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simulate.cpp
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simulate.cpp
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////////////////////////////////////////////////////////
// James Tobat
//
// File name: simulate.cpp
// Description: Implementation file for the simulate class
// Date: 12/11/13
//
#include "simulate.h"
// Simulation construction:
// Requires the mapsize to be used in advance.
// Constructor alone does not setup simulation
// as it requires the runSim method to set up/run the rest
simulate::simulate(int mapsizeX, int mapsizeY)
{
currentTurn = 0; // Turn 0 = setup
simfail = 0;
numPlayers = 2;
output.open("action_list.txt"); // Output of all simulation actions
// to be used in another part of the program
// Prints an error if the action list cannot be opened
// this means the simulation has failed
if(!output.is_open())
{
numTurns = 0;
simfail = 1;
printError(1);
}
// Prints an error if an improper mapsize is given
// which means the simulation has failed
else if(mapsizeX <= 0 || mapsizeY <= 0)
{
numTurns = 0;
simfail=1;
printError(2);
}
else
{
// Establishes a 2D vector to hold the map
mapX = mapsizeX;
mapY = mapsizeY;
map.resize(mapX);
for(int i = 0; i<mapX; i++)
{
map[i].resize(mapY);
}
}
}
// Reads in the simulation map from a map file
void simulate::populateMap(ifstream& mapFile)
{
char mapChar;
string read;
bool end = false;
int x = 0;
int y = 0;
// Reads until the end of the file or
// when it goes beyond the number of rows
// specified with mapX, whatever comes first.
while(!mapFile.eof() && x!=mapX)
{
getline(mapFile,read);
// Parses each line until up to the max
// number of columns or mapY.
// Sets up each piece of the map with
// a terrain character which is read
// from this file, as well as, no starting army
// and cities/roads, this will be done later.
for(int i = 0; i < mapY; i++)
{
mapChar = read[i];
map[x][i].terrain = mapChar;
map[x][i].unit = false;
map[x][i].city = 0;
}
x++;
}
}
// Connects all the parts of the simulation as well as completes set up.
void simulate::runSim()
{
setup(); // Places starting cities on map
int color; // Represents the current player
// which is used to distinguish who's turn it is
p1armies = 0; // Number of armies generated by player 1
p2armies = 0; // Number of armies generated by player 2
// Runs through all the turns of the simulation which is specified in the config
// file.
for(int i = 0; i<numTurns; i++)
{
if(simfail)
{
break;
}
currentTurn++;
output<<i+1<<endl;
// Determines who's turn it is
// then allows each player to act one after the other
for(int j = 0; j<numPlayers; j++)
{
if(j == 0)
{
color = p1Color;
}
else
{
color = p2Color;
}
simCities(color);
simArmies(color);
}
}
}
// Simulates the actions of each army.
// Armies will try and destroy other armies
// first then try and take over cities/roads in that order.
// If they do none of those things, they will move to a new location.
// Armies can move through all terrain except for mountains and ocean.
// The player input determines which player is acting and which one is not.
void simulate::simArmies(int player)
{
int x,y;
int x1,y1;
vector <coord> adjacent;
int enemy;
bool destr = false;
int random;
// Will produce an action for each army that a player has
for(unsigned int i = 0; i<army.size();i++)
{
// If an enemy army has been destroyed
// it will end the current player's turn immediatly
if(destr)
{
break;
}
// Checks to see if there is an enemy army adjacent.
if(army[i].color == player)
{
x = army[i].x;
y = army[i].y;
adjacent.erase(adjacent.begin(),adjacent.end());
findAdjacent(x,y,adjacent);
// Will destroy an adjacent enemy army
for(unsigned int j = 0; j<adjacent.size();j++)
{
x1 = adjacent[j].x;
y1 = adjacent[j].y;
enemy = findArmy(x1,y1);
if(enemy >= 0)
{
if(army[enemy].color != player)
{
destroy(2,x1,y1);
destr = true;
break;
}
}
}
// Checks to see if an adjacent space is an enemy city, if it is,
// it will take over the city.
for(unsigned int k = 0; k<adjacent.size();k++)
{
if(destr)
{
break;
}
x1 = adjacent[k].x;
y1 = adjacent[k].y;
enemy = findCity(x1,y1);
if(enemy >= 0)
{
if(city[enemy].color != player)
{
color(1,x1,y1,player);
//destr = true;
break;
}
}
}
// Checks to see if an adjacent space is an enemy road, if it is,
// it will take over the road.
