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Player.cpp
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Player.cpp
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#include "Player.h"
Player::Player()
{
}
Player::Player(const string name, GameBoard *board, vector<GenericPlayer*> &playerlist) :
ConnectedBoard(board) ,GenericPlayer(board,name,playerlist)
{
this->PassBoardandName(board, name); // calls function in GenericPlayer
//cout << m_Pname << " has joined!" << endl;
}
Player::Player(const Player &source):
ConnectedBoard(source.ConnectedBoard)
{
//cout << "Player copied" << endl;
}
Player::~Player()
{
}
void Player::DisplayPlayerBoard()const {
int rowNum = 1;
cout << right << setw(150) << ConnectedBoard->BoardDivision << endl;
for (int w = 0; w < 1; w++) {
cout << " ";
for (int i = 0; i < ConnectedBoard->COLUMNS; i++) {
cout << right << setw(7) << ConnectedBoard->LetterCoordinates[i];
}
}
cout << "\n";
for (auto&i : ConnectedBoard->BoardVector) {
cout << right << setw(90) << "|" << rowNum;
for (auto&w : i) {
cout << setw(7) << w << setw(7);
}
cout << "|\n\n\n";
rowNum++;
}
}
void Player::DisplayUi()const {
int num = 0;
DisplayPlayerBoard();
if (this->inBattleStage == false) {
ConnectedBoard->DisplayInstructions("[DEPLOYMENT STAGE]: Enter a space to deploy a legion. Enter the same space to remove it.");
}else {
ConnectedBoard->DisplayInstructions("[BATTLE STAGE]: Enter the number of a Legion '1,2,3' to select an action.");
}
auto ListIterat = LegionList.cbegin(); //cbegin() is a const iterator , rbegin()/rend() for reverse iterators
//vector<Legion>::const_iterator ListIterat; //also works
cout << left << setw(89) << "\n" << " | " << this->m_Pname << " | Legions deployed: " << this->deployedLegions << "/" << this->maxLegions
<< " | Total men: " << this->totalMen << " | Turn #" << ConnectedBoard->turnCount << endl << endl;
for (ListIterat = LegionList.cbegin(); ListIterat != LegionList.cend(); ListIterat++) {
if ((*ListIterat).isDeployed == true) {
num++;
cout << right << setw(86) << "" << num << ". |" << (*ListIterat).GetLegionName() << ": " << (*ListIterat).GetLocation() << " |" << " Men: " << (*ListIterat).GetMenCount() << " | "
<< (*ListIterat).GetStance() << ((*ListIterat).GetEngangedCount() == 0 ? "" : (" | Fighting " + to_string((*ListIterat).GetEngangedCount()) + " Legions"))
<< ((*ListIterat).isDeployed == false ? "" : (" | Flanks Secured: " + to_string((*ListIterat).GetFlanksCount())))
<< ((*ListIterat).GetMoraleStatus() == "" ? "" : (" | Morale: " + (*ListIterat).GetMoraleStatus())) << endl;
}
}
cout << right << setw(100) << (this->inBattleStage == true ? to_string(++num) + ". |Select All" : "") << endl;
cout << right << setw(99) << "0. |Next Turn" << endl;
}
void Player::DisplayActionUi()const {
DisplayPlayerBoard();
ConnectedBoard->DisplayInstructions("\t\t\tEnter action for: " + SelectedLegion->GetLegionName() + " at " + SelectedLegion->GetLocation());// at() function does bounds checking as opposed to the [] operator.
cout << endl << right << setw(110) << "Legion Selected: " << SelectedLegion->GetLegionName() << "| Location: " << SelectedLegion->GetLocation() << "| Men: " << SelectedLegion->GetMenCount()
<<" | "<< (SelectedLegion->GetEngangedCount() == 0 ? "" : ("Fighting " + to_string(SelectedLegion->GetEngangedCount()) + " Legions")) << endl;
cout << endl << right << setw(100) <<(SelectedLegion->inCombat == false ? "1. |Move " : " 1. |Disengeage") << endl;
cout << right << setw(100) << "2. |Attack" << endl;
cout << right << setw(98) << "B. |Back" << endl;
}
void Player::DisplayMoveDirectionUi()const {
DisplayPlayerBoard();
ConnectedBoard->DisplayInstructions(SelectedLegion->isRetreating == false ? ("\t\t\tEnter movement for: " + SelectedLegion->GetLegionName() + " at " +
SelectedLegion->GetLocation()): "\t\t\tEnter disengagement for: " + SelectedLegion->GetLegionName() + " at " + SelectedLegion->GetLocation());// at() function does bounds checking as opposed to the [] operator.
