-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathOrdersDriver.cpp
More file actions
190 lines (146 loc) · 6.06 KB
/
OrdersDriver.cpp
File metadata and controls
190 lines (146 loc) · 6.06 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
#include <iostream>
#include "Orders.h"
#include "Player.h"
#include "Map.h"
using namespace std;
void testOrdersLists() {
cout << "=== OrdersList Testing ===\n\n";
// Create dummy players and territories for testing
Player* player1 = new Player();
Player* player2 = new Player();
Territory* territoryA = new Territory("TerritoryA", 10, 40, "ContinentA");
Territory* territoryB = new Territory("TerritoryB", 20, 30, "ContinentA");
territoryA->setOwner(player1);
territoryB->setOwner(player2);
OrdersList list;
// Create and execute various orders
Deploy d(player1, territoryA, 5);
Advance a(player1, territoryA, territoryB, 3);
Bomb b(player1, territoryB);
Blockade bl(player1, territoryA);
Airlift al(player1, territoryA, territoryB, 2);
Negotiate n(player1, player2);
// Add orders to the list
list.add(d);
list.add(a);
list.add(b);
list.add(bl);
list.add(al);
list.add(n);
std::cout << "Initial Orders List: " << list << std::endl;
// Execute some orders at specific indices
list.at(0).execute(); // Deploy
list.at(2).execute(); // Bomb
std::cout << "Orders List after executing some orders: " << list << std::endl;
// Move an order
list.move(1, 4); // Move Advance to index 4
std::cout << "Orders List after moving an order: " << list << std::endl;
// Remove an order
list.remove(1); // Remove the order now at index 1
std::cout << "Orders List after removing an order: " << list << std::endl;
// Copy and assignment
OrdersList copy(list); // Copy constructor
std::cout << "Copied Orders List: " << copy << std::endl;
OrdersList assigned;
assigned = list; // Assignment operator
std::cout << "Assigned Orders List: " << assigned << std::endl;
// Clean up
delete player1;
delete player2;
delete territoryA;
delete territoryB;
cout << "=== Orders List Testing Complete ===\n\n";
}
void testOrderExecution() {
cout << "\n=== Testing Order Execution ===\n\n";
// --- Setup players and territories ---
Player* player1 = new Player();
player1->setName("Player1");
Player* player2 = new Player();
player2->setName("Player2");
Territory* A1 = new Territory("A1", 0, 0, "ContinentA");
Territory* A2 = new Territory("A2", 1, 0, "ContinentA");
Territory* B1 = new Territory("B1", 2, 0, "ContinentA");
// Set ownership and army counts
A1->setOwner(player1); A1->setArmies(10);
A2->setOwner(player1); A2->setArmies(3);
B1->setOwner(player2); B1->setArmies(7);
// Make territories adjacent both ways
A1->addAdjacentTerritory(A2);
A2->addAdjacentTerritory(A1);
A1->addAdjacentTerritory(B1);
B1->addAdjacentTerritory(A1);
A2->addAdjacentTerritory(B1);
B1->addAdjacentTerritory(A2);
cout << "Initial Territories:\n";
cout << "A1 - Owner: " << (A1->getOwner() ? A1->getOwner()->getName() : "Neutral")
<< ", Armies: " << A1->getArmies() << endl;
cout << "A2 - Owner: " << (A2->getOwner() ? A2->getOwner()->getName() : "Neutral")
<< ", Armies: " << A2->getArmies() << endl;
cout << "B1 - Owner: " << (B1->getOwner() ? B1->getOwner()->getName() : "Neutral")
<< ", Armies: " << B1->getArmies() << endl;
// --- Create an OrdersList to simulate game flow ---
OrdersList orders;
// (1) Deploy - one valid, one invalid
Deploy deployValid(player1, A1, 5);
Deploy deployInvalid(player1, B1, 3); // invalid, not owned by player1
// (2) Advance - friendly move and hostile attack
Advance advanceFriendly(player1, A1, A2, 4);
Advance advanceHostile(player1, A1, B1, 6);
// (3) Bomb - player2 bombs player1's A2 (valid, adjacent)
Bomb bombOrder(player2, A2);
// (4) Blockade - doubles armies and transfers ownership
Blockade blockadeOrder(player1, A2);
// (5) Negotiate - peace between player1 and player2
Negotiate negotiateOrder(player1, player2);
// (6) Another Advance after negotiate (should be invalid if truce enforced)
Advance advanceAfterNegotiate(player1, A1, B1, 3);
// Add all to OrdersList
orders.add(deployValid);
orders.add(deployInvalid);
orders.add(advanceFriendly);
orders.add(advanceHostile);
orders.add(bombOrder);
orders.add(blockadeOrder);
orders.add(negotiateOrder);
orders.add(advanceAfterNegotiate);
// --- Execute and validate each order ---
cout << "\nExecuting and validating orders:\n";
for (int i = 0; i < orders.size(); i++) {
Order& o = orders.at(i);
bool valid = o.validate();
cout << "Order " << (i + 1) << " (" << typeid(o).name() << ") is "
<< (valid ? "valid" : "invalid") << endl;
o.execute();
}
// --- Final results ---
cout << "\nFinal Territories:\n";
cout << "A1 - Owner: " << (A1->getOwner() ? A1->getOwner()->getName() : "Neutral")
<< ", Armies: " << A1->getArmies() << endl;
cout << "A2 - Owner: " << (A2->getOwner() ? A2->getOwner()->getName() : "Neutral")
<< ", Armies: " << A2->getArmies() << endl;
cout << "B1 - Owner: " << (B1->getOwner() ? B1->getOwner()->getName() : "Neutral")
<< ", Armies: " << B1->getArmies() << endl;
// --- Post-checks based on rubric ---
if (B1->getOwner() == player1)
cout << "\n[Check] Territory conquered: ownership of B1 transferred to Player1.\n";
else
cout << "\n[Check] B1 was not conquered (defense successful).\n";
if (B1->getOwner() == player1)
cout << "[Check] Player1 should receive exactly ONE card for conquering a territory.\n";
else
cout << "[Check] No conquest, no card awarded.\n";
cout << "[Check] Negotiate: attacks between Player1 and Player2 should now be invalid.\n";
if (A2->getOwner() == nullptr)
cout << "[Check] Blockade: territory A2 transferred to Neutral (nullptr) and armies doubled.\n";
else
cout << "[Check] Blockade: verify A2 transferred to Neutral player in your implementation.\n";
cout << "[Check] All order types issued and executed successfully.\n";
// --- Clean up ---
delete player1;
delete player2;
delete A1;
delete A2;
delete B1;
cout << "\n=== Testing Order Execution Complete ===\n\n";
}