for(unsigned int k = 0; k<adjacent.size();k++)
{
if(destr)
{
break;
}
x1 = adjacent[k].x;
y1 = adjacent[k].y;
enemy = findRoad(x1,y1);
if(enemy >= 0)
{
if(road[enemy].color != player)
{
color(2,x1,y1,player);
destr = true;
break;
}
}
}
// If the army has done nothing this turn, it will move to a new location
// that does not have an enemy city/road/unit on it and that is not a mountain or ocean.
for(unsigned int k = 0; k<adjacent.size();k++)
{
if(destr)
{
break;
}
random = rand() % adjacent.size();
x1 = adjacent[random].x;
y1 = adjacent[random].y;
if(map[x1][y1].unit == false && (map[x1][y1].city == 0 || map[x1][y1].city == 2))
{
moveUnit(x,y,x1,y1);
break;
}
}
}
}
}
// Simulates the actions of each city/road that has been created.
// Cities will create armies up until the maximum every 5 turns.
// Cities will create roads every three turns.
// Roads expand into all adjacent spaces (no mountains,no oceans, no existing city/road).
// Once roads have expanded into all available adjacent spaces, then each road piece will start
// to have connecting branches of their own.
// The player input determines which player is acting and which one is not.
void simulate::simCities(int player)
{
int x,y;
int x1,y1;
int cityl;
int built = 0;
vector <coord> adjacent;
// Performs actions for each city in the simulation.
for(unsigned int i = 0;i<city.size();i++)
{
// Checks to see if the city belongs to the current player
if(city[i].color == player)
{
x = city[i].x;
y = city[i].y;
// Creates an army in the city if one isn't already there
// and if 5 turns have passed.
if(map[x][y].unit == false && currentTurn % 5 == 0)
{
if(player == p1Color && p1armies<maxArmies)
{
create(3,x,y,player);
p1armies++;
}
else if(player == p2Color && p2armies<maxArmies)
{
create(3,x,y,player);
p2armies++;
}
}
// Expands the roads
if(currentTurn % 3 == 0)
{
adjacent.erase(adjacent.begin(),adjacent.end());
findAdjacent(x,y,adjacent);
for(unsigned int k = 0; k<adjacent.size();k++)
{
x1 = adjacent[k].x;
y1 = adjacent[k].y;
cityl = map[x1][y1].city;
if((map[x1][y1].unit != true) && cityl == 0)
{
x1 = adjacent[k].x;
y1 = adjacent[k].y;
create(2,x1,y1,player);
built++;
break;
}
}
}
}
}
// If no roads have been built adjacent to a city, then it checks to see if it
// can expand a road branch.
if(built == 0 && currentTurn % 3 == 0)
{
for(unsigned int l = 0; l<road.size();l++)
{
if(built > 0)
{
break;
}
if(road[l].color == player)
{
x = road[l].x;
y = road[l].y;
adjacent.erase(adjacent.begin(),adjacent.end());
findAdjacent(x,y,adjacent);
for(unsigned int k = 0; k<adjacent.size();k++)
{
x1 = adjacent[k].x;
y1 = adjacent[k].y;
cityl = map[x1][y1].city;
if((map[x1][y1].unit != true) && cityl == 0)
{
create(2,x1,y1,player);
built++;
break;
}
}
}
}
}
}
// Finds all adjacent spaces to a unit (road/city/army).
// Ignores mountains and oceans.
// Adds suitable locations to the provided vector.
void simulate::findAdjacent(int x, int y,vector<coord>&adj)
{
// Special cases
bool trCorner = false; // top right corner case
bool tlCorner = false; // top left corner case
bool brCorner = false; // bottom right corner case
bool blCorner = false; // bottom left corner case
bool rEdge = false; // right edge case
bool lEdge = false; // left edge case
bool tEdge = false; // top edge case
bool bEdge = false; // bottom edge case
coord temp;
// Determines it the inputed coordinate is a special case
// or not.
if(x == mapX-1 && y == mapY-1)
{
brCorner = true;
}
else if(x == 0 && y == 0)
{
tlCorner = true;
}
else if(x == mapX-1 && y == 0)
{
blCorner = true;
}
else if(x == 0 && y == mapY-1)
{
trCorner = true;
}
else if(x == mapX-1)
{
bEdge = true;
}
else if(x == 0)
{
tEdge = true;
}
else if(y == mapY - 1)
{
rEdge = true;
}
else if(y == 0)
{
lEdge = true;
}
// Handles all cases, both special and not so special.
