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Game.cpp
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#include <iostream>
#include <string>
#include "json.hpp"
#include "Unit.h"
#include "Monster.h"
#include "Game.h"
using json = nlohmann::json;
using namespace std;
Game::Game(string json_str, string p1_name, string p2_name): _player1(p1_name), _player2(p2_name) {
json map = json::parse(json_str);
json nodes_json = map["Nodes"];
json edges = map["Edges"];
json monsters_json = map["Monsters"];
// create each of the nodes in the map
while (_nodes.size() < nodes_json.size()) {
_nodes.push_back(Node());
}
// add each player to node 0
add_unit_to_node(_nodes[0], &_player1);
add_unit_to_node(_nodes[0], &_player2);
// add adjacent edges to each node
for (json edge : edges) {
json adj = edge["Adjacents"];
add_connection(adj[0], adj[1]);
}
// create each of the monsters
num_monsters = monsters_json.size();
_monsters = new Monster[num_monsters];
for (size_t i = 0; i < num_monsters; i ++){
Monster mon(monsters_json[i]);
_monsters[i] = mon;
// add each monster to its respective node
Monster* m = &(_monsters[i]);
add_unit_to_node(_nodes[m->get_location()], m);
}
}
Game::~Game(){
delete[] _monsters;
}
void Game::add_connection(node_id_t node1, node_id_t node2){
_nodes[node1].adjacent.push_back(node2);
_nodes[node2].adjacent.push_back(node1);
}
vector<node_id_t> Game::get_adjacent_nodes(node_id_t node){
return _nodes[node].adjacent;
}
vector<Unit*> Game::get_units_at(node_id_t node){
return _nodes[node].units;
}
void Game::do_player_decisions(Player::Decision dec1, Player::Decision dec2) {
do_player_decision(_player1, dec1);
do_player_decision(_player2, dec2);
}
void Game::do_player_decision(Player& player, Player::Decision dec) {
Node location = _nodes[player.get_location()];
bool valid_dest = (dec.dest == player.get_location());
for (int i : get_adjacent_nodes(player.get_location())) {
if (i == dec.dest) valid_dest = true;
}
if (!valid_dest) {
cerr << "Player " << player.get_name() << " attempted to set destination to invalid node:" << dec.dest << endl;
dec.dest = player.get_location();
}
player.do_decision(dec);
}
void Game::do_movement_tick(){
for (Node &n : _nodes) {
for (int i = n.units.size() - 1; i >= 0; i --){
Unit* u = n.units[i];
u->decrement_movement_counter();
if (u->time_to_move()) {
u->reset_movement_counter();
remove_unit_from_node(n, u);
add_unit_to_node(_nodes[u->get_destination()], u);
u->set_location(u->get_destination());
}
}
}
}
void Game::do_damage_tick(){
for (Node& n : _nodes) {
if (n.units.size() > 1) {
for (Unit* u1 : n.units) {
if (!u1->dead()) {
for (Unit* u2 : n.units) {
if (u1 != u2 && !u2->dead()) {
u1->attack(u2);
}
}
}
}
}
}
}
void Game::do_monster_deaths(){
for (node_id_t node_id = 0; node_id < (node_id_t)_nodes.size(); node_id ++) {
for (Unit* u : _nodes[node_id].units) {
if (u->is_monster() && !u->dead() && u->get_health() <= 0) {
if (_player1.get_location() == node_id) {
_player1.activate_death_effects(u->get_death_effects());
}
if (_player2.get_location() == node_id) {
_player2.activate_death_effects(u->get_death_effects());
}
u->die();
}
}
}
}
void Game::do_player_deaths(){
// do checks before taking any action so that the turn order doesn't matter
bool p1_dies = will_player_die(_player1);
bool p2_dies = will_player_die(_player2);
if (p1_dies) {
_player1.die();
}
if (p2_dies) {
_player2.die();
}
}
bool Game::will_player_die(Player& p){
if (p.dead()) return false;
return (p.get_health() <= 0);
}
int Game::get_winner() {
if (_player1.dead() && _player2.dead()) {
return TIED_GAME;
} else if (_player1.dead()) {
return P2_WINS;
} else if (_player2.dead()) {
return P1_WINS;
}
return NO_WINNER;
}
void Game::print_game() {
for (unsigned i = 0; i < _nodes.size(); i ++) {
if (_nodes[i].units.size() > 0){
cout << "Node " << i << endl;
for (Unit* u : _nodes[i].units) {
cout << u->get_string() << endl;
}
cout << endl;
}
}
cout << endl;
}
void Game::remove_unit_from_node(Node& n, Unit* unit) {
for (unsigned i = 0; i < n.units.size(); i ++) {
if (n.units[i] == unit) {
n.units.erase(n.units.begin() + i);
return;
}
}
}
void Game::add_unit_to_node(Node& n, Unit* unit) {
n.units.push_back(unit);
}
json Game::to_json() {
json state;
state += _player1.to_json();
state += _player2.to_json();
for (size_t i = 0; i < num_monsters; i++) {
state += _monsters[i].to_json();
}
return state;
}
void Game::move_players_to_start() {
if (_player1.get_location() != 0) {
remove_unit_from_node(_nodes[_player1.get_location()], &_player1);
_player1.set_location(0);
add_unit_to_node(_nodes[0], &_player1);
}
if (_player2.get_location() != 0) {
remove_unit_from_node(_nodes[_player2.get_location()], &_player2);
_player2.set_location(0);
add_unit_to_node(_nodes[0], &_player2);
}
}