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Orders.cpp
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960 lines (745 loc) · 30.1 KB
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#include "Orders.h"
#include "map.h"
#include <iostream>
#include "Player.h"
#include "Cards.h"
#include "GameEngine.h"
// --------------- Order class ---------------
// Constructors
Order::Order()
: m_playerIssuer(nullptr), type("Invalid") {}
Order::Order(std::string type, Player* player)
: m_playerIssuer(player), type(type) {}
// Assignment operator
void Order::operator= (const Order& order)
{
m_playerIssuer = order.m_playerIssuer;
type = order.type;
}
bool Order::validate() { return true;}
void Order::execute() {return;}
Player* Order::getIssuingPlayer()
{
return this->m_playerIssuer;
}
void Order::setIssuingPlayer(Player* player)
{
this->m_playerIssuer = player;
}
std::ostream& operator<<(std::ostream& os, Order& order)
{
if (order.type == "Deploy")
{
Deploy* d = dynamic_cast<Deploy*>(&order);
if (d != nullptr)
{
os << d->type << " - Deploys armies to the terrorities" << std::endl;
}
}
else if (order.type == "Advance")
{
Advance* d = dynamic_cast<Advance*>(&order);
if (d != nullptr)
{
os << order.type << " - Advance armies to the terrorities" << std::endl;
}
}
else if (order.type == "Bomb")
{
Bomb* d = dynamic_cast<Bomb*>(&order);
if (d != nullptr)
{
os << order.type << " - Bomb target terrority" << std::endl;
}
}
else if (order.type == "Blockade")
{
Blockade* d = dynamic_cast<Blockade*>(&order);
if (d != nullptr)
{
os << order.type << " - Blockade target terrority" << std::endl;
}
}
else if (order.type == "Airlift")
{
Airlift* d = dynamic_cast<Airlift*>(&order);
if (d != nullptr)
{
os << order.type << " - Airlift armies to the terrorities" << std::endl;
}
}
else if (order.type == "Negotiate")
{
Negotiate* d = dynamic_cast<Negotiate*>(&order);
if (d != nullptr)
{
os << order.type << " - Negotiate with target player" << std::endl;
}
}
else
{
os << "Invalid order!";
}
return os;
}
// Destructor
Order::~Order()
{};
// --------------- OrdersList class ---------------
// Constructors
OrdersList::OrdersList() {};
OrdersList::OrdersList(OrdersList& other)
{
if (other.orders.empty()) return;
else
{
this->orders.clear();
for (int i = 0; i < other.orders.size(); i++)
{
// Create an Order object based on the orderType
if (other.orders[i]->type == "Deploy")
{
this->orders.push_back(new Deploy(*dynamic_cast<Deploy*>(other.orders[i])));
}
else if (other.orders[i]->type == "Advance")
{
this->orders.push_back(new Advance(*dynamic_cast<Advance*>(other.orders[i])));
}
else if (other.orders[i]->type == "Bomb")
{
this->orders.push_back(new Bomb(*dynamic_cast<Bomb*>(other.orders[i])));
}
else if (other.orders[i]->type == "Blockade")
{
this->orders.push_back(new Blockade(*dynamic_cast<Blockade*>(other.orders[i])));
}
else if (other.orders[i]->type == "Airlift")
{
this->orders.push_back(new Airlift(*dynamic_cast<Airlift*>(other.orders[i])));
}
else if (other.orders[i]->type == "Negotiate")
{
this->orders.push_back(new Negotiate(*dynamic_cast<Negotiate*>(other.orders[i])));
}
}
}
}
// Delete the order from the list of Orders
void OrdersList::remove(Order& order)
{
if (this->orders.empty())
{
std::cout << "Order List is empty! " << std::endl;
return;
}
for (int i = 0; i < this->orders.size(); i++)
{
if (this->orders[i] == &order)
{
this->orders.erase(this->orders.begin() + i);
return;
}
}
std::cout << "Order is not in the Orders List " << std::endl;
}
// Move the order in the list of Orders. Takes Order ptr and target index within the OrdersList array
void OrdersList::move(Order& order, const int target_index)
{
// Check empty array
if (this->orders.empty())
{
std::cout << "Order List is empty! " << std::endl;
return;
}
// Check if the array has one element
