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Player.cpp
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// Nigel Lipps
// Player.cpp
///////////////////////////////////////////////////////////////////////////
// Player implementations
///////////////////////////////////////////////////////////////////////////
#include "Player.h"
#include "globals.h"
#include "Arena.h"
#include <stdlib.h>
#include <string>
#include <iostream>
using namespace std;
Player::Player(Arena* ap, int r, int c){
if (ap == nullptr){
cout << "***** The player must be in some Arena!" << endl;
exit(1);
}
if (r < 1 || r > ap->rows() || c < 1 || c > ap->cols()){
cout << "**** Player created with invalid coordinates (" << r<< "," << c << ")!" << endl;
exit(1);
}
m_arena = ap;
m_row = r;
m_col = c;
m_age = 0;
m_dead = false;
}
int Player::row() const{
return m_row;
}
int Player::col() const{
return m_col;
}
int Player::age() const{
return m_age;
}
string Player::takeComputerChosenTurn(){
// If moving in some direction would put me in less immediate danger
// than standing, then move in that direction.
// else shoot in the direction of the nearest robot I can hit.
// A more aggressive strategy is possible, where you hunt down robots.
//Top left corner
if (m_row == 1 && m_col == 1){
if (m_arena->nRobotsAt(m_row+1,m_col) > 0 && m_arena->nRobotsAt(m_row,m_col+1) > 0){
return my_shoot();
}
else if (m_arena->nRobotsAt(m_row+1,m_col) > 0){
move(RIGHT);
return "Moved.";
}
else if (m_arena->nRobotsAt(m_row,m_col+1) > 0){
move(DOWN);
return "Moved.";
}
else{
return my_shoot();
}
}
//Top right corner
if (m_row == 1 && m_col == m_arena->cols()){
if (m_arena->nRobotsAt(m_row,m_col-1) > 0 && m_arena->nRobotsAt(m_row+1,m_col) > 0){
return my_shoot();
}
else if (m_arena->nRobotsAt(m_row,m_col-1) > 0){
move(DOWN);
return "Moved.";
}
else if (m_arena->nRobotsAt(m_row+1,m_col) > 0){
move(LEFT);
return "Moved.";
}
else{
return my_shoot();
}
}
//Bottom right corner
if (m_row == m_arena->rows() && m_col == m_arena->cols()){
if (m_arena->nRobotsAt(m_row-1,m_col) > 0 && m_arena->nRobotsAt(m_row,m_col-1) > 0 ){
return my_shoot();
}
else if (m_arena->nRobotsAt(m_row-1,m_col) > 0){
move(LEFT);
return "Moved.";
}
else if (m_arena->nRobotsAt(m_row,m_col-1) > 0){
move(UP);
return "Moved.";
}
else{
return my_shoot();
}
}
//Bottom left corner
if (m_row == m_arena->rows() && m_col == 1){
if (m_arena->nRobotsAt(m_row,m_col+1) > 0 && m_arena->nRobotsAt(m_row-1,m_col) > 0){
return my_shoot();
}
else if (m_arena->nRobotsAt(m_row,m_col+1) > 0){
move(UP);
return "Moved.";
}
else if (m_arena->nRobotsAt(m_row-1,m_col) > 0){
move(RIGHT);
return "Moved.";
}
else{
return my_shoot();
}
}
//check the top of the map
if (m_row == 1){
if (m_arena->nRobotsAt(m_row,m_col+1) > 0 && m_arena->nRobotsAt(m_row,m_col-1) > 0){
move(DOWN);
return "Moved.";
}
if (m_arena->nRobotsAt(m_row+1,m_col) > 0 ){
move(LEFT);
return "Moved.";
}
}
//check the left of the map
if (m_col == 1){
if (m_arena->nRobotsAt(m_row+1,m_col) > 0 && m_arena->nRobotsAt(m_row-1,m_col) > 0){
move(RIGHT);
