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Game.cpp
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Game.cpp
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#include "HumanPlayer.h"
#include "AiPlayer.h"
#include "Game.h"
#include <iostream>
Game::Game(int boardSize, int line) {
this->currentState = GameState::PLAYING;
PlayerNode* node = new PlayerNode(new HumanPlayer("X"));
PlayerNode* node2 = new PlayerNode(new AiPlayer("O"));
node->next = node2;
node2->next = node;
this->players = node;
this->board = new Board(boardSize, boardSize);
this->line = line;
}
Game::Game(const Game &game) {
this->currentState = GameState::PLAYING;
this->line = game.line;
this->players = game.players;
this->board = new Board(*(game.board));
}
Game::~Game() {
delete this->board;
}
void Game::clearScreen() {
//if (system("clear") ) {}
}
Player* Game::getCurrentPlayer() {
return this->players->player;
}
void Game::run() {
this->clearScreen();
std::cout << "Game is running..." << std::endl;
this->board->show();
while (this->currentState == GameState::PLAYING) {
GameMove move = this->playerMove();
this->clearScreen();
this->board->show();
std::cout << std::endl;
if (this->hasWon(move)) {
this->currentState = GameState::WIN;
std::cout << "'" << this->getCurrentPlayer()->getSeed().getValue()
<< "' wins!!!" << std::endl;
} else if (this->board->isFilled()) {
this->currentState = GameState::DRAW;
std::cout << "Nobody wins!!!" << std::endl;
} else {
this->switchPlayer();
}
}
std::cout << "The game is over" << std::endl;
}
GameMove Game::playerMove() {
bool wrongInput = true;
BoardCoords coords;
GameMove move(coords);
while (wrongInput && !this->board->isFilled()) {
Player* currentPlayer = this->getCurrentPlayer();
std::cout << "'" << currentPlayer->getSeed().getValue()
<< "' is your turn. " << std::endl;
move = currentPlayer->askMove(*this);
if (this->makeMove(move)) {
wrongInput = false;
} else {
wrongInput = true;
}
}
return move;
}
bool Game::checkLine(GameMove &move, int dRow, int dColumn) {
int size = 1;
BoardCell& cell = this->getCurrentPlayer()->getSeed();
BoardCoords coords = move.getCoords();
int row = coords.row;
int column = coords.column;
for (int i = 1; i < this->line; i++) {
row += dRow;
column += dColumn;
BoardCoords c{row, column};
try {
if (&cell == &(this->board->getCell(c))) {
size++;
} else {
break;
}
} catch(...) {
break;
}
}
row = coords.row;
column = coords.column;
for (int i = 1; i < this->line; i++) {
row -= dRow;
column -= dColumn;
BoardCoords c{row, column};
try {
if (&cell == &(this->board->getCell(c))) {
size++;
} else {
break;
}
} catch(...) {
break;
}
}
return (size >= this->line);
}
// checks only around the cell
bool Game::hasWon(GameMove& lastMove) {
// directions:
return (
// left down to right top
this->checkLine(lastMove, -1, 1) ||
// left to right
this->checkLine(lastMove, 0, 1) ||
// left top to right down
this->checkLine(lastMove, 1, 1) ||
// up to down
this->checkLine(lastMove, 1, 0)
);
}
void Game::switchPlayer() {
this->players = this->players->next;
}
std::vector<GameMove> Game::getPossibleMoves() {
std::vector<GameMove> moves;
std::vector<BoardCoords> coords = this->board->getEmptyCells();
for(BoardCoords& item : coords) {
GameMove move(item);
moves.push_back(move);
}
return moves;
}
Board* Game::getBoard() {
return this->board;
}
bool Game::makeMove(GameMove &move) {
BoardCoords coords = move.getCoords();
if (!this->board->getCell(coords).isEmpty()) return false;
try {
this->board->setCell(coords, this->getCurrentPlayer()->getSeed());
return true;
} catch (std::out_of_range& e) {
std::cout << e.what() << std::endl;
return false;
}
}
bool Game::unmakeMove(GameMove &move) {
BoardCoords coords = move.getCoords();
try {
this->board->clearCell(coords);
return true;
} catch (std::out_of_range& e) {
std::cout << e.what() << std::endl;
return false;
}
return true;
}