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src/include/client.h Normal file
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#ifndef CLIENT_H
#define CLIENT_H
#include <iostream>
#include <utility>
extern int rows; // The count of rows of the game map
extern int columns; // The count of columns of the game map
// You can not use any other external variables except for rows and columns.
/**
* @brief The definition of function Execute(int, int)
*
* @details This function is designed to take a step when player the client's (or player's) role, and the implementation
* of it has been finished by TA. (I hope my comments in code would be easy to understand T_T) If you do not understand
* the contents, please ask TA for help immediately!!!
*
* @param row The row coordinate (0-based) of the block to be visited.
* @param column The column coordinate (0-based) of the block to be visited.
*/
void Execute(int row, int column);
/**
* @brief The definition of function InitGame()
*
* @details This function is designed to initialize the game. It should be called at the beginning of the game, which
* will read the scale of the game map and the first step taken by the server (see README).
*/
void InitGame() {
int first_row, first_column;
std::cin >> first_row >> first_column;
Execute(first_row, first_column);
}
/**
* @brief The definition of function ReadMap()
*
* @details This function is designed to read the game map from stdin when playing the client's (or player's) role.
* Since the client (or player) can only get the limited information of the game map, so if there is a 3 * 3 map as
* above and only the block (2, 0) has been visited, the stdin would be
* ???
* 12?
* 01?
*/
void ReadMap() {
// TODO (student): Implement me!
}
/**
* @brief The definition of function Decide()
*
* @details This function is designed to decide the next step when playing the client's (or player's) role. Open up your
* mind and make your decision here!
*/
void Decide() {
// TODO (student): Implement me!
// while (true) {
// Execute(0, 0);
// }
}
#endif

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src/include/server.h Normal file
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#ifndef SERVER_H
#define SERVER_H
#include <cstdlib>
#include <iostream>
/*
* You may need to define some global variables for the information of the game map here.
* Although we don't encourage to uss global variables in real cpp projects, you may have to use them because the use of
* class is not taught yet. However, if you are member of A-class or have learnt the use of cpp class, member functions,
* etc., you're free to modify this structure.
*/
int rows; // The count of rows of the game map
int columns; // The count of columns of the game map
int game_state; // The state of the game, 0 for continuing, 1 for winning, -1 for losing
/**
* @brief The definition of function InitMap()
*
* @details This function is designed to read the initial map from stdin. For example, if there is a 3 * 3 map in which
* mines are located at (0, 1) and (1, 2) (0-based), the stdin would be
* 3 3
* .X.
* ...
* ..X
* where X stands for a mine block and . stands for a normal block. After executing this function, your game map would
* be initialized, with all the blocks unvisited.
*/
void InitMap() {
std::cin >> rows >> columns;
// TODO (student): Implement me!
}
/**
* @brief The definition of function VisitBlock(int, int)
*
* @details This function is designed to visit a block in the game map. We take the 3 * 3 game map above as an example.
* At the beginning, if you call VisitBlock(0, 0), the return value would be 0 (game continues), and the game map would
* be
* 1??
* ???
* ???
* If you call VisitBlock(0, 1) after that, the return value would be -1 (game ends and the players loses) , and the
* game map would be
* 1X?
* ???
* ???
* If you call VisitBlock(0, 2), VisitBlock(2, 0), VisitBlock(1, 2) instead, the return value of the last operation
* would be 1 (game ends and the player wins), and the game map would be
* 1@1
* 122
* 01@
*
* @param row The row coordinate (0-based) of the block to be visited.
* @param column The column coordinate (0-based) of the block to be visited.
*
* @note You should edit the value of game_state in this function. Precisely, edit it to
* 0 if the game continues after visit that block, or that block has already been visited before.
* 1 if the game ends and the player wins.
* -1 if the game ends and the player loses.
*/
void VisitBlock(int row, int column) {
// TODO (student): Implement me!
}
/**
* @brief The definition of function PrintMap()
*
* @details This function is designed to print the game map to stdout. We take the 3 * 3 game map above as an example.
* At the beginning, if you call PrintMap(), the stdout would be
* ???
* ???
* ???
* If you call VisitBlock(2, 0) and PrintMap() after that, the stdout would be
* ???
* 12?
* 01?
* If you call VisitBlock(0, 1) and PrintMap() after that, the stdout would be
* ?X?
* 12?
* 01?
* If the player visits all blocks without mine and call PrintMap() after that, the stdout would be
* 1@1
* 122
* 01@
* (You may find the global variable game_state useful when implementing this function.)
*
* @note Use std::cout to print the game map, especially when you want to try the advanced task!!!
*/
void PrintMap() {
// TODO (student): Implement me!
}
/**
* @brief The definition of function ExitGame()
*
* @details This function is designed to exit the game.
* It outputs a line according to the result, and a line of two integers, visit_count and step_count,
* representing the number of blocks visited and the number of steps taken respectively.
*/
void ExitGame() {
// TODO (student): Implement me!
exit(0); // Exit the game immediately
}
#endif