cout << endl << right << setw(110) << "Legion Selected: " << SelectedLegion->GetLegionName() << "| Location: " << SelectedLegion->GetLocation() << "| Men: " << SelectedLegion->GetMenCount() << endl;
cout << right << setw(109) << "W. |Advance Forward" << endl;
cout << right << setw(109) << "S. |Retreat a Space" << endl;
cout << right << setw(104) << "A. |Shift Left" << endl;
cout << right << setw(105) << "D. |Shift Right" << endl;
cout << right << setw(98) << "B. |Back" << endl;
}
void Player::DisplayMoveAllDirectionUi()const {
DisplayPlayerBoard();
ConnectedBoard->DisplayInstructions("\t\t\tEnter movement for the selected " + to_string(this->deployedLegions) + " legions.");// at() function does bounds checking as opposed to the [] operator.
cout << right << setw(109) << "W. |Advance Forward" << endl;
cout << right << setw(109) << "S. |Retreat a Space" << endl;
cout << right << setw(98) << "B. |Back" << endl;
}
void Player::DisplayConfirmMoveAllUi()const {
ConnectedBoard->DisplayInstructions(" Confirm move order for all " + to_string(this->deployedLegions) + " legions?");
cout << endl << right << setw(98) << "1. |Yes" << endl;
cout << right << setw(101) << "2. |Cancel" << endl;
}
void Player::DisplayConfirmMoveUi()const {
ConnectedBoard->DisplayInstructions(" Confirm move order for " + SelectedLegion->GetLegionName() + " at " + SelectedLegion->GetLocation() + " ?");
cout << endl << right << setw(98) << "1. |Yes" << endl;
cout << right << setw(101) << "2. |Cancel" << endl;
}
void Player::DisplayConfirmAttackUi(Legion &targetedLegion)const {
ConnectedBoard->DisplayInstructions("Confirm attack order for " + SelectedLegion->GetLegionName() + " at " + SelectedLegion->GetLocation() + " against enemy " + targetedLegion.GetLegionName() + " at " + targetedLegion.GetLocation() + " ?" );
cout << endl<< right << setw(98) << "1. |Yes" << endl;
cout << right << setw(101) << "2. |Cancel" << endl;
}
void Player::DisplayChargeDamageUi(Legion &targetedLegion, int damage)const {
DisplayPlayerBoard();
cout <<right<<setw(120)<< "Your Legion charges the enemy and inflicts " << damage << " casualties to enemy " << targetedLegion.GetLegionName() << " at " << targetedLegion.GetLocation() << endl;
cout << endl << right << setw(101) << "1. |Continue" << endl;
}
void Player::DisplayConfirmEndTurnUi()const {
ConnectedBoard->DisplayInstructions(" Confirm end turn?");
cout << endl << right << setw(98) << "1. |Yes" << endl;
cout << right << setw(101) << "2. |Cancel" << endl;
}
void Player::DisplayTargetUi()const {
int num = 0;
DisplayPlayerBoard();
ConnectedBoard->DisplayAnnouncement("Select target for " + SelectedLegion->GetLegionName()+"to attack.");
cout << endl << right << setw(115) << SelectedLegion->GetLegionName() << "| Location: " << SelectedLegion->GetLocation() << "| Men: " << SelectedLegion->GetMenCount() << endl << endl;
for (auto &targets : SelectedLegion->TargetSpaces) {
if (targets.second != "None") {
num++;
cout << right << setw(91) << num <<". |Attack enemy Legion at: " <<targets.second << endl;
}
}
if (num == 0) {
cout << right << setw(120) << "No enemy within reach." << endl;
}
cout << right << setw(98) << "B. |Back" << endl;
}
void Player::DeployInput() {
int indexOffset;
this->DisplayUi();
ConnectedBoard->DisplayAnnouncement("\t"+this->m_Pname + "'s turn");
do {
cin >> spaceInput;
//cout << "Input: " << spaceInput << endl;
if (this->spaceInput == "0" && this->deployedLegions > 0) {
this->isReady = true;
this->isTurn = false;
