It takes a game description from the command line. Looks in a folder 'ttrts_gamename' for turn commands Reads those in and simulates until a winner is found
123 lines
3.8 KiB
C++
123 lines
3.8 KiB
C++
#ifndef _GAME_H_
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#define _GAME_H_
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#include "unit.h"
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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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// Straight up move constructor
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OrderUnitPair( OrderUnitPair&& other )
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: unit ( std::move(other.unit) )
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, order ( other.order )
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{}
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// Multi parameter constructor
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OrderUnitPair( CUnit&& u, COrder o )
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: unit ( std::move(u) )
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, order ( o )
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{}
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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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};
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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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// Get the game information as a string
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static CTTRTSGame CreateFromString( const std::string& input );
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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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// move asignment operator
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CTTRTSGame& operator=(CTTRTSGame&& game);
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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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// best practice would be to call with GetNumUnits() == 0
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Team CheckForWin() const;
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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( Team team, const std::string& orders );
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int IssueOrders( Team team, const COrderVector& orders );
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int IssueOrder( Team team, 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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inline std::string GetName() const { return name; }
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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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inline int GetTurn() const { return turn; }
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// Get a vector of the teams in the current game
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std::vector<Team> GetTeams() const;
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private:
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// Verify any order or position - non-zero is error
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int VerifyOrder( Team team, const COrder& order ) const;
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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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uvector2 GetNewPosition( const OrderUnitPair& pair ) const;
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// Get unit by unit ID
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CUnit& GetUnitByID( unit_id_t id );
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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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#endif //_GAME_H_
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