if (this->orders.size() < 2)
{
std::cout << "Order List only has one element! " << std::endl;
return;
}
// Check if target index is out of bound of the array
if (target_index >= this->orders.capacity())
{
std::cout << "Index target is out of bounds of the OrdersList " << std::endl;
return;
}
// Swap target index element
for (int i = 0; i < this->orders.size(); i++)
{
if (this->orders[i] == &order)
{
this->orders.erase(this->orders.begin() + i);
this->orders.insert(this->orders.begin() + target_index, &order);
return;
}
}
}
// Print each order within the OrdersList
void OrdersList::print()
{
int n = this->orders.size();
if (this->orders.empty())
{
std::cout << "Order List is empty! " << std::endl;
return;
}
for (int i = 0; i < n; i++)
{
std::cout << i << " - " << orders[i]->type << std::endl;
}
}
// Destructor
OrdersList::~OrdersList()
{
// delete all order pointers
for (Order* order : orders)
{
delete order;
}
this->orders.clear();
};
// --------------- Deploy class ---------------
// Constructors
Deploy::Deploy()
: Order("Deploy", nullptr), m_targetTerritory(nullptr), m_numOfArmyUnits(new int(0)) {}
Deploy::Deploy(Player* player, Territory* target, int* value)
: Order("Deploy", player), m_targetTerritory(target), m_numOfArmyUnits(value) {}
Deploy::Deploy(Deploy& other)
: Order("Deploy", other.getIssuingPlayer()), m_numOfArmyUnits(new int(*other.m_numOfArmyUnits)), m_targetTerritory(other.m_targetTerritory) {}
Deploy::~Deploy()
{
std::cout << this->type << " deconstructor was called!" << std::endl;
}
// Deploy validate checks if source territory and target territory.
bool Deploy::validate()
{
if (this->getIssuingPlayer() == nullptr) { return false; }
std::vector<Territory*> ownedTerritories = this->getIssuingPlayer()->getOwnedTerritories();
if (this->getIssuingPlayer()->isTerritoryOwned(m_targetTerritory)) return true;
return false;
}
// Executes Deploy order and begins attack from source territory to target territory
void Deploy::execute()
{
if (validate())
{
std::cout << "Executing Deploy Order.." << std::endl;
m_targetTerritory->setNumberOfArmies(m_targetTerritory->getNumberOfArmies() + *m_numOfArmyUnits);
this->print();
Notify(this);//observer game log
}
else
{
std::cout << "Invalid " << this->type << " - Target territory does not belongs to " << this->getIssuingPlayer()->getPlayerID() << std::endl;
std::cout << std::endl;
}
}
// Debug print
void Deploy::print()
{
if (!validate()) { std::cout << "Cannot print invalid << " << this->type << " Order" << std::endl; return; }
std::cout << "-- Deploy Order -- " << std::endl;
std::string name = m_targetTerritory->getName();
std::cout << "Target Territory: " << name;
std::cout << " - Deployed number of armies: " << *m_numOfArmyUnits << std::endl;
std::cout << " - Territory number of armies: " << m_targetTerritory->getNumberOfArmies() << std::endl;
std::cout << std::endl;
}
// --------------- Advance class ---------------
// Constructors
Advance::Advance()
: Order("Advance", nullptr), m_targetTerritory(nullptr), m_sourceTerritory(nullptr), m_numOfArmyUnits(new int(0)), m_deckRef(nullptr), m_gameEngineRef(nullptr) {};
Advance::Advance(Player* player, Territory* targetTerritory, Territory* sourceTerritory, int* value, Deck* deck, GameEngine* gameEngine)
: Order("Advance", player), m_targetTerritory(targetTerritory), m_sourceTerritory(sourceTerritory), m_numOfArmyUnits(value), m_deckRef(deck), m_gameEngineRef(gameEngine) {};
Advance::Advance(Advance& other)
: Order("Advance", other.getIssuingPlayer()), m_targetTerritory(other.m_targetTerritory), m_sourceTerritory(other.m_sourceTerritory), m_numOfArmyUnits(new int(*other.m_numOfArmyUnits)), m_deckRef(other.m_deckRef), m_gameEngineRef(other.m_gameEngineRef) {}
// Advance validate checks if source territory and target territory.