return;
}
else if (this->spaceInput == "0" && this->deployedLegions == 0) {
this->DisplayUi();
ConnectedBoard->DisplayAnnouncement("Must deploy at least one legion before engaging.");
continue;
}
if (this->spaceInput.size() == 2 && isalpha(this->spaceInput[0]) && isdigit(this->spaceInput[1])) {
letterInput = toupper(this->spaceInput[0]);
numberInput = atoi(&this->spaceInput[1]); //atoi function converts strings or chars to integers. int atoi(const char *str);
indexOffset = numberInput - 1;
this->spaceInput = letterInput + to_string(numberInput);
BoardIndex indices = this->SearchSpace(this->spaceInput, letterInput, indexOffset);
if ( indices.Placing == true && this->IsInDeploymentZone(spaceInput) && this->deployedLegions < this->maxLegions) {
this->PlaceLegion(spaceInput, indices.rows, indices.columns);
this->DisplayUi();
ConnectedBoard->DisplayAnnouncement("Deploying legion at: " + spaceInput);
}
else if ( indices.Placing == false && this->IsInDeploymentZone(spaceInput)) {
this->RemoveLegion(spaceInput, indices.rows, indices.columns);
this->DisplayUi();
ConnectedBoard->DisplayAnnouncement("Removing legion at: " + spaceInput);
}
else if (this->deployedLegions == this->maxLegions) {
this->DisplayUi();
ConnectedBoard->DisplayAnnouncement("No legions left to deploy.");
}
else if (this->spaceInput.size() == 2 && !this->IsInDeploymentZone(spaceInput)) {
this->DisplayUi();
ConnectedBoard->DisplayAnnouncement("Must deploy within the deployment zone");
}
}
else {
this->DisplayUi();
ConnectedBoard->DisplayAnnouncement("Invalid space input.");
}
} while (this->isReady = true);
ClearInput();
return;
}
void Player::SelectLegion() { // At battle stage
size_t legionSelect = 0;
size_t indexSelect = 0;
int movableLegions;
this->DisplayUi();
ConnectedBoard->DisplayAnnouncement("\t" + this->m_Pname + "'s turn");
do {
this->SelectedLegion = 0;
cin >> legionSelect;
try {
indexSelect = legionSelect;
indexSelect = indexSelect == 0 ? 0: (indexSelect = legionSelect) - 1;
movableLegions = this->GetMovableLegions();
if (legionSelect != maxLegions + 1 && indexSelect < maxLegions) this->SelectedLegion = &LegionList.at(indexSelect);
if (legionSelect > maxLegions + 1 || legionSelect < 0 || this->SelectedLegion == NULL ) {
throw 4;
}
if (legionSelect > 0 && legionSelect <= maxLegions && SelectedLegion->isDeployed == true && SelectedLegion->destroyed == false && SelectedLegion->Fleeing == false) {
this->SelectAction();
}
else if (legionSelect > 0 && legionSelect == this->deployedLegions + 1 && movableLegions !=0) { // move all
this->SelectMoveAllDirection();
}
else if (legionSelect > 0 && movableLegions == 0 && legionSelect == this->deployedLegions + 1 ) {
this->DisplayUi();
ConnectedBoard->DisplayAnnouncement("No legions are able to move.");
ClearInput();
}
else if (legionSelect == 0 && indexSelect == 0) { // next turn
if (ConfirmTurn()) {
this->NextTurn();
continue;
}
else {
continue;
}
}
else if (SelectedLegion->isDeployed == true && SelectedLegion->destroyed == true) {
this->DisplayUi();
ConnectedBoard->DisplayAnnouncement("This legion has been destroyed.");
ClearInput();
}
else if (SelectedLegion->isDeployed == true && SelectedLegion->destroyed == false && SelectedLegion->Fleeing == true) {
this->DisplayUi();
ConnectedBoard->DisplayAnnouncement("This legion is fleeing.");
ClearInput();
}
else {
this->DisplayUi();
ConnectedBoard->DisplayAnnouncement("Invalid input.");
ClearInput();
}
}
catch (int) {
this->DisplayUi();
ConnectedBoard->DisplayAnnouncement("Invalid input.");