// Generates adjacent space coordinates and stores them in the vector.
// Minimum generated will be 2, while the max is 4.
if(brCorner)
{
if(map[x-1][y].terrain != ocean && map[x-1][y].terrain != mountain)
{
temp.y = y;
temp.x = x-1;
adj.push_back(temp);
}
if(map[x][y-1].terrain != ocean && map[x][y-1].terrain != mountain)
{
temp.y = y-1;
temp.x = x;
adj.push_back(temp);
}
}
else if(blCorner)
{
if(map[x-1][y].terrain != ocean && map[x-1][y].terrain != mountain)
{
temp.y = y;
temp.x = x-1;
adj.push_back(temp);
}
if(map[x][y+1].terrain != ocean && map[x][y+1].terrain != mountain)
{
temp.y = y+1;
temp.x = x;
adj.push_back(temp);
}
}
else if(trCorner)
{
if(map[x][y-1].terrain != ocean && map[x][y-1].terrain != mountain)
{
temp.y = y-1;
temp.x = x;
adj.push_back(temp);
}
if(map[x+1][y].terrain != ocean && map[x+1][y].terrain != mountain)
{
temp.y = y;
temp.x = x+1;
adj.push_back(temp);
}
}
else if(tlCorner)
{
if(map[x][y+1].terrain != ocean && map[x][y+1].terrain != mountain)
{
temp.y = y+1;
temp.x = x;
adj.push_back(temp);
}
if(map[x+1][y].terrain != ocean && map[x+1][y].terrain != mountain)
{
temp.y = y;
temp.x = x+1;
adj.push_back(temp);
}
}
else if(bEdge)
{
if(map[x][y+1].terrain != ocean && map[x][y+1].terrain != mountain)
{
temp.y = y+1;
temp.x = x;
adj.push_back(temp);
}
if(map[x][y-1].terrain != ocean && map[x][y-1].terrain != mountain)
{
temp.y = y-1;
temp.x = x;
adj.push_back(temp);
}
if(map[x-1][y].terrain != ocean && map[x-1][y].terrain != mountain)
{
temp.y = y;
temp.x = x-1;
adj.push_back(temp);
}
}
else if(tEdge)
{
if(map[x][y+1].terrain != ocean && map[x][y+1].terrain != mountain)
{
temp.y = y+1;
temp.x = x;
adj.push_back(temp);
}
if(map[x][y-1].terrain != ocean && map[x][y-1].terrain != mountain)
{
temp.y = y-1;
temp.x = x;
adj.push_back(temp);
}
if(map[x+1][y].terrain != ocean && map[x+1][y].terrain != mountain)
{
temp.y = y;
temp.x = x+1;
adj.push_back(temp);
}
}
else if(rEdge)
{
if(map[x-1][y].terrain != ocean && map[x-1][y].terrain != mountain)
{
temp.y = y;
temp.x = x-1;
adj.push_back(temp);
}
if(map[x][y-1].terrain != ocean && map[x][y-1].terrain != mountain)
{
temp.y = y-1;
temp.x = x;
adj.push_back(temp);
}
if(map[x+1][y].terrain != ocean && map[x+1][y].terrain != mountain)
{
temp.y = y;
temp.x = x+1;
adj.push_back(temp);
}
}
else if(lEdge)
{
if(map[x-1][y].terrain != ocean && map[x-1][y].terrain != mountain)
{
temp.y = y;
temp.x = x-1;
adj.push_back(temp);
}
if(map[x][y+1].terrain != ocean && map[x][y+1].terrain != mountain)
{
temp.y = y+1;
temp.x = x;
adj.push_back(temp);
}
if(map[x+1][y].terrain != ocean && map[x+1][y].terrain != mountain)
{
temp.y = y;
temp.x = x+1;
adj.push_back(temp);
}
}
else
{
if(map[x-1][y].terrain != ocean && map[x-1][y].terrain != mountain)
{
temp.y = y;
temp.x = x-1;
adj.push_back(temp);
}
if(map[x][y+1].terrain != ocean && map[x][y+1].terrain != mountain)
{
temp.y = y+1;
temp.x = x;
adj.push_back(temp);
}
if(map[x][y-1].terrain != ocean && map[x][y-1].terrain != mountain)
{
temp.y = y-1;
temp.x = x;
adj.push_back(temp);
}
if(map[x+1][y].terrain != ocean && map[x+1][y].terrain != mountain)
{
temp.y = y;
temp.x = x+1;
adj.push_back(temp);
}
}
}
// Parses the config file for needed variables in class.