bool Advance::validate()
{
if (this->getIssuingPlayer() == nullptr || !this->getIssuingPlayer()->isTerritoryOwned(m_sourceTerritory))
{
std::cout << "Invalid Advance Order - Issuing player is null or Territory is not owned by issuing player!" << std::endl;
return false;
}
if (m_sourceTerritory->getNumberOfArmies() == 0)
{
std::cout << " Invalid Advance Order - Source territory has no armies to Advance!" << std::endl;
return false;
}
// Check that target territory is adjacent to a player owned territory
for (Territory* adjacentTerritory : m_targetTerritory->getAdjacentTerritories())
{
if (m_sourceTerritory == adjacentTerritory) return true;
}
std::cout << " Invalid Advance Order - Source territory and Target are not adjacent Territories" << std::endl;
return false;
}
// Executes Advance order and begins attack from source territory to target territory
void Advance::execute()
{
if (this->validate())
{
std::cout << "Executing " << this->type << " order..." << std::endl;
this->print();
// Move units
if (this->getIssuingPlayer()->isTerritoryOwned(m_sourceTerritory) && this->getIssuingPlayer()->isTerritoryOwned(m_targetTerritory))
{
std::cout << "-- Move Advance order --" << std::endl;
// Check if the requested move amount is greater then the source territory army amount
if (*m_numOfArmyUnits > m_sourceTerritory->getNumberOfArmies())
{
std::cout << " Request move amount is more then whats on the territory, moving remaining amount thats on the " << m_sourceTerritory->getName() << " to " << m_targetTerritory->getName() << std::endl;
m_targetTerritory->setNumberOfArmies(m_sourceTerritory->getNumberOfArmies());
m_sourceTerritory->setNumberOfArmies(0);
std::string target = m_targetTerritory->getName();
std::string source = m_sourceTerritory->getName();
std::cout << "Source Territory: " << source << " ----> ";
std::cout << " Target Territory: " << target;
std::cout << " - Number of armies: " << m_targetTerritory->getNumberOfArmies() << std::endl;
std::cout << std::endl;
}
else
{
m_sourceTerritory->setNumberOfArmies(m_sourceTerritory->getNumberOfArmies() - *m_numOfArmyUnits);
m_targetTerritory->setNumberOfArmies(m_targetTerritory->getNumberOfArmies() + *m_numOfArmyUnits);
}
Notify(this);//observer game log
}
// Simulate attack
else
{
// Seed random roll
srand(time(NULL));
// Init vars
bool attackersTurn = true;
bool attackersWon = true;
Player* enemyPlayer = nullptr;
std::vector<Player*> players = m_gameEngineRef->getPlayers();
for (Player* player : players)
{
for (Territory* territory : player->getOwnedTerritories())
{
enemyPlayer = player;
}
}
bool canAttack = true; // cache fight result, default to true if attacker fights a territory with 0 units
// check if target enemy player is in the issuing Player's negioated players list
for (Player* negioatedPlayer : this->getIssuingPlayer()->getNegotiatedPlayers())
{
if (enemyPlayer == negioatedPlayer)
{
canAttack = false;
}
}
if (canAttack)
{
Notify(this);//observer game log
if(*m_numOfArmyUnits > m_sourceTerritory->getNumberOfArmies()){//in case territory gets attacked before this advance
*m_numOfArmyUnits = m_sourceTerritory->getNumberOfArmies();
}
m_sourceTerritory->setNumberOfArmies(m_sourceTerritory->getNumberOfArmies() - *m_numOfArmyUnits);
std::cout << "-- Attack Advance order --" << std::endl;
bool attackersTurn = true; // attacker goes first
while (*m_numOfArmyUnits != 0 && m_targetTerritory->getNumberOfArmies() != 0)
{
int roll;
