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Map.cpp
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//
// Created by acasali on 27/11/16.
//
#include "Map.h"
#include "Stark.h"
#include "Lannister.h"
#include "Greyjoy.h"
#include "Baratheon.h"
#include "WhiteWalkers.h"
#include "Targaryen.h"
#include "ConcreteArmyFactory.h"
#include <iostream>
#include <stdio.h>
#include <stdlib.h>
using namespace std;
Map::Map() : rows(4), columns(8) {
//costruttore di default, la mappa all'inizio è sempre uguale
matrix[rows][columns];
int tempMat[4][8] = {{0, 0, 3, 0, 5, 6, 2, 2},
{0, 5, 1, 6, 6, 0, 1, 5},
{0, 2, 3, 0, 1, 0, 0, 2},
{0, 0, 0, 2, 6, 4, 3, 2}
};
// TODO: usare factory per creare gli elementi della mappa?
int i;
for (i = 0; i < rows; i++) {
for (int j = 0; j < columns; j++) {
switch (tempMat[i][j]) {
case 0:
matrix[i][j] = Territory(false);
break;
case 1:
matrix[i][j] = Territory(new Stark());
break;
case 2:
matrix[i][j] = Territory(new Lannister());
break;
case 3:
matrix[i][j] = Territory(new Greyjoy());
break;
case 4:
matrix[i][j] = Territory(new Baratheon());
break;
case 5:
matrix[i][j] = Territory(new WhiteWalkers());
break;
case 6:
matrix[i][j] = Territory(new Targaryen());
break;
}
}
}
}
Territory Map::readTerritory(int r, int c) {
//try{
if (r >= 0 && r < rows && c >= 0 && c < columns)
return matrix[r][c];
else
throw "Indici errati.";
//}catch
}
void Map::writeTerritory(int r, int c, Territory val) {
//try {
if (r >= 0 && r < rows && c >= 0 && c < columns)
matrix[r][c] = val;
else
throw "Indici errati.";
//}
}
void Map::show() {
string s0;
for (int i = 0; i < rows; i++) {
s0 = ""; //riga separatore
string s1 = ""; //riga lettere casate
string s2 = ""; //riga numero truppe semplici
string s3 = ""; //riga numero truppe magiche
for (int j = 0; j < columns; j++) {
s0 += "----";
if (matrix[i][j].isEarth()) //terra
{
s1 += "| " + matrix[i][j].getArmy()->getName().substr(0,1) + " ";
char sTmp[4];
sprintf(sTmp, "%03d", matrix[i][j].getArmy()->getNumSimpleTroops());
s2 += "|" + string(sTmp);
sprintf(sTmp, "%03d", matrix[i][j].getArmy()->getNumMagicTroops());
s3 += "|" + string(sTmp);
}
else //acqua
{
s1 += "|xxx";
s2 += "|xxx";
s3 += "|xxx";
}
}
//stampo riga i
cout << s0 << "-" << endl << s1 << "|" << endl << s2 << "|" << endl << s3 << "|" << endl;
}
//stampo separatore per chiudere la matrice
cout << s0 << "-" << endl;
}
//ritorna true se il combattimento è stato effettuato
bool Map::conquer(int invaderRow, int invaderColumn, int defenderRow, int defenderColumn) {
// controlli su indici
if (!(invaderColumn < columns && invaderColumn >= 0 && invaderRow < rows && invaderRow >= 0))
return false;
if (!(invaderColumn < columns && invaderColumn >= 0 && defenderRow < rows && defenderRow >= 0))
return false;
// assegno variabili
Army *invader, *defender;
invader = matrix[invaderRow][invaderColumn].getArmy();
defender = matrix[defenderRow][defenderColumn].getArmy();
// TODO: controlli su variabili (casate differenti, acqua ecc.)
// ...
