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GameEngineDriver.cpp
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247 lines (190 loc) · 7.53 KB
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#include "GameEngine.h"
#include "CommandProcessing.h"
#include "Player.h"
#include "Map.h"
#include <memory>
using namespace std;
void testGameStates() {
cout << "=== Game States Testing ===\n\n";
GameEngine gEngine;
string command;
cout << gEngine << endl;
// Loop until the state is end
while(gEngine.getStateString() != "End") {
cout << "Enter command: ";
cin >> command;
gEngine.transition(command);
cout << "\n";
cout << gEngine << endl;
}
cout << "\n=== Game States Testing Complete ===";
}
void testStartupPhase() {
cout << "=== Startup Phase Testing ===\n\n";
//Declare necessary objects
GameEngine gEngine;
CommandProcessor* commandProcessor = new CommandProcessor();
Map* map;
vector<Player*>* players;
Deck* deck = new Deck();
//Add cards to the deck
deck->addCard(make_unique<Card>(CardType::Reinforcement));
deck->addCard(make_unique<Card>(CardType::Bomb));
deck->addCard(make_unique<Card>(CardType::Blockade));
deck->addCard(make_unique<Card>(CardType::Airlift));
deck->addCard(make_unique<Card>(CardType::Diplomacy));
deck->addCard(make_unique<Card>(CardType::Reinforcement));
deck->addCard(make_unique<Card>(CardType::Bomb));
deck->addCard(make_unique<Card>(CardType::Blockade));
deck->addCard(make_unique<Card>(CardType::Airlift));
deck->addCard(make_unique<Card>(CardType::Diplomacy));
deck->addCard(make_unique<Card>(CardType::Reinforcement));
deck->addCard(make_unique<Card>(CardType::Bomb));
deck->addCard(make_unique<Card>(CardType::Blockade));
deck->addCard(make_unique<Card>(CardType::Airlift));
deck->addCard(make_unique<Card>(CardType::Diplomacy));
deck->addCard(make_unique<Card>(CardType::Reinforcement));
deck->addCard(make_unique<Card>(CardType::Bomb));
deck->addCard(make_unique<Card>(CardType::Blockade));
deck->addCard(make_unique<Card>(CardType::Airlift));
deck->addCard(make_unique<Card>(CardType::Diplomacy));
//Run the startup phase
gEngine.startupPhase(commandProcessor, map, players, deck);
//Print the map
cout << "\nCurrent map: " << *map << "\n\n";
//Print the order of play
cout << "Order of play:\n";
for(int i = 0; i < players->size(); i++) {
cout << players->at(i)->getName() << "\n";
}
//Print all player's information
cout << "\nArmies, Hands, and Territories of players:\n";
for (int i = 0; i < players->size(); i++) {
cout << *players->at(i);
}
cout << "\n=== Startup Phase Testing Complete ===\n";
//Delete allocated memory
delete commandProcessor;
delete map;
delete players;
delete deck;
}
void testMainGameLoop() {
cout << "=== Main Game Loop Testing ===\n\n";
//Declare necessary objects
GameEngine gEngine;
CommandProcessor* commandProcessor = new CommandProcessor();
Map* map;
vector<Player*>* players = new vector<Player*>;
Deck* deck = new Deck();
//Testing each phase of the main gameplay loop individually for demonstration purposes
//Reinforcement Phase Testing
map = MapLoader::loadMap("TestMap.map"); //Load a test map
//Add players
Player* p1 = new Player(); // default constructor sets HumanPlayerStrategy(this)
p1->setName("Player 1");
players->push_back(p1);
Player* p2 = new Player();
p2->setName("Player 2");
players->push_back(p2);
Player* p3 = new Player();
p3->setName("Player 3");
players->push_back(p3);
//Distribute territories manually for testing
//Scenario 1: Player owns all territories in a continent
for(Territory* territory : (map->getContinents()).at(0)->getTerritories()) {
players->at(0)->addTerritory(territory);
territory->setOwner(players->at(0));
}
//Scenario 2: Player owns some territories but not all territories in any continent
for (Territory* territory : (map->getContinents()).at(1)->getTerritories()) {
if (players->at(1)->getTerritories().size() >= 3) {
break;
}
players->at(1)->addTerritory(territory);
territory->setOwner(players->at(1));
}
for (Territory* territory : (map->getContinents()).at(2)->getTerritories()) {
if (players->at(1)->getTerritories().size() >= 6) {
break;
}
players->at(1)->addTerritory(territory);
territory->setOwner(players->at(1));
}
for (Territory* territory : (map->getContinents()).at(3)->getTerritories()) {
if (players->at(1)->getTerritories().size() >= 9) {
break;
}
players->at(1)->addTerritory(territory);
territory->setOwner(players->at(1));
}
for (Territory* territory : (map->getContinents()).at(4)->getTerritories()) {
if (players->at(1)->getTerritories().size() >= 12) {
break;
}
players->at(1)->addTerritory(territory);
territory->setOwner(players->at(1));
}
//Scenario 3: Player owns only a few territories, so they receive minimum reinforcements
for (Territory* territory : (map->getContinents()).at(5)->getTerritories()) {
if (players->at(2)->getTerritories().size() >= 2) {
break;
}
players->at(2)->addTerritory(territory);
territory->setOwner(players->at(2));
}
//Display players' territories and armies before reinforcement phase
cout << "Before reinforcement phase:\n\n";
for(Player* player : *players) {
cout << player->getName() << " has " << player->getArmies() << " armies and owns " << player->getTerritories().size() << " territories";
if (player->getTerritories().size() > 0) {
cout << ":\n";
}
else {
cout << ".\n";
}
for(Territory* territory : player->getTerritories()) {
cout << "- " << territory->getName() << "\n";
}
cout << "\n";
}
gEngine.reinforcementPhase(map, players);
//Display players' armies after reinforcement phase
cout << "After reinforcement phase:\n\n";
for (Player* player : *players) {
cout << player->getName() << " has " << player->getArmies() << " armies.\n";
}
cout << "\nBefore issue orders phase:\n\n";
for (Player* player : *players) {
cout << player->getName() << " ordersList's: " << *(player->getOrdersList()) << "\n";
}
//Order Issuing Phase Testing
gEngine.issueOrdersPhase(players, deck);
cout << "After issue orders phase:\n\n";
for (Player* player : *players) {
cout << player->getName() << " ordersList's: " << *(player->getOrdersList()) << "\n";
}
//Order Execution Phase Testing
cout << "Execute Orders Phase\n\n";
gEngine.executeOrdersPhase(players);
players->at(0)->setTerritories(list<Territory*>()); //Manually eliminate Player 1 for testing purposes
delete players->at(2); //Delete Player 3 to avoid memory leak
players->erase(players->begin() + 2); //Remove Player 3 from the players vector
for(Territory* territory : map->getTerritories()) {
if (territory->getOwner() != players->at(1)) {
players->at(1)->addTerritory(territory); //Give all territories to Player 2 for testing purposes
territory->setOwner(players->at(1));
}
}
players->at(1)->getHand()->addCard(make_unique<Card>(CardType::Reinforcement));
cout << "\n";
//Testing the main game loop
cout << "Main Game Loop\n\n";
gEngine.mainGameLoop(commandProcessor, map, players, deck);
cout << "\n=== Main Game Loop Testing Complete ===\n";
//Delete allocated memory
delete commandProcessor;
delete map;
delete players;
delete deck;
}