switch (attackersTurn)
{
// attacker's turn
case true:
roll = rand() % 10 + 1;
// Attacker won the roll
std::cout << "Attacker roll - " << roll << std::endl;
if (roll <= 6) // Attacker has 60% chance of kill a unit
{
m_targetTerritory->setNumberOfArmies(m_targetTerritory->getNumberOfArmies() - 1);
if (m_targetTerritory->getNumberOfArmies() == 0) { attackersWon = true; }
}
attackersTurn = false; // switch turn
break;
// defender's turn
case false:
roll = rand() % 10 + 1;
std::cout << "Defender roll - " << roll << std::endl;
// Defender won the roll
if (roll <= 7) // Defender has 70% chance of kill a unit
{
*m_numOfArmyUnits -= 1;
if (*m_numOfArmyUnits == 0) { attackersWon = false; }
}
attackersTurn = true; // switch turn
break;
}
// print result of roll
std::cout << m_targetTerritory->getName() << " : " << m_targetTerritory->getNumberOfArmies() << std::endl;
std::cout << "Attacker armies" << " : " << *m_numOfArmyUnits << std::endl;\
std::cout << "-------------" << std::endl;
}
// Attacker won
if (attackersWon == true)
{
std::cout << "-- Attacker Won --" << std::endl;
// transfer ownership
std::vector<Player*> players = m_gameEngineRef->getPlayers();
for (Player* player : players)
{
if (player != this->getIssuingPlayer())
{
for (Territory* territory : player->getOwnedTerritories())
{
if (territory == m_targetTerritory)
{
player->removeTerritory(territory);
this->getIssuingPlayer()->addTerritory(territory);
territory->setNumberOfArmies(*m_numOfArmyUnits);
}
}
}
}
// Check if the issuing player has drawn a card this turn after taking an territory
if (!this->getIssuingPlayer()->hasDrawn)
{
m_deckRef->draw(this->getIssuingPlayer()->getHand());
this->getIssuingPlayer()->hasDrawn = true;
}
}
// Defender won
else std::cout << "-- Attacker Lost --" << std::endl;
}
else
{
std::cout << "Invalid " << this->type << " - Enemy player is a negioated player" << std::endl;
std::cout << std::endl;
}
}
}
else
{
std::cout << "Failed to execute Advance order!" << std::endl;
std::cout << std::endl;
}
}
// Debug print
void Advance::print()
{
//if (!validate()) { std::cout << "Cannot print invalid << " << this->type << " Order" << std::endl; return; }
std::cout << " -- " << this->type << " Order -- " << std::endl;
std::string target = m_targetTerritory->getName();
std::string source = m_sourceTerritory->getName();
std::cout << "Source Territory: " << source << " ----> ";
std::cout << " Target Territory: " << target;
std::cout << " - Number of armies: " << *m_numOfArmyUnits << std::endl;
std::cout << std::endl;
}
// Destructor
Advance::~Advance()
{
std::cout << this->type << " deconstructor was called!" << std::endl;
}
// --------------- Bomb class ---------------
// Constructors
Bomb::Bomb()
: Order("Bomb", nullptr), m_targetTerritory(nullptr) {}
Bomb::Bomb(Player* player, Territory* targetTerritory)
: Order("Bomb", player), m_targetTerritory(targetTerritory) {}
Bomb::Bomb(Bomb& other)
: Order("Bomb", other.getIssuingPlayer()), m_targetTerritory(other.m_targetTerritory) {}
// Bomb validate checks if the target territory is validate
bool Bomb::validate()
{
if (this->getIssuingPlayer() == nullptr) { return false; }
std::vector<Territory*> ownedTerritories = this->getIssuingPlayer()->getOwnedTerritories();
// Check if player does not own target territory
if (!this->getIssuingPlayer()->isTerritoryOwned(m_targetTerritory))
{
// Check that target territory is adjacent to a player owned territory
