blob: 47842a1b9b5bdc0a3d950baaa515c6ff6d30843a (
plain) (
blame)
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
|
/**
* Copyright (C) David Wolfe, 1999. All rights reserved.
* Ported to Qt and adapted for TDDD86, 2015.
*/
#include "GameState.h"
#include "utilities.h"
#include "constants.h"
GameState::GameState(){}
GameState::GameState(int numberOfRobots) {
for (int i = 0; i < numberOfRobots; i++) {
Robot *robot = new Robot;
while (!isEmpty(*robot)) {
robot->teleport();
}
robots.push_back(robot);
}
teleportHero();
}
GameState::GameState(const GameState &other) {
for (const auto &robot : other.robots) {
robots.push_back(robot->clone());
}
hero = other.hero;
}
/*
*/
GameState::~GameState() {
for (const auto &robot : robots) {
delete robot;
}
robots.clear();
}
GameState &GameState::operator=(const GameState &other) {
for (const auto &robot : robots) {
delete robot;
}
robots.clear();
for (const auto &robot : other.robots) {
robots.push_back(robot->clone());
}
hero = other.hero;
return *this;
}
void GameState::draw(QGraphicsScene *scene) const {
scene->clear();
for (int i = 0; i < robots.size(); i++) {
robots[i]->draw(scene);
}
hero.draw(scene);
}
void GameState::teleportHero() {
do {
hero.teleport();
} while (!isEmpty(hero));
}
void GameState::moveRobots() {
for (int i = 0; i < robots.size(); i++) {
robots[i]->moveTowards(hero);
}
}
int GameState::countCollisions() {
int numberDestroyed = 0;
for (int i = 0; i < robots.size(); i++) {
if (robots[i]->alive()) {
if (countRobotsAt(*robots[i]) > 1 || junkAt(*robots[i])) {
numberDestroyed++;
Junk *junk = new Junk(*robots[i]);
delete robots[i];
robots[i] = junk;
}
}
}
return numberDestroyed;
}
bool GameState::anyRobotsLeft() const {
for (const auto &robot : robots) {
if (robot->alive()) {
return true;
}
}
return false;
}
bool GameState::heroDead() const {
return !isEmpty(hero);
}
bool GameState::isSafe(const Unit& unit) const {
for (int i = 0; i < robots.size(); i++) {
if (robots[i]->attacks(unit)) {
return false;
}
}
return !junkAt(unit);
}
void GameState::moveHeroTowards(const Unit& dir) {
hero.moveTowards(dir);
}
Hero GameState::getHero() const {
return hero;
}
/*
* Free of robots and junk only
*/
bool GameState::isEmpty(const Unit& unit) const {
return countRobotsAt(unit) == 0;
}
/*
* Is there junk at unit?
*/
bool GameState::junkAt(const Unit& unit) const {
for (const auto &robot : robots) {
if (robot->at(unit) && !robot->alive()) {
return true;
}
}
return false;
}
/*
* How many robots are there at unit?
*/
int GameState::countRobotsAt(const Unit& unit) const {
int count = 0;
for (const auto &robot : robots) {
if (robot->at(unit) && robot->alive()) {
count++;
}
}
return count;
}
|