bugfixes for starting new round / finishing game
also rename some variables for clarity
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0f5928266b
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@ -17,7 +17,7 @@ public:
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void finalizeScore();
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int getScore() const { return myScore; }
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std::string printMyBoard() const;
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bool tookPenalty() const { return myTookPoolPenaltyThisTurn; }
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bool tookPenalty() const { return myTookPoolPenaltyThisRound; }
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const std::string getPlayerName() const { return myName; }
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private:
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@ -33,8 +33,8 @@ private:
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TileRow myRows[azool::NUMCOLORS];
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GameBoard* const myBoardPtr;
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int myScore;
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int myNumPenaltiesForTurn;
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bool myTookPoolPenaltyThisTurn;
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int myNumPenaltiesForRound;
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bool myTookPoolPenaltyThisRound;
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const std::vector<int> PenaltyPoints = {0, 1, 2, 3, 5, 7, 10, 13, 15};
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std::string myName;
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}; // class Player
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@ -1,5 +1,6 @@
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#include "GameBoard.h"
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#include <algorithm>
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#include <chrono>
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GameBoard::GameBoard(int numPlayers) :
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tileFactories(),
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@ -8,7 +9,8 @@ GameBoard::GameBoard(int numPlayers) :
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whiteTileInPool(true),
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tileBag(),
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lastRound(false),
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rng(std::default_random_engine()) {
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rng(std::default_random_engine(
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std::chrono::system_clock::now().time_since_epoch().count())) {
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resetBoard();
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} // GameBoard::GameBoard
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@ -9,8 +9,8 @@ Player::Player(GameBoard* const board, std::string name) :
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myBoardPtr(board),
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myName(name),
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myScore(0),
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myNumPenaltiesForTurn(0),
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myTookPoolPenaltyThisTurn(false) {
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myNumPenaltiesForRound(0),
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myTookPoolPenaltyThisRound(false) {
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int gridSize = azool::NUMCOLORS * azool::NUMCOLORS;
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memset(myGrid, 0, gridSize*sizeof(bool));
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for (int ii = 0; ii < azool::NUMCOLORS; ++ii) {
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@ -62,12 +62,13 @@ bool Player::takeTilesFromPool(azool::TileColor color, int rowIdx) {
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return false; // couldn't get that tile from the pool
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}
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if (poolPenalty) {
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myTookPoolPenaltyThisTurn = poolPenalty;
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myNumPenaltiesForTurn++;
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myTookPoolPenaltyThisRound = true;
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myNumPenaltiesForRound++;
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}
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placeTiles(rowIdx, color, numTiles);
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return true;
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} // Player::takeTilesFromPool
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void Player::placeTiles(int rowIdx, azool::TileColor color, int numTiles) {
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// increment row with # of new tiles
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myRows[rowIdx].first += numTiles;
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@ -76,7 +77,7 @@ void Player::placeTiles(int rowIdx, azool::TileColor color, int numTiles) {
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int maxNumInRow = rowIdx + 1;
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// if tiles overflow the row, take penalty(ies)
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if (myRows[rowIdx].first > maxNumInRow) {
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myNumPenaltiesForTurn += (myRows[rowIdx].first - maxNumInRow);
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myNumPenaltiesForRound += (myRows[rowIdx].first - maxNumInRow);
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myRows[rowIdx].first = maxNumInRow;
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}
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} // Player::placeTiles
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@ -103,18 +104,19 @@ void Player::endRound(bool& fullRow) {
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myRows[rowIdx].second = azool::NONE;
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}
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}
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#ifdef DEBUG
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std::cout << "Had " << myNumPenaltiesForTurn << " penalties this turn" << std::endl;
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#endif
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if (myNumPenaltiesForTurn >= PenaltyPoints.size()) {
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if (myNumPenaltiesForRound >= PenaltyPoints.size()) {
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myScore -= PenaltyPoints[PenaltyPoints.size() - 1];
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}
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else {
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myScore -= PenaltyPoints[myNumPenaltiesForTurn];
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myScore -= PenaltyPoints[myNumPenaltiesForRound];
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}
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// reset for next turn
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myTookPoolPenaltyThisTurn = false;
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myNumPenaltiesForTurn = 0;
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// FOR THIS REASON
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// main loop needs to check who took penalty BEFORE calling this function
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// I don't love that, but not sure what else to do
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myTookPoolPenaltyThisRound = false;
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myNumPenaltiesForRound = 0;
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// Check if there's a full row on the grid
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for (int rowIdx = 0; rowIdx < azool::NUMCOLORS; ++rowIdx) {
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fullRow = true;
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@ -176,7 +178,9 @@ int Player::scoreTile(int tileRow, int tileCol) {
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}
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tileScore++;
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} // iterate from current column to right
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#ifdef DEBUG
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std::cout << " Final Tile Score: " << tileScore << std::endl;
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#endif
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return tileScore;
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} // Player::scoreTile
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@ -184,6 +188,7 @@ void Player::finalizeScore() {
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int numRows = 0;
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int numCols = 0;
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// compute bonus for rows
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// TODO: print bonus info
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for (int rowIdx = 0; rowIdx < azool::NUMCOLORS; ++rowIdx) {
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bool fullRow = true;
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for (int colIdx = 0; colIdx < azool::NUMCOLORS; ++colIdx) {
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@ -262,7 +267,7 @@ std::string Player::printMyBoard() const {
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}
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oss << "\n";
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} // iterate over rows
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oss << "Penalties: " << myNumPenaltiesForTurn << "\n";
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oss << "Penalties: " << myNumPenaltiesForRound << "\n";
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oss << "Score: " << myScore << "\n";
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return oss.str();
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// TODO(feature) - print penalty tiles (?)