for (Territory* adjacentTerritory : m_targetTerritory->getAdjacentTerritories())
{
this->getIssuingPlayer()->isTerritoryOwned(adjacentTerritory);
return true;
}
}
return false;
}
// Executes Bomb order reducing territory army value by half
void Bomb::execute()
{
if (this->validate())
{
std::cout << "Executing " << this->type << " order..." << std::endl;
std::cout << " Target Territory armies before bombing: " << m_targetTerritory->getNumberOfArmies() << std::endl;
// Reduce target territory armies by half
m_targetTerritory->setNumberOfArmies(m_targetTerritory->getNumberOfArmies() / 2);
std::cout << " Target Territory armies after bombing: " << m_targetTerritory->getNumberOfArmies() << std::endl;
this->print();
Notify(this);//observer game log
}
else
{
std::cout << "Invalid " << this->type << " - " << m_targetTerritory->getName() << " - belongs to " << this->getIssuingPlayer()->getPlayerID()
<< " or " << m_targetTerritory->getName() << " territory is not adjacent any to player owned territories" << std::endl;
std::cout << std::endl;
}
}
// Debug print
void Bomb::print()
{
if (!validate()) { std::cout << "Cannot print invalid << " << this->type << " Order" << std::endl; return; }
std::cout << " -- " << this->type << " Order-- " << std::endl;
std::string target = m_targetTerritory->getName();
std::cout << " Target Territory: " << target << std::endl;
std::cout << std::endl;
}
// Destructor
Bomb::~Bomb()
{
std::cout << this->type << " deconstructor was called!" << std::endl;
}
// --------------- Blockade class ---------------
// Constructors
Blockade::Blockade()
: Order("Blockade", nullptr), m_targetTerritory(nullptr), m_gameEngineRef(nullptr) {}
Blockade::Blockade(Player* player, Territory* targetTerritory, GameEngine* gameEngine)
: Order("Blockade", player), m_targetTerritory(targetTerritory), m_gameEngineRef(gameEngine) {}
Blockade::Blockade(Blockade& other)
: Order("Blockade", other.getIssuingPlayer()), m_targetTerritory(other.m_targetTerritory), m_gameEngineRef(other.m_gameEngineRef) {}
// Blockade validate checks if the target territory is validate
bool Blockade::validate()
{
if (this->getIssuingPlayer() == nullptr) { return false; }
std::vector<Territory*> ownedTerritories = this->getIssuingPlayer()->getOwnedTerritories();
if (this->getIssuingPlayer()->isTerritoryOwned(m_targetTerritory)) return true;
return false;
}
// Executes Blockade which turns target territory into a neutral territory and double the army value
void Blockade::execute()
{
if (this->validate())
{
std::cout << "Executing " << this->type << " order..." << std::endl;
std::cout << " Target Territory armies before blockade: " << m_targetTerritory->getNumberOfArmies() << std::endl;
// Double target territory armies and transfer the ownership of the territory to the Neutral player
m_targetTerritory->setNumberOfArmies(m_targetTerritory->getNumberOfArmies() * 2);
std::cout << " Target Territory armies after blockade: " << m_targetTerritory->getNumberOfArmies() << std::endl;
this->getIssuingPlayer()->removeTerritory(m_targetTerritory);
// Give the neutral player the territory
m_gameEngineRef->neutralPlayer->addTerritory(m_targetTerritory);
this->print();
Notify(this);//observer game log
}
else
{
std::cout << "Invalid " << this->type << " - " << m_targetTerritory->getName() << " - does not belongs to " << this->getIssuingPlayer()->getPlayerID() << std::endl;
std::cout << std::endl;
}
}
// Debug print
void Blockade::print()
{