void simulate::parseConfig(ifstream& config)
{
string read;
size_t pos;
int position = 0;
int start,end;
const int numParams = 10;
// All paramters, will look for this exact string in the file.
string params[numParams] = {"turns","maximum_armies",
"cities_per_player",
"player1_color",
"player2_color",
"plains_character",
"mountain_character",
"forest_character",
"ocean_character",
"river_character"};
// Reads each line in the file
while(!config.eof())
{
getline(config,read);
string temp;
stringstream s;
for(int i = 0; i<numParams; i++)
{
// If a parameter has been found
// , the program will determine
// the correct constant to store it in.
pos = read.find(params[i]);
end = 0;
if(pos != string::npos)
{
position = 0;
pos = read.find_first_of("'");
start = pos;
switch(i)
{
case(0):
pos = read.find_last_of("'");
end = pos;
temp = read.substr(start+1,end-1);
s.str(temp);
s>>numTurns;
break;
case(1):
pos = read.find_last_of("'");
end = pos;
temp = read.substr(start+1,end-1);
s.str(temp);
s>>maxArmies;
break;
case(2):
pos = read.find_last_of("'");
end = pos;
temp = read.substr(start+1,end-1);
s.str(temp);
s>>total_cities;
break;
case(3):
pos = read.find_last_of("'");
end = pos;
temp = read.substr(start+1,end-1);
s.str(temp);
s>>p1Color;
break;
case(4):
pos = read.find_last_of("'");
end = pos;
temp = read.substr(start+1,end-1);
s.str(temp);
s>>p2Color;
break;
case(5):
plains = read[start+1];
break;
case(6):
mountain = read[start+1];
break;
case(7):
forest = read[start+1];
break;
case(8):
ocean = read[start+1];
break;
case(9):
river = read[start+1];
break;
}
}
}
}
}
// Prints off errors encountered during the simulation to cerr
void simulate::printError(int errorNum)
{
switch(errorNum)
{
case 1: cerr<<"simulate: Could not open the output file, simulation failed!\n";
break;
case 2: cerr<<"simulate: X and Y coordinates of map must be greater than 0, simulation failed!\n";
break;
default: cerr<<"simulate: unknown error, simulation failed!\n";
break;
}
}
// Places initial starting cities.
// This is established in the config file.
void simulate::setup()
{
output<<"0"<<endl;
char ter;
coord temp;
vector <coord> settle;
int random,color;
int x,y;
// Stores all suitable starting locations in an array.
// A suitable location will be a plains or forest.
for(int i = 0;i<mapX;i++)
{
for(int j = 0;j<mapY;j++)
{
ter = map[i][j].terrain;
if(ter == plains || ter == forest)
{
temp.x = i;
temp.y = j;
settle.push_back(temp);
}
}
}
if(settle.size() <= 0 || (settle.size() < (numPlayers*total_cities)))
{
cerr<<"simulate: map could not store all cities, simulation failed!\n";
simfail = 1;
}
else
{
// Places x starting cities for each player.
// x represents the total_cities variable.
// Chooses the starting locations randomly
for(int j = 0; j<numPlayers; j++)
{
if(j == 0)
{
color = p1Color;
}
else
{
color = p2Color;
}
for(int k = 0; k<total_cities; k++)
{
random = rand() % settle.size();
x = settle[random].x;
y = settle[random].y;
create(1,x,y,color);
settle[random].x = settle.back().x;
settle[random].y = settle.back().y;
settle.pop_back();
}
}
}
}
// Moves a unit from an old coordinate to a new one.
// The coordinates presented here are RC or row column coordinates.
