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Cards.cpp
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/**
* Done by Maamar Koudri
* Student ID : 40057671
* Class : Comp-345
*/
#include<iostream>
#include "Cards.h"
#include <stdio.h> /* printf, scanf, puts, NULL */
#include <stdlib.h> /* srand, rand */
#include <time.h>
#include <cstdlib>
#include <ctime>
#include "GameEngine.h"
using namespace std;
// Ancestor class Card
/**
* Copy constructor of the Ancestor class Card
*/
Card::Card(){
}
/**
* Destructor of the Ancestor class Card
*/
Card::~Card() {
}
/**
* Parameterized constructor of the Ancestor class
*/
Card::Card(string type) : _type(type){
this->_type = type;
}
/**
* copy constructor of the Ancestor class
*/
Card::Card(const Card& e){
this->_type = e._type;
}
/**
* assignment operator of the Ancestor class
*/
Card& Card::operator=(const Card& e){
this->_type = (e._type);
return *this;
}
/**
* stream operator of the Ancestor class
*/
std::ostream& operator<<(std::ostream& stream, const Card& e){
return stream << "Card details, type: " << (e._type) << endl;
}
void Card::SetDeck( Deck * deck){
this->deck = deck;
}
void Card::SetPlayer( Player * p){
this->p=p;
}
/**
* The play method that would issue an order , put in the player list of orders and remove the card from the hand
*/
void Card::play(string type,Player* playerA) {
//PlayCome
//Creates an order Object and place it in the player list
if(type == "Airlift") {
Order * T1 = new Airlifts;
T1->SetPlayer(playerA);
T1->setDeck(playerA->Game->gameDeck);
T1->SetListOfPlayers(playerA->Game->players);
T1->SetMap(playerA->Game->map);
T1->Attach(playerA->Game->o);
playerA->orders->Add(T1);
}
if(type == "Bomb") {
Order * T1 = new Bombs;
T1->SetPlayer(playerA);
T1->setDeck(playerA->Game->gameDeck);
T1->SetListOfPlayers(playerA->Game->players);
T1->SetMap(playerA->Game->map);
T1->Attach(playerA->Game->o);
playerA->orders->Add(T1);
}
if(type == "Blockade") {
Order * T1 = new Blockades;
T1->SetPlayer(playerA);
T1->setDeck(playerA->Game->gameDeck);
T1->SetListOfPlayers(playerA->Game->players);
T1->SetMap(playerA->Game->map);
T1->Attach(playerA->Game->o);
playerA->orders->Add(T1);
}
if(type == "Reinforcement") {
//Activate it here
int armies = 5;
int PlayerArmies = playerA->reinforcement_pool;
playerA->reinforcement_pool = armies + PlayerArmies;
}
if(type == "Diplomacy") {
//Negotiate orderd
Order * T1 = new Negotiate;
T1->SetPlayer(playerA);
T1->setDeck(playerA->Game->gameDeck);
T1->SetListOfPlayers(playerA->Game->players);
T1->SetMap(playerA->Game->map);
T1->Attach(playerA->Game->o);
playerA->orders->Add(T1);
}
//3Removes the card from the hand and places it in the Deck
//this is pointer
playerA->getHand()->remove(this);
//Removing the card from the Deck
this->deck->Add(this);
// Return the card to the Deck
}
/**
* This is the print method for the Ancesstor class
*/
void Card::print() const {
cout << "The type of this card is : " <<_type << endl;
}
/**
* Returns the type of this
* @return
*/
string Card::GetType() {
return _type;
}
/**
* This is the bomb default constructor
*/
Bomb::Bomb() : Card(){
}
/**
* This is the default constructor
*/
Bomb::~Bomb() {
}
/**
* This is the parameter constructor
*/
Bomb::Bomb(string type) : Card(type), _type(type){
this->_type = type;
}
/**
* This is the bomb get type method
*/
string Bomb::GetType() {
return this->_type;
}
/**
* This is the copy Constructor of bomb card
* @parame
*/
Bomb::Bomb(const Bomb& e) :Card(e){
this->_type =e._type;