//if (!validate()) { std::cout << "Cannot print invalid << " << this->type << " Order" << std::endl; return; }
std::cout << " -- " << this->type << " Order-- " << std::endl;
std::string target = m_targetTerritory->getName();
std::cout << " Target Territory: " << target << std::endl;
std::cout << " Target Territory Armies: " << m_targetTerritory->getNumberOfArmies() << std::endl;
std::cout << std::endl;
}
// Destructor
Blockade::~Blockade()
{
std::cout << this->type << " deconstructor was called!" << std::endl;
}
// --------------- Airlift class ---------------
// Constructors
Airlift::Airlift()
: Order("Airlift", nullptr), m_targetTerritory(nullptr), m_sourceTerritory(nullptr), m_numOfArmyUnits(new int(0)) {};
Airlift::Airlift(Player* player, Territory* sourceTerritory, Territory* targetTerritory, int* value)
: Order("Airlift", player), m_targetTerritory(targetTerritory), m_sourceTerritory(sourceTerritory), m_numOfArmyUnits(value) {};
Airlift::Airlift(Airlift& other)
: Order("Airlift", other.getIssuingPlayer()), m_sourceTerritory(other.m_sourceTerritory), m_targetTerritory(other.m_targetTerritory),
m_numOfArmyUnits(new int(*other.m_numOfArmyUnits)) {}
// Airlift validate checks if the number of armies, target, source territory is validate
bool Airlift::validate()
{
if (this->getIssuingPlayer() == nullptr)
{
std::cout << "Invalid Airlift - Issuing player is null" << std::endl;
return false;
}
std::vector<Territory*> ownedTerritories = this->getIssuingPlayer()->getOwnedTerritories();
if (this->getIssuingPlayer()->isTerritoryOwned(m_sourceTerritory))
{
if (this->getIssuingPlayer()->isTerritoryOwned(m_targetTerritory))
{
return true;
}
else
{
std::cout << "Invalid Airlift - Issuing player is does not own Target Territory" << std::endl;
}
}
else
{
std::cout << "Invalid Airlift - Issuing player does not own Source Territory" << std::endl;
}
return false;
}
// Execute Airlift moves number of armies from source to target territory
void Airlift::execute()
{
// Validate and execute
if (validate())
{
std::cout << "Executing " << this->type << " Order.." << std::endl;
// Check if the requested move amount is greater then the source territory army amount
if (*m_numOfArmyUnits > m_sourceTerritory->getNumberOfArmies())
{
std::cout << " Request move amount is more then whats on the territory, moving remaining amount thats on the " << m_sourceTerritory->getName();
m_targetTerritory->setNumberOfArmies(m_sourceTerritory->getNumberOfArmies());
m_sourceTerritory->setNumberOfArmies(0);
std::cout << "Source Territory: " << m_sourceTerritory->getName() << " ----> ";
std::cout << " Target Territory: " << m_targetTerritory->getName();
std::cout << " - Number of armies: " << m_targetTerritory->getNumberOfArmies() << std::endl;
std::cout << std::endl;
}
else
{
m_sourceTerritory->setNumberOfArmies(m_sourceTerritory->getNumberOfArmies() - *m_numOfArmyUnits);
m_targetTerritory->setNumberOfArmies(m_targetTerritory->getNumberOfArmies() + *m_numOfArmyUnits);
this->print();
}
Notify(this);//observer game log
}
else
{
std::cout << "Failed to execute Airlift order!" << std::endl;
std::cout << std::endl;
}
}
// Debug print
void Airlift::print()
{
if (!validate()) { std::cout << "Cannot print invalid << " << this->type << " Order" << std::endl; return; }
std::cout << " -- " << this->type << " Order-- " << std::endl;
std::string target = m_targetTerritory->getName();
std::string source = m_sourceTerritory->getName();