// Will update all appropriate arrays as well as output a statement
// to the action list which states what occurred.
void simulate::moveUnit(int x_old, int y_old, int x, int y)
{
int arraySpot = findArmy(x_old,y_old);
army[arraySpot].x = x;
army[arraySpot].y = y;
output<<"M "<<y_old<<" "<<x_old<<" "<<y<<" "<<x<<endl;
map[x_old][y_old].unit = false;
map[x][y].unit = true;
}
// Changes the color of an object at a given coordinate.
// Color represents an integer color code which belongs to
// either player 1 or 2. Object is either 1-3. 1 represents cities.
// 2 represents roads. 3 represents armies.
void simulate::color(int object, int x, int y, int color)
{
int spot;
int layer;
switch(object)
{
case 1:
layer = 1;
spot = findCity(x,y);
city[spot].color = color;
break;
case 2:
layer = 1;
spot = findRoad(x,y);
road[spot].color = color;
break;
case 3:
layer = 2;
spot = findArmy(x,y);
army[spot].color = color;
break;
}
output<<"L "<<layer<<" "<<y<<" "<<x<<" "<<color<<endl;
}
// Destroys a unit (road/city/army) at a given location.
// Layer cann either be 1, 2, or 3 which represents cities, roads,
// or armies respectively.
// Will output this action to the action list to show what conspired
// during simulation.
void simulate::destroy(int layer, int x, int y)
{
int spot;
switch(layer)
{
case 1:
if(map[x][y].city == 1)
{
spot = findCity(x,y);
city[spot].x = city.back().x;
city[spot].y = city.back().y;
city[spot].color = city.back().color;
city.pop_back();
}
else
{
spot = findRoad(x,y);
road[spot].x = road.back().x;
road[spot].y = road.back().y;
road[spot].color = road.back().color;
road.pop_back();
}
map[x][y].city = 0;
break;
case 2:
spot = findArmy(x,y);
army[spot].x = army.back().x;
army[spot].y = army.back().y;
army[spot].color = army.back().color;
army.pop_back();
map[x][y].unit = false;
break;
}
output<<"D "<<layer<<" "<<y<<" "<<x<<endl;
}
// Will find an army unit at the given coordinate inside of the army vector.
// Returns the position of the vector where it is found otherwise returns -1.
int simulate::findArmy(int x, int y)
{
int arraySpot = -1;
for(unsigned int i = 0; i<army.size(); i++)
{
if(x == army[i].x && y == army[i].y)
{
arraySpot = i;
break;
}
}
return arraySpot;
}
// Will find a city unit at the given coordinate inside of the city vector.
// Returns the position of the vector where it is found otherwise returns -1.
int simulate::findCity(int x, int y)
{
int arraySpot = -1;
for(unsigned int i = 0; i<city.size(); i++)
{
if(x == city[i].x && y == city[i].y)
{
arraySpot = i;
break;
}
}
return arraySpot;
}
// Will find a road unit at the given coordinate inside of the road vector.
// Returns the position of the vector where it is found otherwise returns -1.
int simulate::findRoad(int x, int y)
{
int arraySpot = -1;
for(unsigned int i = 0; i<road.size(); i++)
{
if(x == road[i].x && y == road[i].y)
{
arraySpot = i;
break;
}
}
return arraySpot;
}
// Creates an object at the specified coordinate with the given color.
// Will output this action to the action list.
// Object is either 1-3 where 1 is a city, 2 is a road, and 3 is an army.
// This method updates all appopriate variables/vectors to make this happen.
void simulate::create(int object, int x, int y, int color)
{
string type;
simUnit temp;
int layer;
switch(object)
{
case 1:
type = "city";
map[x][y].city = 1;
temp.color = color;
temp.x = x;
temp.y = y;
layer = 1;
city.push_back(temp);
break;
case 2:
type = "road";
map[x][y].city = 2;
temp.color = color;
temp.x = x;
temp.y = y;
layer = 1;
road.push_back(temp);
break;
case 3:
type = "army";
map[x][y].unit = true;
temp.color = color;
temp.x = x;
temp.y = y;
layer = 2;
army.push_back(temp);
break;
}
output<<"C "<<layer<<" "<<y<<" "<<x<<" "<<color<<" "<<type<<endl;
}