-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathmain.cpp
More file actions
184 lines (151 loc) · 6.13 KB
/
main.cpp
File metadata and controls
184 lines (151 loc) · 6.13 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
#include "CompPlayer.hpp"
#include "Event.hpp"
#include "Game.hpp"
#include "Graphics.hpp"
#include "Network.hpp"
#include "Player.hpp"
#include "tclap/CmdLine.h"
#include <cassert>
#include <iostream>
#include <string>
static void parse_command_line(int argc, char **argv,
controller::IPlayer *&player,
controller::IPlayer *&enemy, Network &network,
std::string &mode) {
try {
TCLAP::CmdLine cmd("Simple checkers game", ' ', "0.1");
TCLAP::ValueArg<std::string> modeArg("m", "mode", "game mode", true,
"single", "single|client|server|ai|aivsai",
cmd);
TCLAP::ValueArg<std::string> ipArg("i", "ip", "remote ip address", false,
"localhost", "string", cmd);
TCLAP::ValueArg<std::string> playerTurnArg(
"t", "turn", "player turn", false, "first", "first|second", cmd);
TCLAP::ValueArg<int> secondsArg1("s", "seconds", "seconds for AI", false, 2,
"integer [1, 10]", cmd);
TCLAP::ValueArg<int> deepArg1("d", "deep", "deep for A/B algo", false, 3,
"integer [1, 10]", cmd);
TCLAP::ValueArg<int> secondsArg2("S", "Seconds", "seconds for AI-2", false, 2,
"integer [1, 10]", cmd);
TCLAP::ValueArg<int> deepArg2("D", "Deep", "deep for A/B algo-2", false, 3,
"integer [1, 10]", cmd);
cmd.parse(argc, argv);
mode = modeArg.getValue();
std::string ip = ipArg.getValue();
std::string playerTurn = playerTurnArg.getValue();
number_of_player myTurn =
(playerTurn == "first" ? number_of_player::FIRST
: number_of_player::SECOND);
number_of_player enemyTurn =
(playerTurn == "first" ? number_of_player::SECOND
: number_of_player::FIRST);
if (mode == "single") {
player = new controller::Player(myTurn);
enemy = new controller::Player(enemyTurn);
} else if (mode == "ai") {
player = new controller::Player(myTurn);
enemy =
new CompPlayer(enemyTurn, secondsArg1.getValue(), deepArg1.getValue());
} else if (mode == "server") {
player = new controller::Player(myTurn);
enemy = new controller::NetworkPlayer(enemyTurn, network);
network.setup_server();
} else if (mode == "client") {
player = new controller::Player(myTurn);
enemy = new controller::NetworkPlayer(enemyTurn, network);
network.connect_to_player(ip);
} else if (mode == "aivsai") {
player = new CompPlayer(myTurn, secondsArg1.getValue(), deepArg1.getValue());
enemy =
new CompPlayer(enemyTurn, secondsArg2.getValue(), deepArg2.getValue());
}
} catch (TCLAP::ArgException &e) {
std::cerr << "error: " << e.error() << " arg " << e.argId() << std::endl;
}
} // TODO: make special class for it!
int main(int argc, char **argv) { // TODO: make own main for every game mode
Network network;
Game game_test;
GameState& game_state = game_test.return_current_state();
controller::IPlayer *player = nullptr;
controller::IPlayer *enemy = nullptr;
std::string mode;
parse_command_line(argc, argv, player, enemy, network, mode);
if (mode == "ai") {
dynamic_cast<CompPlayer *>(enemy)->set_game_state(game_state);
}
Gra core;
assert(player != nullptr);
assert(enemy != nullptr);
while (core.window.isOpen()) {
if (mode == "single" && game_state.who_moves() == enemy->turn) {
core.update(game_test, enemy);
} else {
core.update(game_test, player);
}
core.compiling_event(game_test);
network.update();
game_state = game_test.return_current_state();
while (!core.get_events().empty()) {
controller::Event *event = core.get_events().front().get();
controller::MoveEvent *move =
dynamic_cast<controller::MoveEvent *>(event);
controller::process(move, player, enemy, game_test,
mode); // overloaded in Event.hpp
controller::GiveUpEvent *giveUp =
dynamic_cast<controller::GiveUpEvent *>(event);
controller::process(giveUp, enemy, player, game_test, mode);
// currently, there is only MoveEvent.
// TODO: need to process another events!
core.get_events().pop();
}
while (!network.get_events().empty()) {
controller::Event *event = network.get_events().front().get();
controller::MoveEvent *move =
dynamic_cast<controller::MoveEvent *>(event);
controller::process(move, enemy, player, game_test,
mode); // overloaded in Event.hpp
controller::GiveUpEvent *giveUp =
dynamic_cast<controller::GiveUpEvent *>(event);
controller::process(giveUp, enemy, player, game_test, mode);
// currently, there is only MoveEvent.
// TODO: need to process another events!
network.get_events().pop();
}
while (player->check_move()) {
auto move = player->get_move();
enemy->send_move(move.first, move.second);
game_test.move(player->turn, move.first, move.second);
player->pop_move();
}
while (enemy->check_move()) {
auto move = enemy->get_move();
player->send_move(move.first, move.second);
game_test.move(enemy->turn, move.first, move.second);
std::cerr << "MOVE!\n";
enemy->pop_move();
}
if ((game_state.check_win() == state::FIRST_WIN && player->turn == FIRST) ||
(game_state.check_win() == state::SECOND_WIN &&
player->turn == SECOND) ||
player->enemyGaveUp) {
std::cerr << "Player has won!\n";
break;
}
if ((game_state.check_win() == state::FIRST_WIN && enemy->turn == FIRST) ||
(game_state.check_win() == state::SECOND_WIN &&
enemy->turn == SECOND) ||
enemy->enemyGaveUp) {
std::cerr << "Enemy has won!\n";
break;
}
if (game_state.check_win() == state::DRAW) {
std::cerr << "Draw!\n";
break;
}
core.drawing();
}
delete player;
delete enemy;
return 0;
}