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49: Ranges and Views
Rewrite our combat engine to use ranges, views, and lambdas.
References:
https://en.cppreference.com/cpp/ranges https://en.cppreference.com/cpp/algorithm/ranges
The Code
First give a brief intro to ranges:
View Source file ex49a.cpp Only
#include <fmt/core.h>
#include <string>
#include <vector>
#include <algorithm>
#include <ranges>
#include <iostream>
#include <list>
#include <map>
using std::string;
using Node = std::tuple<int, char, std::string>;
using namespace std::views;
int main() {
std::vector<Node> nodes{
{1, 'A', "α"},
{2, 'B', "β"},
{3, 'C', "γ"},
{4, 'D', "δ"},
{5, 'E', "ε"},
};
std::vector<std::string> names {
"Zed",
"Frank",
"Joe",
};
for(auto e : nodes | take(2) | elements<1>) {
fmt::println("{}", e);
}
for(auto [i, val] : nodes | elements<1> | enumerate) {
fmt::println("i={}, val={}", i, val);
}
auto just_chars = nodes | elements<2>;
for(auto [the_char, the_name] : zip(just_chars, names)) {
fmt::println("char={}, name={}", the_char, the_name);
}
auto stringify = [](auto a, auto b) {
return fmt::format("{}: {}", a, b);
};
auto new_list = zip_transform(stringify, just_chars, names);
for(auto x : new_list) {
fmt::println("{}", x);
}
}
The Breakdown
line of code- Description.
The Discussion
Blah blah.
Updating the Engine
Not sure if I'll use both or have it as a challenge mode and just use one:
First the crazy version:
See how I did it.
View Source file ex49_crazy.cpp Only#include <fmt/core.h>
#include <string>
#include <random>
#include <memory>
#include <algorithm>
#include <unordered_map>
#include <vector>
#include <ranges>
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) {
using namespace std::ranges;
auto inserter = [&](size_t 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));
};
for_each(views::iota(0, combatants), inserter);
}
bool combat_active(Arena& arena, shared_ptr<Combatant> player) {
return !arena.empty() && player->hp > 0;
}
CombatQueue queue_combat(Arena& arena) {
using namespace std::ranges;
CombatQueue queue;
copy(views::keys(arena), std::back_inserter(queue));
std::shuffle(queue.begin(), queue.end(), GENERATOR);
return queue;
}
void run_combat(shared_ptr<Combatant> player, shared_ptr<Combatant> who) {
bool player_turn = random_number(0,1);
if(player_turn) {
fight(who, player);
} else {
fight(player, who);
}
// now how to remove when dead
if(who->hp <= 0) {
who->dead = true;
}
}
void cull_the_dead(Arena& arena) {
using namespace std::ranges;
CombatQueue dead;
auto is_dead = [&](auto& tuple) -> bool { return tuple.second->dead; };
auto eraser = [&](auto id) { arena.erase(id); };
copy(arena | views::filter(is_dead) | views::elements<0>, std::back_inserter(dead));
for_each(dead, eraser);
}
int main(int argc, char* argv[]) {
using namespace std::ranges;
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)) {
auto whos_next = queue_combat(arena);
for_each(whos_next, [&](auto enemy_id) {
run_combat(player, arena[enemy_id]);
});
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.");
}
}
Then tone it down and do a more sane one:
See how I did it.
View Source file ex49_sane.cpp Only#include <fmt/core.h>
#include <string>
#include <random>
#include <memory>
#include <algorithm>
#include <unordered_map>
#include <vector>
#include <ranges>
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) {
using namespace std::ranges;
for(auto arena_id : views::iota(0, combatants)) {
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) {
using namespace std::ranges;
auto queue = arena | views::keys | to<CombatQueue>();
shuffle(queue, GENERATOR);
return queue;
}
void run_combat(shared_ptr<Combatant> player, shared_ptr<Combatant> who) {
bool player_turn = random_number(0,1);
if(player_turn) {
fight(who, player);
} else {
fight(player, who);
}
// now how to remove when dead
if(who->hp <= 0) {
who->dead = true;
}
}
void cull_the_dead(Arena& arena) {
using namespace std::ranges;
auto is_dead = [&](auto& tuple) -> bool { return tuple.second->dead; };
auto dead = arena | views::filter(is_dead) | views::elements<0> | to<CombatQueue>();
for(auto id : dead) {
arena.erase(id);
}
}
int main(int argc, char* argv[]) {
using namespace std::ranges;
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)) {
auto whos_next = queue_combat(arena);
for_each(whos_next, [&](auto enemy_id) {
run_combat(player, arena[enemy_id]);
});
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.");
}
}
Further Study
- Do this next.
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