// calcolo le forze tenendo conto delle varie strategy
int invaderStrength, defenderStrength;
// calcolo forza invader
invaderStrength = calculateStrength(invaderRow, invaderColumn, true);
// calcolo forza defender
defenderStrength = calculateStrength(defenderRow, defenderColumn, false);
// decido il vincitore
int result = rand() % (invaderStrength + defenderStrength);
int numSimTroops;
int numMagTroops;
if (result < invaderStrength) {
//vince invader
cout << "ha vinto l'invasore: " << matrix[invaderRow][invaderColumn].getArmy()->getName() << endl;
numSimTroops = defender->getNumSimpleTroops() * 70 / 100;
numMagTroops = defender->getNumMagicTroops() * 70 / 100;
if ((numMagTroops + numSimTroops) <= 2) {
//è sconfitto, si riassegna il territorio
cout << "lìinvasore che ha conquistato il territorio è: " << matrix[invaderRow][invaderColumn].getArmy()->getName() << endl;
ConcreteArmyFactory f(invader->getName());
matrix[defenderRow][defenderColumn] = Territory(f.createArmy());
}
else
{
//colpito ma non affondato
defender->setNumSimpleTroops(numSimTroops);
defender->setNumMagTroops(numMagTroops);
}
}
else {
//vince defender
cout << "ha vinto il difensore: " << matrix[defenderRow][defenderColumn].getArmy()->getName() << endl;
numSimTroops = invader->getNumSimpleTroops() * 70 / 100;
numMagTroops = invader->getNumMagicTroops() * 70 / 100;
if ((numMagTroops + numSimTroops) <= 2) {
//è sconfitto, si riassegna il territorio
cout << "il difensore che ha conquistato il territorio è: " << matrix[defenderRow][defenderColumn].getArmy()->getName() << endl;
ConcreteArmyFactory f(defender->getName());
matrix[invaderRow][invaderColumn] = Territory(f.createArmy());
}
else
{
//colpito ma non affondato
invader->setNumSimpleTroops(numSimTroops);
invader->setNumMagTroops(numMagTroops);
}
}
cout << "truppe semplici modificate perdente:" << numSimTroops << endl;
cout << "truppe magiche modificate perdente:" << numMagTroops << endl;
return true;
}
float Map::calculateStrength(int initialRow, int initialColumn, bool isInvader) {
// crea e inizializza una matrice temporanea per vedere se ho già contato un territorio
//bool calculatedMat[rows][columns];
vector<vector<bool>> calculatedMat;
for (int i = 0; i < rows; i++)
{
vector<bool> v;
for (int j = 0; j < columns; j++) {
v.push_back(false);
}
calculatedMat.push_back(v);
}
return calculateStrengthRecursive(initialRow, initialColumn, isInvader, calculatedMat);
}
float Map::calculateStrengthRecursive(int row, int col, bool isInvader, vector<vector<bool>> &calculatedMat) {
if (!(col < columns && col >= 0 && row < rows && row >= 0))
return 0;
if (calculatedMat[row][col] == 1)
return 0;
//voleva un puntatore a matrice ma errore quindi vettore di vettori di bool
Army *army = matrix[row][col].getArmy();
// tra qui e...
float power;
calculatedMat[row][col] = 1;
Strategy whichStrategy = army->getStrategy();
switch(whichStrategy){
case Strategy::onlyMagic:
if(isInvader)
power = army->getMagicPower();
else
power = army->getPower();
break;
case Strategy::onlySimple:
if(isInvader)
power = army->getSimplePower();
else
power = army->getPower();
break;
case Strategy::lessDefense:
if(isInvader)
power = army->getPower();
else
power = army->getPower() * 60/100;
break;
default:
cerr << "error missing strategy" << endl;
}
// ... qui, differenzio la strategy
power += controlledCall(row+1, col, isInvader, army->getName(), calculatedMat);
power += controlledCall(row+1, col-1, isInvader, army->getName(), calculatedMat);
power += controlledCall(row, col-1, isInvader, army->getName(), calculatedMat);
power += controlledCall(row-1, col-1, isInvader, army->getName(), calculatedMat);
power += controlledCall(row-1, col, isInvader, army->getName(), calculatedMat);
power += controlledCall(row-1, col+1, isInvader, army->getName(), calculatedMat);
power += controlledCall(row, col+1, isInvader, army->getName(), calculatedMat);
power += controlledCall(row+1, col+1, isInvader, army->getName(), calculatedMat);
return power;
}
int Map::controlledCall(int row, int col, bool isInvader, string armyName, vector<vector<bool>> &calculatedMat)
{
if (!(col < columns && col >= 0 && row < rows && row >= 0)) //controllo confini
return 0;
if (!matrix[row][col].isEarth()) //controllo acqua
return 0;
if (matrix[row][col].getArmy()->getName() == armyName) //controllo armata
return calculateStrengthRecursive(row, col, isInvader, calculatedMat);
}