ClearInput();
}
} while (this->isTurn);
}
void Player::SelectAction() {
char actionSelect = ' ';
this->DisplayActionUi();
do {
cin >> actionSelect;
actionSelect = toupper(actionSelect);
if (atoi(&actionSelect) == 1 && SelectedLegion->canMove == true && SelectedLegion->inCombat == false ) {
SelectMoveDirection();
}else if (atoi(&actionSelect) == 1 && SelectedLegion->inCombat == true && SelectedLegion->canRetreat == true) { // retreat move
SelectDisengageDirection();
}
else if (atoi(&actionSelect) == 2 && SelectedLegion->inCombat == false && SelectedLegion->canAttack == true && SelectedLegion->canMove == true) {
SelectTarget();
}
else if (atoi(&actionSelect) == 2 && SelectedLegion->inCombat == false && SelectedLegion->canAttack == false && SelectedLegion->canMove == false) {
this->DisplayActionUi();
ConnectedBoard->DisplayAnnouncement("This Legion cannot attack this turn.");
}
else if (atoi(&actionSelect) == 1 && SelectedLegion->canMove == false && SelectedLegion->canAttack == false
|| atoi(&actionSelect) == 2 && SelectedLegion->canMove == false && SelectedLegion->canAttack == false ) {
this->DisplayActionUi();
ConnectedBoard->DisplayAnnouncement("This Legion has already moved this turn.");
ClearInput();
}
else if (atoi(&actionSelect) == 2 && SelectedLegion->inCombat == false && SelectedLegion->canAttack == false && SelectedLegion->canMove == true) {
this->DisplayActionUi();
ConnectedBoard->DisplayAnnouncement("No enemies near to attack.");
}else if (actionSelect == 'B') {
ConnectedBoard->DisplayAnnouncement("");
ClearInput();
}
else if (atoi(&actionSelect) == 2 && this->SelectedLegion->inCombat == true) {
this->DisplayActionUi();
ConnectedBoard->DisplayAnnouncement("This Legion is already in combat.");
ClearInput();
}
else {
this->DisplayActionUi();
ConnectedBoard->DisplayAnnouncement("Invalid input.");
ClearInput();
}
} while (actionSelect != 'B');
this->DisplayUi();
}
void Player::SelectMoveDirection() {
char moveSelect = ' ';
this->DisplayMoveDirectionUi();
do {
cin >> moveSelect;
moveSelect = toupper(moveSelect);
if (moveSelect == 'W' || moveSelect == 'A' || moveSelect == 'S' || moveSelect == 'D') {
if (this->SelectedLegion->canMove == true && SelectedLegion->ValidMove(moveSelect) && this->ConfirmMove()) {
this->SelectedLegion->MoveLegion(moveSelect);
for (auto &legio : this->LegionList) {
if (legio.isDeployed == true) {
legio.UpdateLegion();
}
}
this->DisplayActionUi();
ConnectedBoard->DisplayAnnouncement("Legion moved to " + SelectedLegion->GetLocation() + ".");
return;
}
else if (!SelectedLegion->ValidMove(moveSelect)) {
this->DisplayMoveDirectionUi();
ConnectedBoard->DisplayAnnouncement("Invalid move.");
ClearInput();
}
}
else if (moveSelect == 'B') {
ConnectedBoard->DisplayAnnouncement("");
ClearInput();
}
else {
this->DisplayMoveDirectionUi();
ConnectedBoard->DisplayAnnouncement("Invalid input.");
ClearInput();
}
} while (moveSelect != 'B');
this->DisplayActionUi();
}
void Player::SelectMoveAllDirection() {
char moveSelect = ' ';
int movedLegions;
int movableLegions = 0;
this->DisplayMoveAllDirectionUi();
do {
cin >> moveSelect;
moveSelect = toupper(moveSelect);
movableLegions = this->GetMovableLegions();
if (moveSelect == 'W' && this->GetMovableLegions() != 0 && this->ConfirmMoveAll() || moveSelect == 'S'&& this->GetMovableLegions() != 0 && this->ConfirmMoveAll()) {
movedLegions = this->MoveLegions(moveSelect);
if (movedLegions > 0) {
this->DisplayMoveAllDirectionUi();
