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Player.cpp
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Player.cpp
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#include <iostream>
#include <string>
#include <cstdlib>
#include <ctime>
using namespace std;
#include "Game.h"
#include "Arena.h"
#include "Player.h"
#include "Robot.h"
#include "globals.h"
#include "History.h"
Player::Player(Arena* ap, int r, int c)
: m_arena(ap), m_row(r), m_col(c), m_age(0), m_dead(false)
{
if (ap == NULL)
{
cout << "***** The player must be in some Arena!" << endl;
exit(1);
}
if (r < 1 || r > ap->rows() || c < 1 || c > ap->cols())
{
cout << "**** Player created with invalid coordinates (" << r
<< "," << c << ")!" << endl;
exit(1);
}
}
int Player::row() const
{
return m_row;
}
int Player::col() const
{
return m_col;
}
int Player::age() const
{
return m_age;
}
string Player::takeComputerChosenTurn()
{
// How dangerous is it to stand?
int standDanger = computeDanger(m_row, m_col);
// if it's not safe, see if moving is safer
if (standDanger > 0)
{
int bestMoveDanger = standDanger;
int bestMoveDir = UP; // arbitrary initialization
// check the four directions to see if any move is
// better than standing, and if so, record the best
if (m_row > 1)
{
int d = computeDanger(m_row-1, m_col);
if (d < bestMoveDanger)
{
bestMoveDanger = d;
bestMoveDir = UP;
}
}
if (m_row < m_arena->rows())
{
int d = computeDanger(m_row+1, m_col);
if (d < bestMoveDanger)
{
bestMoveDanger = d;
bestMoveDir = DOWN;
}
}
if (m_col > 1)
{
int d = computeDanger(m_row, m_col-1);
if (d < bestMoveDanger)
{
bestMoveDanger = d;
bestMoveDir = LEFT;
}
}
if (m_col < m_arena->cols())
{
int d = computeDanger(m_row, m_col+1);
if (d < bestMoveDanger)
{
bestMoveDanger = d;
bestMoveDir = RIGHT;
}
}
// if moving is better, move
if (bestMoveDanger < standDanger)
{
move(bestMoveDir);
return "Moved.";
}
}
// If we're not going to move, we may as well shoot at the nearest
// robot. Search the four directions at increasing distances for
// a robot.
bool shot = false;
bool shotSuccess;
for (int k = 1; k < m_arena->rows() || k < m_arena->cols(); k++)
{
if (m_row-k >= 1 && m_arena->nRobotsAt(m_row-k, m_col) > 0)
{
shotSuccess = shoot(UP);
shot = true;
break;
}
if (m_row+k <= m_arena->rows() && m_arena->nRobotsAt(m_row+k, m_col) > 0)
{
shotSuccess = shoot(DOWN);
shot = true;
break;
}
if (m_col-k >= 1 && m_arena->nRobotsAt(m_row, m_col-k) > 0)
{
shotSuccess = shoot(LEFT);
shot = true;
break;
}
if (m_col+k <= m_arena->cols() && m_arena->nRobotsAt(m_row, m_col+k) > 0)
{
shotSuccess = shoot(RIGHT);
shot = true;
break;
}
}
if (shot)
{
if (shotSuccess)
return "Shot and hit!";
else
return "Shot and missed!";
}
// No robots to shoot. Just stand, then.
stand();
return "Stood.";
}
void Player::stand()
{
m_age++;
m_arena->history().record(row(), col());
}
void Player::move(int dir)
{
m_age++;
switch (dir)
{
case UP: if (m_row > 1) m_row--; break;
case DOWN: if (m_row < m_arena->rows()) m_row++; break;
case LEFT: if (m_col > 1) m_col--; break;
case RIGHT: if (m_col < m_arena->cols()) m_col++; break;
}
m_arena->history().record(row(), col());
}
bool Player::shoot(int dir)
{
m_age++;
if (rand() % 3 != 0) // miss with 2/3 probability
{
m_arena->history().record(row(), col());
return false;
}
// determine row and column delta for the direction
int rDelta = 0;
int cDelta = 0;
switch (dir)
{
case UP: rDelta = -1; break;
case DOWN: rDelta = +1; break;
case LEFT: cDelta = -1; break;
case RIGHT: cDelta = +1; break;
default:
m_arena->history().record(row(), col());
return false; // Bad direction!
}
// check along the direction until we find a robot
// or encounter the edge
int r = row();
int c = col();
do
{
if (m_arena->nRobotsAt(r, c) > 0)
{
m_arena->destroyRobot(r, c); // The shot kills one robot.
m_arena->history().record(row(), col());
return true;
}
r += rDelta;
c += cDelta;
} while (r >= 1 && r <= m_arena->rows() &&
c >= 1 && c <= m_arena->cols());
m_arena->history().record(row(), col());
return false;
}
bool Player::isDead() const
{
return m_dead;
}
void Player::setDead()
{
m_dead = true;
}
int Player::computeDanger(int r, int c) const
{
// danger is the number of robots who might move to
// position r,c. Notice that if r,c is at an edge,
// then a robot at that position is dangerous,
// because it might not be able to move off that spot
// at its turn.
int danger = 0;
if (r > 1)
danger += m_arena->nRobotsAt(r-1, c);
else
danger += m_arena->nRobotsAt(r,c);
if (r < m_arena->rows())
danger += m_arena->nRobotsAt(r+1, c);
else
danger += m_arena->nRobotsAt(r,c);
if (c > 1)
danger += m_arena->nRobotsAt(r, c-1);
else
danger += m_arena->nRobotsAt(r,c);
if (c < m_arena->cols())
danger += m_arena->nRobotsAt(r, c+1);
else
danger += m_arena->nRobotsAt(r,c);
return danger;
}