std::cout << "Source Territory: " << source << " ----> ";
std::cout << " Target Territory: " << target;
std::cout << " - Target Territory Number of armies: " << *m_numOfArmyUnits << std::endl;
std::cout << std::endl;
}
// Destructor
Airlift::~Airlift()
{
std::cout << this->type << " deconstructor was called!" << std::endl;
}
// --------------- Negotiate class ---------------
// Constructors
Negotiate::Negotiate()
: Order("Negotiate", nullptr), m_targetPlayer(nullptr) {}
Negotiate::Negotiate(Player* player, Player* targetPlayer)
: Order("Negotiate", player), m_targetPlayer(targetPlayer) {}
Negotiate::Negotiate(Negotiate& other)
: Order("Negotiate", other.getIssuingPlayer()), m_targetPlayer(other.m_targetPlayer) {}
// Negotiate validate checks if the target player is validate
bool Negotiate::validate()
{
if (this->getIssuingPlayer() == nullptr) { return false; }
if (m_targetPlayer != this->getIssuingPlayer()) return true;
return false;
}
// Execute Negotiate disables the target player's ability to attack
void Negotiate::execute()
{
// Validate and then execute
if (this->validate())
{
std::cout << "Execute "<< this->type <<" order" << std::endl;
this->print();
m_targetPlayer->addToNegotiatedPlayers(this->getIssuingPlayer());
Notify(this);//observer game log
}
else
{
std::cout << "Invalid " << this->type << " : " << m_targetPlayer->getPlayerID() << " is the issuing player" << std::endl;
std::cout << std::endl;
}
}
// Debug print
void Negotiate::print()
{
if (!validate()) { std::cout << "Cannot print invalid << " << this->type << " Order" << std::endl; return; }
std::cout << " -- " << this->type << " Order-- " << std::endl;
std::cout << " Target Player: " << m_targetPlayer->getPlayerID() << std::endl;
std::cout << std::endl;
}
// Destructor
Negotiate::~Negotiate()
{
std::cout << this->type << " deconstructor was called!" << std::endl;
}
// Prints the order list to the log
string OrdersList::stringToLog(){
Order* newOrder = orders.back();
const std::type_info& type = typeid(*newOrder);
std::string typeName = type.name();
size_t pos = typeName.find_first_not_of("0123456789");
std::string className = typeName.substr(pos);
return "Order Issued: " + std::string(className);
};
// prints for tournament
string OrdersList::stringToTourLog(int game){
return "";
};
// Prints deploy to log
string Deploy::stringToLog(){
return "Order Executed: Deploy";
};
// prints for tournament
string Deploy::stringToTourLog(int game){
return "";
};
// Prints Advance to log
string Advance::stringToLog(){
return "Order Executed: Advance";
};
// prints for tournament
string Advance::stringToTourLog(int game){
return "";
};
// Prints Bomb to log
string Bomb::stringToLog(){
return "Order Executed: Bomb";
};
// prints for tournament
string Bomb::stringToTourLog(int game){
return "";
};
// Prints Blockade to log
string Blockade::stringToLog(){
return "Order Executed: Blockade";
};
// prints for tournament
string Blockade::stringToTourLog(int game){
return "";
};
// Prints Airlift to log
string Airlift::stringToLog(){
return "Order Executed: Airlift";
};
// prints for tournament
string Airlift::stringToTourLog(int game){
return "";
};
// Prints Negotiate to log
string Negotiate::stringToLog(){
return "Order Executed: Negotiate";
};
// prints for tournament
string Negotiate::stringToTourLog(int ame){
return "";
};
void OrdersList::addOrder(Order& order)
{
this->orders.push_back(&order);
Notify(this);//observer game log
}