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Turn.cpp
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Turn.cpp
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/*
* Turn.cpp
*
* Created on Apr 21, 2012
* Author: alexander
*/
#include <ostream>
#include "Turn.h"
#define MY_TURN 0
#define HIS_TURN 1
#define INVALID -2
Turn::Turn(State *s1, State *s2) {
this->state1 = s1;
this->state2 = s2;
}
Turn::Turn(int *i) {
this->state1 = new State(i);
this->state2 = new State(i);
}
Turn::~Turn(){
// delete this->state1;
// delete this->state2;
}
State *Turn::getState1(){
return this->state1;
}
State *Turn::getState2(){
return this->state2;
}
bool Turn::isOver() {
if(this->state2->myPokemon->isAlive() && this->state2->thatBastardsPokemon->isAlive())
return false;
else return true;
}
bool Turn::isValid() {
int state1Valid = this->state1->whoseTurn;
int state2Valid = this->state2->whoseTurn;
if ( state1Valid == INVALID && state2Valid == INVALID ) {
return false;
}
return true;
}
int Turn::getValue(){
return state2->stateEval();
}
Turn* Turn::next(int myAction, int hisAction) {
State* myTurn;
State* hisTurn;
State* newState1;
State* newState2;
Pokeman *active;
Pokeman *passive;
int mySpeed;
int hisSpeed;
int myPriority;
int hisPriority;
if(this->state1->whoseTurn == MY_TURN && this->state2->whoseTurn == HIS_TURN) {
if(this->state1->myPokemon->get_status().compare("fainted") == 0){
hisAction = 0;
}
if(this->state1->thatBastardsPokemon->get_status().compare("fainted") == 0){
myAction = 0;
}
}
else if(this->state1->whoseTurn == HIS_TURN && this->state2->whoseTurn == MY_TURN) {
if(this->state2->myPokemon->get_status().compare("fainted") == 0){
hisAction = 0;
}
if(this->state2->thatBastardsPokemon->get_status().compare("fainted") == 0){
myAction = 0;
}
}
if(this->state1->whoseTurn == MY_TURN && this->state2->whoseTurn == HIS_TURN) {
mySpeed = this->state1->myPokemon->get_stat(5);
hisSpeed = this->state1->thatBastardsPokemon->get_stat(5);
//cout<<"his speed = " << hisSpeed << endl;
if(myAction >= 5){
myPriority = 8;
}else myPriority = this->state1->myPokemon->getAttack(myAction)->getPriority();
if(hisAction >= 5){
hisPriority = 8;
}else hisPriority = this->state1->thatBastardsPokemon->getAttack(hisAction)->getPriority();
if(myPriority > hisPriority){
mySpeed = hisSpeed + 1;
}else if(myPriority < hisPriority){
mySpeed = hisSpeed - 1;
}
//TODO::add pokemon's speed stat, this is move priority
myTurn = this->state1;
hisTurn = this->state2;
dprint("Me s1, he s2", 3);
}
else if(this->state1->whoseTurn == HIS_TURN && this->state2->whoseTurn == MY_TURN) {
mySpeed = this->state2->myPokemon->get_stat(5);
hisSpeed = this->state2->myPokemon->get_stat(5);
myPriority = this->state2->myPokemon->getAttack(myAction)->getPriority();
hisPriority = this->state2->thatBastardsPokemon->getAttack(hisAction)->getPriority();
if(myPriority > hisPriority){
mySpeed = hisSpeed + 1;
}else if(myPriority < hisPriority){
mySpeed = hisSpeed - 1;
}
myTurn = this->state2;
hisTurn = this->state1;
dprint("He s1, me s2", 3);
}
else return this; //Match is over or invalid
if(mySpeed > hisSpeed) {
newState1 = myTurn->nextState(myAction);
newState2 = newState1->nextState(hisAction);
}
else if (hisSpeed >= mySpeed) {
newState1 = hisTurn->nextState(hisAction);
newState2 = newState1->nextState(myAction);
}
//cout << "value = " << newState1->value << endl;
//cout << "value = " << newState2->value << endl;
Turn *nextTurn = new Turn(newState1, newState2);
return nextTurn;
}
void Turn::print() {
cout << "START******TURN****************************************" << endl;
this->state1->print();
cout << "===============********************************************====================" << endl;
this->state2->print();
cout << "END*********TURN*************************************" << endl;
}