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47: Advanced Containers
This exercise is pending. Quick notes about this exercise:
- list
- map
- deque
- array
The Code
View Source file ex47.cpp Only
#include <fmt/core.h>
#include <string>
#include <random>
#include <memory>
#include <algorithm>
#include <unordered_map>
#include <vector>
using std::shared_ptr, std::make_shared, std::string;
std::random_device RNG;
std::mt19937 GENERATOR(RNG());
struct Combatant {
string name;
int damage{0};
int hp{0};
bool dead{false};
};
using ArenaID = int;
using Arena = std::unordered_map<ArenaID, shared_ptr<Combatant>>;
using CombatQueue = std::vector<size_t>;
int random_number(int from, int to) {
std::uniform_int_distribution rand(from, to);
return rand(GENERATOR);
}
void fight(shared_ptr<Combatant> attacker, shared_ptr<Combatant> defender) {
int damage = random_number(0, attacker->damage);
if(damage > 0) {
defender->hp -= damage;
fmt::println("{} hit {} for {}. {} now has {} hp",
attacker->name, defender->name, damage,
defender->name, defender->hp);
} else {
fmt::println("{} missed {}!",
attacker->name, defender->name);
}
if(defender->hp <= 0) {
fmt::println("{} died. {} wins! {} has {} HP",
defender->name, attacker->name,
attacker->name, attacker->hp);
}
}
void fill_arena(Arena& arena, int combatants) {
for(int arena_id = 0; arena_id < combatants; arena_id++) {
string name = fmt::format("Giant Rat #{}", arena_id);
int hp = random_number(5,20);
int damage = random_number(2,10);
arena.try_emplace(arena_id, make_shared<Combatant>(name, damage, hp, 1.4f));
}
}
bool combat_active(Arena& arena, shared_ptr<Combatant> player) {
return !arena.empty() && player->hp > 0;
}
CombatQueue queue_combat(Arena& arena) {
CombatQueue queue;
for(auto [arena_id, who]: arena) {
queue.push_back(arena_id);
}
std::shuffle(queue.begin(), queue.end(), GENERATOR);
return queue;
}
void run_combat(Arena& arena, shared_ptr<Combatant> player) {
bool player_turn = false;
// loop through the arena indexes, popping them off as we go
for(auto enemy_id : queue_combat(arena)) {
auto who = arena.at(enemy_id);
if(player_turn) {
fight(who, player);
} else {
fight(player, who);
}
// now how to remove when dead
if(who->hp <= 0) {
who->dead = true;
fmt::println("-- 1 Down, {} To Go!", arena.size());
}
player_turn = !player_turn;
}
}
void cull_the_dead(Arena& arena) {
CombatQueue dead;
// confirm this is bad or good
for(auto [enemy_id, who] : arena) {
if(who->dead) {
dead.push_back(enemy_id);
}
}
for(auto enemy_id : dead) {
arena.erase(enemy_id);
}
}
int main(int argc, char* argv[]) {
Arena arena;
auto player = make_shared<Combatant>("Player", 20, 50, 1.4f);
fill_arena(arena, 10);
// now with multiple combatants we have to keep going until the player dies
while(combat_active(arena, player)) {
run_combat(arena, player);
cull_the_dead(arena);
}
if(arena.empty()) {
fmt::println("The Player Wins! You defeated all of the rats.");
} else {
fmt::println("You Died! The Rats Win.");
}
}
The Breakdown
line of code- Description.
The Discussion
Blah blah.
Further Study
- Do this next.
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