ConnectedBoard->DisplayAnnouncement(to_string(movedLegions) + " legions of " + to_string(this->deployedLegions) + " legions were successfully moved");
}
else if (movedLegions == 0) {
this->DisplayMoveAllDirectionUi();
ConnectedBoard->DisplayAnnouncement("No legions could be moved.");
}
continue;
}
else if (moveSelect != 'B' && movableLegions == 0) {
this->DisplayMoveAllDirectionUi();
ConnectedBoard->DisplayAnnouncement("No legions are able to move.");
ClearInput();
}
else if (moveSelect == 'B') {
ConnectedBoard->DisplayAnnouncement("");
ClearInput();
}
else {
this->DisplayMoveAllDirectionUi();
ConnectedBoard->DisplayAnnouncement("Invalid input.");
ClearInput();
}
} while (moveSelect != 'B');
this->DisplayUi();
}
void Player::SelectDisengageDirection() {
char retreatSelect = ' ';
this->SelectedLegion->isRetreating = true;
this->DisplayMoveDirectionUi();
do {
cin >> retreatSelect;
retreatSelect = toupper(retreatSelect);
if (retreatSelect == 'W' || retreatSelect == 'A' || retreatSelect == 'S' || retreatSelect == 'D') {
if (SelectedLegion->ValidMove(retreatSelect) && this->ConfirmMove() && this->RollDisengagement()) {
int casualties = this->DisengagementCasualties();
this->SelectedLegion->MoveLegion(retreatSelect);
this->SelectedLegion->canRetreat = false;
this->SelectedLegion->inCombat = false;
this->SelectedLegion->DisengageTargets(this->Opponent->LegionList);
this->DisplayActionUi();
if (SelectedLegion->destroyed == false) {
for (auto &legio : this->LegionList) {
if (legio.isDeployed == true) {
legio.UpdateLegion();
}
}
ConnectedBoard->DisplayAnnouncement("Legion disengaged to " + SelectedLegion->GetLocation() + " but suffered " + to_string(casualties) + " casualties.");
}else if (SelectedLegion->destroyed == true) {
for (auto &legio : this->LegionList) {
if (legio.isDeployed == true) {
legio.UpdateLegion();
}
}
ConnectedBoard->DisplayAnnouncement(this->SelectedLegion->GetLegionName() + " has been destroyed during the disengagement");
}
return;
}
else if (!SelectedLegion->ValidMove(retreatSelect)) {
this->DisplayMoveDirectionUi();
ConnectedBoard->DisplayAnnouncement("Invalid disengagement move.");
ClearInput();
}
else {
int casualties = this->DisengagementCasualties();
this->DisplayActionUi();
this->SelectedLegion->canRetreat = false;
this->SelectedLegion->inCombat = false;
if (SelectedLegion->destroyed == false) {
ConnectedBoard->DisplayAnnouncement(this->SelectedLegion->GetLegionName() + " failed to disengage from battle and suffered " + to_string(casualties) + " casualties.");
}
else if (SelectedLegion->destroyed == true) {
ConnectedBoard->DisplayAnnouncement(this->SelectedLegion->GetLegionName() + " has been destroyed during the disengagement");
}
ClearInput();
}
}
else if (retreatSelect == 'B') {
ConnectedBoard->DisplayAnnouncement("");
ClearInput();
}
else {
this->DisplayMoveDirectionUi();
ConnectedBoard->DisplayAnnouncement("Invalid input.");
ClearInput();
}
} while (retreatSelect != 'B');
this->SelectedLegion->isRetreating = false;
this->DisplayActionUi();
}
void Player::SelectTarget() { //ATTACK
char moveSelect = ' ';
string selectedTargetSpace;
int targetCount = 0;
Legion *enemyLegionTarget = 0; // enemy legion to be targeted
this->DisplayTargetUi();
map <int,string> AvailableTargets;
for (auto &targets : SelectedLegion->TargetSpaces) {
if (targets.second != "None") {
targetCount++;
selectedTargetSpace = targets.second;
AvailableTargets.insert(make_pair(targetCount, selectedTargetSpace));
}
}
do{
cin >> moveSelect;
