Implement invalid unit positions

This commit is contained in:
mdiluzio 2014-12-29 21:55:32 +00:00
parent c98ac95759
commit d172922698
4 changed files with 122 additions and 16 deletions

View file

@ -101,6 +101,15 @@ int CTTRTSGame::VerifyPosIsValidMovement(uvector2 vec) const
return 1;
}
// Check within our invalid positions
for ( const uvector2& invalid : m_InvalidPositions )
{
if( vec == invalid )
{
return 2;
}
}
return 0;
}
@ -158,6 +167,8 @@ int CTTRTSGame::SimulateToNextTurn()
// If the movement is still possible
if ( possible )
{
// Push back the old position to our invalid positions list
AddInvalidPosition(pair.unit.GetPos());
pair.unit.SetPos(newpos);
}
}
@ -493,9 +504,30 @@ player_t CTTRTSGame::GetWinningPlayer() const
// Get the game information as a string
std::string CTTRTSGame::GetStateAsString() const
{
// Grab the invalid positions
std::string invalid_positions;
if( m_InvalidPositions.size() == 0 )
{
invalid_positions = "NONE";
}
for ( auto invalid_pos : m_InvalidPositions )
{
char pos[16];
if( snprintf(pos, 16, GAME_POS_FORMATTER , invalid_pos.x, invalid_pos.y ) < 0 )
{
return "BUFFER OVERFLOW";
}
invalid_positions += pos;
}
// Print out the header
char header[64];
snprintf(header, 512, GAME_HEADER_FORMATTER , name.c_str(), dimensions.x, dimensions.y, turn );
char header[512];
if ( snprintf(header, 512, GAME_HEADER_FORMATTER , name.c_str(), dimensions.x, dimensions.y, turn, invalid_positions.c_str() ) < 0 )
{
return "BUFFER OVERFLOW";
}
// Gather unit information
std::string units;
@ -514,7 +546,6 @@ std::string CTTRTSGame::GetStateAsString() const
return state;
}
// Get the game information as a string
CTTRTSGame CTTRTSGame::CreateFromString( const std::string& input )
{
@ -524,24 +555,90 @@ CTTRTSGame CTTRTSGame::CreateFromString( const std::string& input )
std::string units = input.substr(headerEnd + strlen(GAME_HEADER_DELIMITER));
// Grab information from the header
char buf[64];
char name[64];
unsigned int turn;
unsigned int sizex;
unsigned int sizey;
sscanf(header.c_str(), GAME_HEADER_FORMATTER, buf, &sizex, &sizey, &turn );
char invalid_positions[512];
if( sscanf(header.c_str(), GAME_HEADER_FORMATTER, name, &sizex, &sizey, &turn, invalid_positions ) != 5 )
{
return CTTRTSGame(0,0);
}
std::vector<uvector2> invalid_pos_vector;
{
std::string invalid_positions_str = invalid_positions;
size_t pos;
while ( ( pos = invalid_positions_str.find(']') ) != std::string::npos )
{
std::string pos_string = invalid_positions_str.substr(1,pos);
// Use scanf to extract positions
unsigned int x;
unsigned int y;
if( sscanf(pos_string.c_str(), GAME_POS_FORMATTER, &x, &y ) != 2 )
{
return CTTRTSGame(0,0);
}
uvector2 inv_pos(x,y);
// Erase this coordinate
invalid_positions_str.erase(0,pos+1);
// Append our list
invalid_pos_vector.push_back(inv_pos);
}
}
CTTRTSGame game(sizex,sizey);
game.SetName(buf);
game.SetName(name);
game.SetTurn(turn);
// For each line, construct a unit
size_t pos;
while ( ( pos = units.find('\n') ) != std::string::npos )
{
std::string unit_string = units.substr(0,pos);
units.erase(0,pos+1);
game.AddUnit(CUnit::GetUnitFromString(unit_string));
size_t pos;
while ((pos = units.find('\n')) != std::string::npos) {
std::string unit_string = units.substr(0, pos);
units.erase(0, pos + 1);
game.AddUnit(CUnit::GetUnitFromString(unit_string));
}
}
// Add all invalid positions
for ( auto inv : invalid_pos_vector )
{
game.AddInvalidPosition(inv);
}
return game;
}
// Check if any of the units can move
bool CTTRTSGame::UnitsCanMove() const
{
for( const SOrderUnitPair& pair: m_OrderUnitPairs )
{
uvector2 pos = pair.unit.GetPos();
// Assume if unit is adjacent to any valid tile, then it can move there
if( VerifyPosIsValidMovement(pos + vector2(1, 0) ) == 0
|| VerifyPosIsValidMovement(pos + vector2(0, 1)) == 0
|| VerifyPosIsValidMovement(pos + vector2(-1, 0)) == 0
|| VerifyPosIsValidMovement(pos + vector2(0, -1)) == 0 )
{
return true;
}
}
return false;
}
// Check if the game is over
bool CTTRTSGame::GameOver() const
{
return ( (GetWinningPlayer() != player_t::NUM_INVALID ) // We have a winning player
|| GetNumUnits() == 0
|| !UnitsCanMove() ); // OR we have no units
}

View file

@ -6,9 +6,6 @@
#include "order.h"
#include "orderunitpair.h"
#define GAME_HEADER_FORMATTER "NAME:%s\nSIZE:[%u,%u]\nTURN:%u"
#define GAME_HEADER_DELIMITER "~~~~\n"
// Full TTRTS Game class
// Stores information about the game
// Can convert from a string or to a string
@ -79,6 +76,12 @@ public:
// Get a vector of the players in the current game
std::vector<player_t> GetPlayers() const;
// Get the vector of current invalid positions
inline std::vector<uvector2> GetInvalidPositions() const { return m_InvalidPositions; }
// Add an invalid position
inline void AddInvalidPosition( uvector2 vec ) { m_InvalidPositions.push_back(vec); }
private:
// Check for a pass through
@ -101,6 +104,7 @@ private:
unsigned int turn; // Int to store the current turn
uvector2 dimensions; // Dimensions of the game
OrderUnitPairVector m_OrderUnitPairs; // Vector to store all units and orders
std::vector<uvector2> m_InvalidPositions; // Vector of invalidated positions
};

View file

@ -3,6 +3,13 @@
#include <limits> // std::numeric_limits
#define GAME_POS_FORMATTER "[%u,%u]"
#define GAME_HEADER_FORMATTER "NAME:%s\nSIZE:" GAME_POS_FORMATTER "\nTURN:%u\nWALL:%s"
#define GAME_HEADER_DELIMITER "~~~~\n"
#define UNIT_FORMATTER "UNIT:%u pl:%u vs:%c dr:%c ps:" GAME_POS_FORMATTER
// Type for a Player IDs
enum class player_t : char
{

View file

@ -7,8 +7,6 @@
#include "gametypes.h"
#include "vector2.h"
#define UNIT_FORMATTER "UNIT:%u pl:%u vs:%c dr:%c ps:[%u,%u]"
// force a reset of the unit ID value
void __forceResetCUnitID();