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Header.h
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#ifndef HEADER_H
#define HEADER_H
#include <iostream>
#include <string>
#include <sstream>
#include <vector>
#include <cmath>
#include <ctime>
using namespace std;
// Forward declaration
// --- Types of soldier ---
class Character;
class Swordman;
class Knight;
class Spikeman;
// --- Visitor design pattern ---
class IVisitor;
// --- State of soldier ---
class State;
class NormalState;
class ThreeSwordmanState;
class ThreeKnightState;
class ThreeSpikemanState;
// --- Observer design pattern (Game / Rule / Player) ---
class Game;
class Player;
class Rule;
class ThreeSwordmanRule;
class ThreeKnightRule;
class ThreeSpikemanRule;
// --- Random Number ---
class RandomIntegerGenerator;
// Declaration
class RandomIntegerGenerator {
public:
int next();
int next(int);
int next(int, int);
};
class Character {
protected:
int _hp;
int _atk;
State* _state;
public:
Character(int hp, int atk);
int hp();
int atk();
void setState(State*);
void setHp(int);
void setAtk(int);
bool isAlive();
virtual void attack(Character* opponent) = 0;
virtual string toString() = 0;
};
class IVisitor {
public:
virtual void attack(Swordman&) = 0;
virtual void attack(Knight&) = 0;
virtual void attack(Spikeman&) = 0;
virtual void hitBy(Swordman&) = 0;
virtual void hitBy(Knight&) = 0;
virtual void hitBy(Spikeman&) = 0;
void select(Character*);
};
class Swordman : public Character, public IVisitor {
public:
Swordman(int, int);
string toString();
void attack(Swordman&);
void attack(Knight&);
void attack(Spikeman&);
void attack(Character*);
void hitBy(Swordman&);
void hitBy(Knight&);
void hitBy(Spikeman&);
};
class Knight : public Character, public IVisitor {
public:
Knight(int, int);
string toString();
void attack(Swordman&);
void attack(Knight&);
void attack(Spikeman&);
void attack(Character*);
void hitBy(Swordman&);
void hitBy(Knight&);
void hitBy(Spikeman&);
};
class Spikeman : public Character, public IVisitor {
public:
Spikeman(int, int);
string toString();
void attack(Swordman&);
void attack(Knight&);
void attack(Spikeman&);
void attack(Character*);
void hitBy(Swordman&);
void hitBy(Knight&);
void hitBy(Spikeman&);
};
class State {
public:
virtual int transfromHp(int old) = 0;
virtual int transfromAtk(int old) = 0;
};
class NormalState : public State {
public:
int transfromHp(int old);
int transfromAtk(int old);
};
class ThreeSwordmanState : public State {
public:
int transfromHp(int old);
int transfromAtk(int old);
};
class ThreeKnightState : public State {
public:
int transfromHp(int old);
int transfromAtk(int old);
};
class ThreeSpikemanState : public State {
public:
int transfromHp(int old);
int transfromAtk(int old);
};
class Player {
public:
vector<Character*> _pieces;
typedef void (Game::* checkCallBack) (Player*);
checkCallBack checker = NULL;
public:
void add(Character*);
string toString();
};
class Game {
private:
Player _blueTeam;
Player _redTeam;
vector<Rule*> _rules;
public:
Game();
void start();
void play();
//string attack(Player&, Player&);
void checkRule(Player*);
void apply(Player*);
string toString();
};
class Rule {
public:
virtual bool satisfyWith(Player*) = 0;
virtual void apply(Player*) = 0;
};
class ThreeSwordmanRule : public Rule {
public:
bool satisfyWith(Player*);
void apply(Player*);
};
class ThreeKnightRule : public Rule {
public:
bool satisfyWith(Player*);
void apply(Player*);
};
class ThreeSpikemanRule : public Rule {
public:
bool satisfyWith(Player*);
void apply(Player*);
};
#endif