}
/**
* Inside the operator of Bomb Card
* @parame
* @return
*/
Bomb& Bomb::operator=(const Bomb& e){
Card::operator=(e);
this->_type =e._type;
return *this;
}
/**
* Inside the stream operator of bomb card
* @param
* @param
* @return
*/
std::ostream& operator<<(std::ostream& stream, const Bomb& e){
return stream << "Card details, type:" << e._type << endl;
}
/**
* The bomb play method that will call its ancestor class
* @param x
* @return
*/
Card* Bomb::play(Player x) {
return this->play(x);
}
/**
* The bomb print method
*/
void Bomb::print() const {
cout << "The type of this card is Bomb: " <<this->_type << endl;
}
/**
* Default Constructor of Reinforcement Card
*/
Reinforcement::Reinforcement() : Card(){
}
/**
* Inside the Reinforcement Card destructor
*/
Reinforcement::~Reinforcement() {
}
/**
* arameter constructor of Reinforcement Card
* @param type
*/
Reinforcement::Reinforcement(string type) : Card(type), _type(type){
this->_type = type;
}
/**
* Inside copy constructor of Reinforcement Card
* @param e
*/
Reinforcement::Reinforcement(const Reinforcement& e) :Card(e){
this->_type = e._type;
}
/**
* Returns the type of this Reinforcement card
* @return
*/
string Reinforcement::GetType() {
return this->_type;
}
/**
* Inside the operator of Reinforcement Card
* @param e
* @return
*/
Reinforcement& Reinforcement::operator=(const Reinforcement& e){
Card::operator=(e);
this->_type = e._type;
return *this;
}
/**
* Inside the stream operator of Reinforcement
* @param stream
* @param e
* @return
*/
std::ostream& operator<<(std::ostream& stream, const Reinforcement& e){
return stream << "Card details, type: " << e._type << endl;
}
/**
* Reinforcement play method that will call its ancestor class
* @param x
* @return
*/
Card * Reinforcement::play(Player x) {
return this->play(x);
}
/**
* Inside the print method of the reinforcement class
*/
void Reinforcement::print() const {
cout << "The type of this card is : " <<this->_type << endl;
}
Blockade::Blockade() : Card(){
}
string Blockade::GetType() {
return this->_type;
}
Blockade::~Blockade() {
}
Blockade::Blockade(string type) : Card(type),_type(type){
this->_type = type;
}
Blockade::Blockade(const Blockade& e) :Card(e){
this->_type = e._type;
}
Blockade& Blockade::operator=(const Blockade& e){
Card::operator=(e);
this->_type = e._type;
return *this;
}
std::ostream& operator<<(std::ostream& stream, const Blockade& e){
return stream << "Card details, type: " << e._type << endl;
}
Card * Blockade::play(Player x) {
return this->play(x);
}
void Blockade::print() const {
cout << "The type of this card is : " <<this->_type << endl;
}
Airlift::Airlift() : Card(){
}
Airlift::~Airlift() {
}
string Airlift::GetType() {
return this->_type;
}
Airlift::Airlift(string type) : Card(type),_type(type){
this->_type = type;
}
Airlift::Airlift(const Airlift& e) :Card(e){
this->_type = e._type;
}
Airlift& Airlift::operator=(const Airlift& e){
Card::operator=(e);
this->_type = e._type;
return *this;
}
std::ostream& operator<<(std::ostream& stream, const Airlift& e){
return stream << "Card details, type:" << (e._type) << endl;
}
Card* Airlift::play(Player x) {
return this->play(x);
}
void Airlift::print() const {
cout << "The type of this card is : " <<this->_type << endl;
}
Diplomacy::Diplomacy() : Card(){
}
Diplomacy::~Diplomacy() {
}
Diplomacy::Diplomacy(string type) : Card(type),_type(type){
this->_type = _type;
}
string Diplomacy::GetType() {
return this->_type;
}
Diplomacy::Diplomacy(const Diplomacy& e) :Card(e){