moveSelect = toupper(moveSelect);
for (auto &i : Opponent->LegionList) { // target display list
if (AvailableTargets[atoi(&moveSelect)] == i.GetLocation()) {
i.ScoutTargets();
enemyLegionTarget = &i;
break;
}
}
if (enemyLegionTarget != NULL && atoi(&moveSelect) > 0 && atoi(&moveSelect) <= targetCount && this->SelectedLegion->canAttack == true
&& this->SelectedLegion->inCombat == false) {
int damageDone = 0;
if (this->ConfirmAttack(*enemyLegionTarget)) {
damageDone = SelectedLegion->ChargeEnemy(*enemyLegionTarget);
this->ChargeOutcome(*enemyLegionTarget, damageDone);
this->DisplayActionUi();
return;
}
else {
this->DisplayTargetUi();
ConnectedBoard->DisplayAnnouncement("");
continue;
}
}
else if (isalpha(moveSelect) && moveSelect == 'B') {
ConnectedBoard->DisplayAnnouncement("");
ClearInput();
}
else {
this->DisplayTargetUi();
ConnectedBoard->DisplayAnnouncement("Invalid target.");
ClearInput();
}
}while (!isalpha(moveSelect) || (char)moveSelect != 'B');
this->DisplayActionUi();
}
bool Player::ConfirmMove() {
int confirmSelect = 0;
this->DisplayPlayerBoard();
this->DisplayConfirmMoveUi();
do {
cin >> confirmSelect;
if (confirmSelect == 1 )
return true;
else if (confirmSelect == 2) {
this->DisplayMoveDirectionUi();
return false;
}
else {
this->DisplayPlayerBoard();
this->DisplayConfirmMoveUi();
ConnectedBoard->DisplayAnnouncement("Invalid input.");
ClearInput();
}
} while (confirmSelect != 2);
this->DisplayMoveDirectionUi();
}
bool Player::ConfirmMoveAll() {
int confirmSelect = 0;
this->DisplayPlayerBoard();
this->DisplayConfirmMoveAllUi();
do {
cin >> confirmSelect;
if (confirmSelect == 1)
return true;
else if (confirmSelect == 2) {
return false;
}
else {
this->DisplayPlayerBoard();
this->DisplayConfirmMoveAllUi();
ConnectedBoard->DisplayAnnouncement("Invalid input.");
ClearInput();
}
} while (confirmSelect != 2);
this->DisplayMoveAllDirectionUi();
}
bool Player::ConfirmAttack(Legion &targetedLegion) {
int confirmSelect = 0;
this->DisplayPlayerBoard();
this->DisplayConfirmAttackUi(targetedLegion);
do {
cin >> confirmSelect;
if (confirmSelect == 1)
return true;
else if (confirmSelect == 2) {
ClearInput();
return false;
}
else {
this->DisplayPlayerBoard();
this->DisplayConfirmAttackUi(targetedLegion);
ConnectedBoard->DisplayAnnouncement("Invalid input.");
ClearInput();
}
} while (confirmSelect != 2);
}
void Player::ChargeOutcome(Legion &targetedLegion, int damage) {
int select = 0;
this->DisplayChargeDamageUi(targetedLegion, damage);
do {
cin >> select;
if (select == 1) {
ClearInput();
return;
}
else {
this->DisplayChargeDamageUi(targetedLegion, damage);
ConnectedBoard->DisplayAnnouncement("Invalid input.");
ClearInput();
}
} while (select != 1);
}
bool Player::ConfirmTurn() {
int confirmSelect = 0;
this->DisplayPlayerBoard();
this->DisplayConfirmEndTurnUi();
do {
cin >> confirmSelect;
if (confirmSelect == 1) {
return true;
}
else if (confirmSelect == 2) {
this->DisplayUi();
ConnectedBoard->DisplayAnnouncement("");
ClearInput();
return false;
}
else {
this->DisplayPlayerBoard();
this->DisplayConfirmEndTurnUi();
ConnectedBoard->DisplayAnnouncement("Invalid input.");
ClearInput();
}
} while (confirmSelect != 2);
}
void Player::NextTurn() {
this->isTurn = false;
this->Opponent->isTurn = true;
this->Opponent->isTurn = true;
this->UpdateBattle();
ConnectedBoard->AddTurn();
return;
}
void Player::ClearInput() { // Clears buffer
cin.clear();
cin.ignore(numeric_limits<streamsize>::max(), '\n'); // Ignores everything up to end of line.
}