return ( unit_vis = v ); }
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// Set unit direction
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inline dir_t setDir(const dir_t& v) { return (dir = v); }
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inline const uvector2& getPos() const { return pos; }
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inline void setPos(const uvector2& v) { pos = v; }
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// Set
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inline Team setTeam(const Team & v) { return (team_id = v); }
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inline player_id_t setPlayer(const player_id_t& v) { return ( player_id = v ); }
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inline unitVis_c setVisual(const unitVis_c& v) { return ( unit_vis = v ); }
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inline dir_t setDir(const dir_t& v) { return (dir = v); }
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inline void setPos(const uvector2& v) { pos = v; }
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inline const unit_id_t& setIDForced(const unit_id_t& v) { return (unit_id = v); }
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// Get the co-ordinate infront of the unit
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uvector2 getInFront() const;
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// Get the co-ordinate in front of the unit
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uvector2 getInFront() const;
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// Check unit is valid
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inline bool valid() const;
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inline bool valid() const;
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// Set a unit based solely on it's visual
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bool setFromVisual( const unitVis_c& vis);
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bool setFromVisual( const unitVis_c& vis);
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// Orientation methods
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dir_t turnLeft();
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&& (unit_vis != unitVis_invalid);
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}
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// Factory function for creating units from a visual
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CUnit GetUnitFromVis( unitVis_c vis );
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// Unit <--> string conversion functions
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#define UNIT_FORMATTER "UNIT:%u tm:%u pl:%u vs:%c dr:%c ps:[%u,%u]"
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std::string GetStringFromUnit(const CUnit& unit );
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CUnit GetUnitFromString(const std::string& unit );
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#endif //_UNIT_H_
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@ -26,8 +26,8 @@ const char* tests()
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{
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CUnit unit1;
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std::string unit1Desc = GetStringFromUnit(unit1);
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CUnit unit2 = GetUnitFromString(unit1Desc);
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std::string unit1Desc = CUnit::GetStringFromUnit(unit1);
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CUnit unit2 = CUnit::GetUnitFromString(unit1Desc);
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if ( unit1 != unit2 )
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return "Failed to convert an empty unit to string and back";
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unit1.setTeam(Team::Green);
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unit1.setPos( uvector2(5,10) );
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std::string unit1Desc = GetStringFromUnit(unit1);
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CUnit unit2 = GetUnitFromString(unit1Desc);
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std::string unit1Desc = CUnit::GetStringFromUnit(unit1);
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CUnit unit2 = CUnit::GetUnitFromString(unit1Desc);
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if ( unit1 != unit2 )
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return "Failed to convert custom unit to string and back";
|
||||
|
@ -50,7 +50,7 @@ const char* tests()
|
|||
|
||||
// Test if we can successfully create a unit from a visual
|
||||
{
|
||||
CUnit unit = GetUnitFromVis('v');
|
||||
CUnit unit = CUnit::GetUnitFromVis('v');
|
||||
if( unit.getVisual() != 'v' )
|
||||
return "failed to properly create V unit with factory";
|
||||
}
|
||||
|
@ -82,7 +82,7 @@ const char* tests()
|
|||
CTTRTSGame game( 5, 5 );
|
||||
|
||||
{
|
||||
CUnit unit = GetUnitFromVis('^');
|
||||
CUnit unit = CUnit::GetUnitFromVis('^');
|
||||
unit.setPos( {2,2} );
|
||||
unit.setPlayer(0);
|
||||
unit.setTeam(Team::Red);
|
||||
|
@ -91,7 +91,7 @@ const char* tests()
|
|||
}
|
||||
|
||||
{
|
||||
CUnit unit = GetUnitFromVis('^');
|
||||
CUnit unit = CUnit::GetUnitFromVis('^');
|
||||
unit.setPos( {2,2} );
|
||||
unit.setPlayer(0);
|
||||
unit.setTeam(Team::Red);
|
||||
|
@ -108,7 +108,7 @@ const char* tests()
|
|||
{
|
||||
CTTRTSGame game( 5, 5 );
|
||||
|
||||
CUnit unit = GetUnitFromVis('>');
|
||||
CUnit unit = CUnit::GetUnitFromVis('>');
|
||||
const unit_id_t id = unit.getID();
|
||||
COrder order;
|
||||
|
||||
|
@ -139,7 +139,7 @@ const char* tests()
|
|||
|
||||
unit_id_t id;
|
||||
{
|
||||
CUnit unit = GetUnitFromVis('>');
|
||||
CUnit unit = CUnit::GetUnitFromVis('>');
|
||||
id = unit.getID();
|
||||
COrder order;
|
||||
|
||||
|
@ -157,7 +157,7 @@ const char* tests()
|
|||
return "Game failed to issue valid order";
|
||||
}
|
||||
{
|
||||
CUnit unit = GetUnitFromVis('<');
|
||||
CUnit unit = CUnit::GetUnitFromVis('<');
|
||||
|
||||
unit.setPos( {1,0} );
|
||||
unit.setPlayer(2);
|
||||
|
@ -181,7 +181,15 @@ const char* tests()
|
|||
if ( game.CheckForWin() != Team::Blue )
|
||||
return "Game failed to recognise a win for the right Team";
|
||||
|
||||
std::cout<<game.GetStateAsString()<<std::endl;
|
||||
std::string game_string = game.GetStateAsString();
|
||||
CTTRTSGame game2 = CTTRTSGame::CreateFromString(game_string);
|
||||
|
||||
std::string game2_string = game2.GetStateAsString();
|
||||
|
||||
// Try matching up the game descriptors
|
||||
if( game_string != game2_string )
|
||||
return "Generating new game from string failed";
|
||||
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
|
Loading…
Add table
Reference in a new issue