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player.cpp
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player.cpp
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#include "player.h"
Player::Player()
{
}
Player::Player(enum role role)
{
this->role = role;
}
void Player::vote(Player *playerID) //must be called with "&playerID" as parameter if not a pointer //https://stackoverflow.com/a/1896395
{
if (validAction(playerID))
{
if (myGame.getDaytime() == Game::night && role == wolfSeer)
{
//can't vote except he gave up his ability to see roles
}
if ((myGame.getDaytime() == Game::night && playerID->determineAura() != bad) || myGame.getDaytime() == Game::day) //Aura check to prevent werewolfes from voting each other (bad aura) at night
{
votesFor = playerID; //set attribute to vote for another player
}
}
}
void Player::die(deathReason currentDeathReason)
{
switch(currentDeathReason)
{
case wolfVote:
if (role == cursed){
role = werewolf;
}
else if (role == serialKiller){
//notify werewolfs that their target couldn't be killed
}
break;
case lynch:
//if (role == fool) {Game.win(fool) and break; to not kill the fool} //fool not implemented
//todo: foreach Headhunter where target == currentPlayer {win}
//don't break at end, otherwise Headhunter target will not die
default:
alive = false; //actually kill player
//todo: display grave to all clients
break;
}
if (role == sectLeader)
{/*todo: kill each player with sectMember == true*/}
if (role == jailer)
{/*todo: set for each player jailed = false*/}
if (myGame.getRevealRolesAfterDeath()){
/*todo: reveal players role*/
}
}
Player::aura Player::determineAura()
{
switch(role){
case werewolf:
case wolfSeer:
case shaman:
return bad;
case villager:
case seer:
case auraSeer:
return good;
default:
return unknown;
}
}
bool Player::validAction(Player *playerID) //Checks if an action makes sense and therefore can be considered valid
{
//conditions:
//1&2. BOTH sender and target are alive
// 3. sender is not the same player as target
// 4. jailed == false
if (role == medium && myGame.getDaytime() == Game::night) //Medium exception: can revive dead players at night
{
return (alive && (playerID != this) && jailed == false);
}
return (alive && playerID->alive && (playerID != this) && jailed == false);
}
bool Player::getSectMember() const
{
return sectMember;
}
void Player::setSectMember(bool value)
{
sectMember = value;
}
bool Player::getEnchanted() const
{
return enchanted;
}
void Player::setEnchanted(bool value)
{
enchanted = value;
}
enum Player::role Player::getRole() const
{
return role;
}
void Player::setRole(const enum role &role)
{
this->role = role;
}
Player *Player::getVotesFor() const
{
return votesFor;
}
void Player::setVotesFor(Player *value)
{
votesFor = value;
}
void Player::setJailed(bool value)
{
jailed = value;
}