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@ -271,7 +276,7 @@ std::string Player::printMyBoard() const {
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bool Player::discardFromFactory(int factoryIdx, azool::TileColor color) {
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int numTiles = -1;
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if (myBoardPtr->takeTilesFromFactory(factoryIdx, color, numTiles)) {
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myNumPenaltiesForTurn += numTiles;
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myNumPenaltiesForRound += numTiles;
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return true;
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}
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return false;
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@ -282,9 +287,9 @@ bool Player::discardFromPool(azool::TileColor color) {
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int numTiles = -1;
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if (myBoardPtr->takeTilesFromPool(color, numTiles, poolPenalty)) {
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if (poolPenalty) {
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myNumPenaltiesForTurn++;
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myNumPenaltiesForRound++;
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}
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myNumPenaltiesForTurn += numTiles;
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myNumPenaltiesForRound += numTiles;
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return true;
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}
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return false;
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@ -293,10 +298,10 @@ bool Player::discardFromPool(azool::TileColor color) {
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namespace {
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int promptForFactoryIdx(int maxNumFactories) {
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static const char* promptFactoryIdxDraw = "Which factory? enter index\n";
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char factInput[256]; // wayy more than we need
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char factInput; // TODO can we safely say there will never be more than 9 possible?
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std::cout << promptFactoryIdxDraw << std::flush;
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std::cin >> factInput;
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int factIdx = std::atoi(factInput);
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int factIdx = std::atoi(&factInput);
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if (factIdx < 1 or factIdx > maxNumFactories) {
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return -1;
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}
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@ -330,10 +335,10 @@ namespace {
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}
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int promptForRow() {
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static const char* promptRowPlacement = "Place on which row? enter number [1-5]\n";
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char rowInput[256] = {0};
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std::cout << promptRowPlacement;
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char rowInput;
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std::cout << promptRowPlacement << std::flush;
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std::cin >> rowInput;
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int rowIdx = std::atoi(rowInput);
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int rowIdx = std::atoi(&rowInput);
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if (rowIdx < 1 or rowIdx > azool::NUMCOLORS) {
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return -1;
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}
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@ -447,5 +452,7 @@ void Player::takeTurn() {
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}
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} // while !fullinput
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// options: take tile from pool or take tile from factory
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// TODO(feature) - temporary...reprint board and hold briefly?
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std::cout << printMyBoard() << std::flush;
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// flush out any inputs still in the buffer
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std::cin.ignore(std::numeric_limits<std::streamsize>::max(), '\n');
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} // Player::takeTurn
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28
src/main.cc
28
src/main.cc
@ -12,22 +12,21 @@ void testPrint(GameBoard* game) {
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}
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void playGame(GameBoard* game) {
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game->dealTiles();
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std::vector<Player*> players = {new Player(game, "P1"), new Player(game, "P2")};
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bool endOfGame = false;
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Player* firstPlayer = players[0]; // pointers to keep track of first and second player
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Player* secondPlayer = players[1];
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while (!endOfGame) {
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bool p0EndsGame = false;
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bool p1EndsGame = false;
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while (!(p0EndsGame or p1EndsGame)) {
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game->dealTiles();
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while (!game->endOfRound()) {
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// TODO figure out how order will work for > 2 players
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firstPlayer->takeTurn();
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secondPlayer->takeTurn();
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}
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std::cout << "End of round!" << std::endl;
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bool p0EndsGame = false;
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bool p1EndsGame = false;
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players[0]->endRound(p0EndsGame);
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players[1]->endRound(p1EndsGame);
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// check who took penalty
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// nees to be done before claling player->endRound()
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if (players[0]->tookPenalty()) {
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firstPlayer = players[0];
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secondPlayer = players[1];
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@ -41,19 +40,18 @@ void playGame(GameBoard* game) {
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firstPlayer = players[0];
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secondPlayer = players[1];
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}
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if (!(p0EndsGame or p1EndsGame)) {
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game->dealTiles();
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}
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std::cout << "End of round!" << std::endl;
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players[0]->endRound(p0EndsGame);
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players[1]->endRound(p1EndsGame);
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}
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players[0]->finalizeScore();
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players[1]->finalizeScore();
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std::cout << " Final scores:\n"
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<< players[0]->getScore() << "\n" << std::flush;
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std::cout << " Final scores:\n" << players[0]->getScore() << "\n" << players[1]->getScore() << "\n" << std::flush;
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std::cout << players[0]->printMyBoard();
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std::cout << players[0]->getScore() << "\n" << std::flush;
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std::cout << players[1]->printMyBoard();
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if (players[0]) delete players[0];
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if (players[1]) delete players[1];
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for (auto player : players) {
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if (player) delete player;
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}
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}
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int main() {
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