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Player.cpp
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247 lines (199 loc) · 6.21 KB
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#include "Player.h"
Player::Player() //Default Constructor
{
name = "Unnamed Player"; //Sets player name
armies = 0; //Sets armies
hand = new Hand(); //Creates empty hand
ordersList = new OrdersList(); //Creates empty orders list
playerStrategy = new HumanPlayerStrategy(this); //Create default player strategy
}
Player::Player(string name, PlayerStrategy* playerStrategy) //Parameterized Constructor
{
this->name = name; //Sets player name
armies = 0; //Sets armies
hand = new Hand(); //Creates empty hand
ordersList = new OrdersList(); //Creates empty orders list
this->playerStrategy = playerStrategy; //Sets player strategy
playerStrategy->setPlayer(this); //Sets the player for the strategy
}
Player::Player(const Player& player) //Copy Constructor
{
name = player.name; //Copies player name
armies = player.armies; //Copies armies
//Adds territories
for(Territory* territory : player.territories)
{
territories.push_back(territory);
}
hand = new Hand(*player.hand); //Creates hand
ordersList = new OrdersList(*player.ordersList); //Creates orders list
playerStrategy = player.playerStrategy ? player.playerStrategy->clone() : nullptr; //Creates player strategy
}
Player::~Player() //Destructor
{
delete hand; //Deletes hand
delete ordersList; //Deletes orders list
delete playerStrategy; //Deletes player strategy
}
Player& Player::operator = (const Player& player) //Assignment Operator Overloading
{
name = player.name; //Copies player name
armies = player.armies; //Copies armies
//Checks if the player is not equal to itself
if (this != &player)
{
territories.clear();
//Adds new territories
for(Territory* territory : player.territories)
{
territories.push_back(territory);
}
//Deletes hand and creates new hand
delete hand;
hand = new Hand(*player.hand);
//Deletes orders list and creates new orders list
delete ordersList;
ordersList = new OrdersList(*player.ordersList);
//Deletes player strategy and creates new player strategy
delete playerStrategy;
playerStrategy = player.playerStrategy ? player.playerStrategy->clone() : nullptr;
}
return *this;
}
bool Player::operator == (const Player& player) //Equals Operator Overloading
{
//Checks if the lists have equal size
if(territories.size() != player.territories.size())
{
return false;
}
//Iterators for each list
auto iter1 = territories.begin();
auto iter2 = player.territories.begin();
//Iterates through the lists
for(; iter1 != territories.end() && iter2 != territories.end(); ++iter1, ++iter2)
{
//Checks if each element of the lists are equal to the corresponding element of the other list
if(**iter1 != **iter2)
{
return false;
}
}
return (name == player.name) && (armies == player.armies) && (*hand == *player.hand) && (*ordersList == *player.ordersList); //Checks if the names, hands, and orders lists are equal
}
bool Player::operator != (const Player& player) //Not Equals Operator Overloading
{
return !(*this == player);
}
ostream& operator << (ostream &output, const Player &player) //Stream Insertion Operator Overloading
{
//Outputs the player's information
output << player.name << "'s Territories: ";
//Outputs the player's list of territories as a comma-separated list
for(Territory* territory : player.territories)
{
output << *(territory);
if(player.territories.back() != territory)
{
output << ", ";
}
}
output << "\n" + player.name + "'s Hand: " << *(player.hand); //Outputs the player's hand
output << "\n" + player.name + "'s Orders List: " << *(player.ordersList); //Outputs the player's orders list
output << player.name << "'s armies: " << player.armies << "\n"; //Outputs the player's armies
output << player.name << "'s " << *(player.playerStrategy) << "\n"; //Outputs the player's strategy
return output;
}
//Functions
list<Territory*> Player::toDefend()
{
return playerStrategy->toDefend();
}
list<Territory*> Player::toAttack()
{
return playerStrategy->toAttack();
}
bool Player::issueOrder(Deck* deck)
{
return playerStrategy->issueOrder(deck);
}
void Player::issueOrder(Order* order)
{
ordersList->add(order); //Adds the order to the orders list
}
void Player::addTerritory(Territory* territory)
{
territories.push_back(territory); //Adds the territory to the player's list of territories
}
void Player::removeTerritory(Territory* territory)
{
territories.remove(territory); //Removes the territory from the player's list of territories
}
//Mutator Methods (Setters)
void Player::setName(string newName)
{
name = newName;
}
void Player::setArmies(int armyNumber)
{
armies = armyNumber;
}
void Player::setTerritories(list<Territory*> newTerritories)
{
territories.clear();
territories = newTerritories;
}
void Player::setHand(Hand* newHand)
{
delete hand;
hand = newHand;
}
void Player::setOrdersList(OrdersList* newOrdersList)
{
delete ordersList;
ordersList = newOrdersList;
}
void Player::setPlayerStrategy(PlayerStrategy* newStrategy)
{
delete playerStrategy;
playerStrategy = newStrategy;
}
//Accessor Methods (Getters)
string Player::getName()
{
return name;
}
int Player::getArmies()
{
return armies;
}
list<Territory*> Player::getTerritories()
{
return territories;
}
Hand* Player::getHand()
{
return hand;
}
OrdersList* Player::getOrdersList()
{
return ordersList;
}
PlayerStrategy* Player::getPlayerStrategy()
{
return playerStrategy;
}
void Player::addNegotiatedPlayer(Player* other) {
if (!other || other == this) return;
// avoid duplicates
if (std::find(negotiatedPlayers.begin(), negotiatedPlayers.end(), other) == negotiatedPlayers.end()) {
negotiatedPlayers.push_back(other);
}
}
bool Player::hasNegotiatedWith(Player* other) const {
if (!other) return false;
return std::find(negotiatedPlayers.begin(), negotiatedPlayers.end(), other) != negotiatedPlayers.end();
}
void Player::clearNegotiatedPlayers() {
negotiatedPlayers.clear();
}