this->_type = e._type;
}
Diplomacy& Diplomacy::operator=(const Diplomacy& e){
Card::operator=(e);
this->_type = e._type;
return *this;
}
std::ostream& operator<<(std::ostream& stream, const Diplomacy& e){
return stream << "Card details, type:" << e._type << endl;
}
Card* Diplomacy::play(Player x) {
return this->play(x);
}
void Diplomacy::print() const {
cout << "The type of this card is : " <<_type << endl;
}
Hand::Hand(){
}
Hand::~Hand() {
for(auto & i : this->_collection){
if (i!= nullptr){
delete i;
i=nullptr;
}
}
}
Hand::Hand(vector<Card*> collection) {
for(int i=0;i<collection.size();i++){
this->_collection.push_back(collection[i]) ;
}
}
Hand::Hand(const Hand& e){
int index =1;
for (Card* i: (e._collection) ) {
string type = i->GetType();
if(type == "Airlift") {
Airlift a = Airlift(type) ;
Card * T1 = new Card (a);
this->_collection.push_back(T1);
}
if(type == "Bomb") {
Bomb a = Bomb(type) ;
Card * T1 = new Card (a);
this->_collection.push_back(T1);
}
if(type == "Blockade") {
Blockade a = Blockade(type) ;
Card * T1 = new Card (a);
this->_collection.push_back(T1);
}
if(type == "Reinforcement") {
Reinforcement a = Reinforcement(type) ;
Card * T1 = new Card (a);
this->_collection.push_back(T1);
}
if(type == "Diplomacy") {
Diplomacy a = Diplomacy(type) ;
Card * T1 = new Card (a);
this->_collection.push_back(T1);
}
}
cout << " " << endl;
}
Hand& Hand::operator=(const Hand& e){
int index =1;
for (Card* i: (e._collection) ) {
string type = i->GetType();
if(type == "Airlift") {
Airlift a = Airlift(type) ;
Card * T1 = new Card (a);
this->_collection.push_back(T1);
}
if(type == "Bomb") {
Bomb a = Bomb(type) ;
Card * T1 = new Card (a);
this->_collection.push_back(T1);
}
if(type == "Blockade") {
Blockade a = Blockade(type) ;
Card * T1 = new Card (a);
this->_collection.push_back(T1);
}
if(type == "Reinforcement") {
Reinforcement a = Reinforcement(type) ;
Card * T1 = new Card (a);
this->_collection.push_back(T1);
}
if(type == "Blockade") {
Blockade a = Blockade(type) ;
Card * T1 = new Card (a);
this->_collection.push_back(T1);
}
if(type == "Diplomacy") {
Diplomacy a = Diplomacy(type) ;
Card * T1 = new Card (a);
this->_collection.push_back(T1);
}
}
return *this;
}
std::ostream& operator<<(std::ostream& stream, const Hand& e){
int index =1;
for (auto element: e._collection) {
stream << "This is card number " << index << " ,the type of this card is " <<(element->GetType()) << " " << endl;
index++;
}
return stream;
}
/**
* Returns the colleciton of this hand
* @return
*/
vector<Card*> Hand::GetCollection() {
return _collection;
}
void Hand::printCollection() {
cout << "Printing the hand " << endl;
cout << "The size is "<<_collection.size() << endl;
int index =1;
for (Card* i: (_collection) ) {
cout << "------------------------" << endl;
cout << "Card Number " << index << " " <<endl;
cout << "Here is the Adress of the pointer " <<i << endl;
i->print();
index++;
cout << "------------------------" << endl;
}
cout << " " << endl;
}
/**
* Adding a new card in the hand
* @param c
*/
void Hand::Add(Card *c){
_collection.push_back(c);
}
/**
* This method removes a card from the hand
* @param c
*/
void Hand::remove(Card* c){
cout <<endl;
cout <<endl;
int index =0;
for (Card* i: (_collection) ) {
if(i == c) {
_collection.erase(_collection.begin()+index);
}
index++;
}
cout <<endl;
cout <<endl;
}
Deck::Deck(){
//Maybe delete that location on the heap after
//see how to initilaize this after
cout << "Inside default constructor of Deck class" << endl;