return "Moved.";
}
if (m_arena->nRobotsAt(m_row, m_col+1 > 0)){
move(UP);
return "Moved.";
}
}
//check the bottom of the map
if (m_row == MAXROWS){
if (m_arena->nRobotsAt(m_row,m_col+1) > 0 && m_arena->nRobotsAt(m_row,m_col-1) > 0){
move(UP);
return "Moved.";
}
if (m_arena->nRobotsAt(m_row-1, m_col > 0)){
move(RIGHT);
return "Moved.";
}
}
//check the right of the map
if (m_row == MAXCOLS){
if (m_arena->nRobotsAt(m_row+1,m_col) > 0 && m_arena->nRobotsAt(m_row-1,m_col) > 0){
move(LEFT);
return "Moved.";
}
if (m_arena->nRobotsAt(m_row, m_col-1 > 0)){
move(UP);
return "Moved.";
}
}
//check if he is completly surrounded or completly free, then shoot
if (m_arena->nRobotsAt(m_row-1,m_col)==0 && m_arena->nRobotsAt(m_row,m_col-1)==0
&& m_arena->nRobotsAt(m_row+1,m_col)==0 && m_arena->nRobotsAt(m_row,m_col+1)==0){
return my_shoot();
}
//otherwise check what directions are free
else if (m_arena->nRobotsAt(m_row-1,m_col)==0){
move(UP);
return "Moved.";
}
else if (m_arena->nRobotsAt(m_row,m_col-1)==0){
move(LEFT);
return "Moved.";
}
else if (m_arena->nRobotsAt(m_row+1,m_col)==0){
move(DOWN);
return "Moved.";
}
else if (m_arena->nRobotsAt(m_row,m_col+1)==0){
move(RIGHT);
return "Moved.";
}
else
return my_shoot();
}
string Player::my_shoot(){
for(int i=1; i<=MAXSHOTLEN; i++){
//check all the directions and shoot in that direction
if (m_arena->nRobotsAt(m_row-i,m_col)>0){
if (shoot(UP))
return "Shot and hit!";
else
return "Shot and missed!";
}
else if (m_arena->nRobotsAt(m_row,m_col-i)>0){
if (shoot(LEFT))
return "Shot and hit!";
else
return "Shot and missed!";
}
else if (m_arena->nRobotsAt(m_row+i,m_col)>0){
if (shoot(DOWN))
return "Shot and hit!";
else
return "Shot and missed!";
}
else if (m_arena->nRobotsAt(m_row,m_col+i)>0){
if (shoot(RIGHT))
return "Shot and hit!";
else
return "Shot and missed!";
}
}
stand();
return "Stood.";
}
void Player::stand(){
m_age++;
}
void Player::move(int dir){
m_age++;
switch (dir){
case UP:
if(m_row>1)
m_row--;
break;
case DOWN:
if(m_row<m_arena->rows())
m_row++;
break;
case LEFT:
if(m_col>1)
m_col--;
break;
case RIGHT:
if(m_col<m_arena->cols())
m_col++;
break;
}
}
bool Player::shoot(int dir){ //////////////////////
m_age++;
if (rand() % 3 == 0) // miss with 1/3 probability
return false;
switch (dir) { //check for robots from closest to farthest
case UP:
for(int i=1; i<=MAXSHOTLEN; i++){
if (m_arena->nRobotsAt(row()-i,col())>0){
m_arena->damageRobotAt(row()-i,col());
return true;
}
}
return false;
case DOWN:
for(int i=1; i<=MAXSHOTLEN; i++){
if (m_arena->nRobotsAt(row()+i,col())>0){
m_arena->damageRobotAt(row()+i,col());
return true;
}
}
return false;
case LEFT:
for(int i=1; i<=MAXSHOTLEN; i++){
if (m_arena->nRobotsAt(row(),col()-i)>0){
m_arena->damageRobotAt(row(),col()-i);
return true;
}
}
return false;
case RIGHT:
for(int i=1; i<=MAXSHOTLEN; i++){
if (m_arena->nRobotsAt(row(),col()+i)>0){
m_arena->damageRobotAt(row(),col()+i);
return true;
}
}
return false;
default:
return false;
}
}
bool Player::isDead() const{
return m_dead;
}
void Player::setDead(){
m_dead = true;
}