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Attack.cpp
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160 lines (132 loc) · 4.34 KB
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#include "Attack.h"
#include "Player.h"
#include "NetworkHandler.h"
#include "Game.h"
#include "LogUtil.h"
#include "Util.h"
Attack::Attack(Player* defender, Player* attacker1, Player* attacker2)
{
this->defender = defender;
this->attacker1 = attacker1;
this->attacker2 = attacker2;
}
Attack::~Attack()
{
//Give cards to the players before deleting the pairs
for (CardPair* pair : cardPairs)
{
delete pair;
}
}
void Attack::createAttack(Player* def, Player* att1, Player* att2, bool netCall)
{
Attack* attack = new Attack(def, att1, att2);
game->currentAttack = attack;
//Update UI
durak->setDefender(def->id);
durak->teAttackLog->clear();
durak->writeAttackLog("Started new attack");
durak->attackUi->refresh();
game->updatePlayers();
if (!netCall) sendPacket(STARTATTACK, std::format("{};{};{}", std::to_string(def->id), std::to_string(att1->id), std::to_string(att2->id)));
logI(std::format("Started attack with defender: {}, attacker 1: {} and attacker 2: {}", std::to_string(def->id), std::to_string(att1->id), std::to_string(att2->id)));
}
void Attack::finish()
{
if (!isDefended)
{
for (CardPair* pair : cardPairs)
{
defender->addCard(pair->attack, false);
if (pair->defense != nullptr) defender->addCard(pair->defense, false);
}
}
game->updatePlayers();
delete this;
}
void Attack::addCard(Player* attacker, Card* card, bool netCall)
{
if (!karteLiegt(card->value) //Mach die Kadde weg, die liegt nicht!!
|| vectorContains(quitPlayers, attacker) //Attacker has already left attack
|| cardPairs.size() == 0 && attacker != attacker1 //Only first attacker can place first card
|| defender->hand.size() <= getUndefendedAmount() //Not more cards than the defender can defend
|| cardPairs.size() >= 6) //Not more than 6 cards
return;
//Add new cardpair and remove card from inventory
cardPairs.push_back(new CardPair(card));
if (!netCall) attacker->removeCard(card, netCall);
durak->attackUi->refresh();
if (!netCall) sendPacket(ADDTOATTACK, std::format("{};{}", attacker->id, card->id));
logI(std::format("Added card {} to current attack.", card->id));
}
void Attack::defend(Card* attack, Card* defense, bool netCall)
{
if (vectorContains(quitPlayers, defender)) return; //Defender has already left attack
if (defense->value > attack->value && attack->type == defense->type //Only allow attack if defense is higher value and same type as attack
|| defense->type == game->trump && attack->type != game->trump) //Or defense is trump and attack is not
{
//Get the correct cardpair and put the defense down, removing the card from the attacker
for (CardPair* pair : cardPairs)
{
if (pair->attack == attack)
{
pair->defense = defense;
if (!netCall) defender->removeCard(defense, netCall);
}
}
durak->attackUi->refresh();
if (!netCall) sendPacket(DEFEND, std::format("{};{}", attack->id, defense->id));
logI(std::format("Added card {} as defense for {} to current attack.", attack->id, defense->id));
}
}
void Attack::leave(Player* player, bool netCall)
{
//Check if attack was defended successfully
bool def = true;
for (CardPair* pair : cardPairs)
{
if (pair->defense == nullptr) def = false;
}
//Remove player from attack
if (!vectorContains(quitPlayers, player))
{
durak->writeAttackLog(std::format("{} left attack", strFromStatus(player->status)));
quitPlayers.push_back(player);
}
//Check if everyone left attack
if (vectorContains(quitPlayers, attacker1)
&& vectorContains(quitPlayers, attacker2)
&& vectorContains(quitPlayers, defender)) isFinished = true;
//Or: both attackers quit and everything is defended
if (vectorContains(quitPlayers, attacker1)
&& vectorContains(quitPlayers, attacker2)
&& def) isFinished = true;
if (isFinished) isDefended = def;
if (!netCall) sendPacket(LEAVEATTACK, std::to_string(player->id));
}
int Attack::getUndefendedAmount()
{
int undefended = 0;
//Count all card pairs with undefended attacks
for (CardPair* pair : cardPairs)
{
if (pair->defense == nullptr)
{
undefended++;
}
}
return undefended;
}
bool Attack::karteLiegt(int value)
{
//If the table is empty, every card can be placed
if (cardPairs.size() == 0) return true;
//Check all card pairs
for (CardPair* pair : cardPairs)
{
if (pair->attack->value == value //Attack
|| pair->defense != nullptr && pair->defense->value == value) //Defense
return true;
}
return false;
}