}
Deck::~Deck() {
for(auto & i : this->_deck){
if (i!= nullptr){
delete i;
i=NULL;
}
}
}
Deck::Deck(vector<Card*> deck) {
int index =1 ;
for (Card* i: (deck) ) {
string type = i->GetType();
if(type == "Airlift") {
Airlift a = Airlift(type) ;
Card * T1 = new Card (a);
this->_deck.push_back(T1);
}
if(type == "Bomb") {
Bomb a = Bomb(type) ;
Card * T1 = new Card (a);
this->_deck.push_back(T1);
}
if(type == "Blockade") {
Blockade a = Blockade(type) ;
Card * T1 = new Card (a);
this->_deck.push_back(T1);
}
if(type == "Reinforcement") {
Reinforcement a = Reinforcement(type) ;
Card * T1 = new Card (a);
this->_deck.push_back(T1);
}
if(type == "Blockade") {
Blockade a = Blockade(type) ;
Card * T1 = new Card (a);
this->_deck.push_back(T1);
}
if(type == "Diplomacy") {
Diplomacy a = Diplomacy(type) ;
Card * T1 = new Card (a);
this->_deck.push_back(T1);
}
index++;
}
}
Deck::Deck(const Deck& e) {
int index =1;
for (Card* i: (e._deck) ) {
string type = i->GetType();
if(type == "Airlift") {
Airlift a = Airlift(type) ;
Card * T1 = new Card (a);
this->_deck.push_back(T1);
}
if(type == "Bomb") {
Bomb a = Bomb(type) ;
Card * T1 = new Card (a);
this->_deck.push_back(T1);
}
if(type == "Blockade") {
Blockade a = Blockade(type) ;
Card * T1 = new Card (a);
this->_deck.push_back(T1);
}
if(type == "Reinforcement") {
Reinforcement a = Reinforcement(type) ;
Card * T1 = new Card (a);
this->_deck.push_back(T1);
}
if(type == "Diplomacy") {
Diplomacy a = Diplomacy(type) ;
Card * T1 = new Card (a);
this->_deck.push_back(T1);
}
index++;
}
}
Deck& Deck::operator=(const Deck& e){
int index = 1;
for (Card* i: (e._deck) ) {
string type = i->GetType();
if(type == "Airlift") {
Airlift a = Airlift(type) ;
Card * T1 = new Card (a);
this->_deck.push_back(T1);
}
if(type == "Bomb") {
Bomb a = Bomb(type) ;
Card * T1 = new Card (a);
this->_deck.push_back(T1);
}
if(type == "Blockade") {
Blockade a = Blockade(type) ;
Card * T1 = new Card (a);
this->_deck.push_back(T1);
}
if(type == "Reinforcement") {
Reinforcement a = Reinforcement(type) ;
Card * T1 = new Card (a);
this->_deck.push_back(T1);
}
if(type == "Diplomacy") {
Diplomacy a = Diplomacy(type) ;
Card * T1 = new Card (a);
this->_deck.push_back(T1);
}
index++;
}
return *this;
}
std::ostream& operator<<(std::ostream& stream, const Deck& e){
int index = 1;
for (Card * element: e._deck) {
stream << "This is card number: " << index << " ,the type of this card is " <<(element->GetType()) << " " << endl;
index++;
}
return stream;
}
vector<Card*> Deck::GetDeck() {
return _deck;
}
void Deck::printDeck(){
cout << "Printing the Deck " << endl;
cout << "The size is "<<_deck.size() << endl;
int index =1;
for (Card* i: (_deck) ) {
cout << "------------------------" << endl;
cout << "Card Number " << index << " " <<endl;
cout << "Here is the Adress of the pointer " <<i << endl;
i->print();
index++;
cout << "------------------------" << endl;
}
cout << " " << endl;
}
void Deck::Add(Card *c){
_deck.push_back(c);
}
void Deck::remove(Card c){
Card * cpointer = &c;
_deck.push_back(cpointer);
}
/**
* This method will draw and return a random card from the Deck
* @return
*/
Card* Deck::draw() {
cout << endl;
cout << endl;
printDeck();
vector<Card*> CurrentHand = GetDeck();
int size = CurrentHand.size();
int index = rand() % (size-1) + 0;
int count =0;
for (Card* i: (_deck) ) {
if(count == index) {
cout << "The Picked Card is card number : " << (count+1) << endl;
i->print();
_deck.erase(_deck.begin()+count);
return i;
}
count++;
}
return NULL;
}