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104 changes: 104 additions & 0 deletions exercises/risk-risiko.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -27,3 +27,107 @@
M 3 vs 3 => blue win
O 2 vs 1 => red win
*/

/*
Write a program that simulates a risk/risiko fight using 6 dices.

How does it work?
When a player attacks another player he uses 3 dices, the red is always the attacker and the blue is the defender.

You have to compare the dice with the highest number to simulate the fight.
N = first highest number
M = second highest number
O = third highest number

If the numbers are equal, the defensor (blue) wins.

Output:
Red dices:
6 (N)
3 (M)
2 (O)

Blue dices:
5 (N)
3 (M)
1 (O)

R B
N 6 vs 5 => red win
M 3 vs 3 => blue win
O 2 vs 1 => red win
*/

#define EXIT_SUCCESS 0
#include <iostream>
#include <cstdlib>
#include <vector>
#include <algorithm>

using namespace std;

class Risiko
{
private:
vector<int> blue;
vector<int> red;
int attacker_points;
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Per quanto apprezzi l'utilizzo della OOP (Object Oriented Programming), temo che in questo caso sia un po' un'overkill: tutte le proprietà private della classe potrebbero tranquillamente essere spostate dentro il metodo Attack.

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Nell'ultimo commit ho tolto la classe e utilizzo una semplice funzione


public:
Risiko()
{
this->blue = {0, 0, 0};
this->red = {0, 0, 0};
attacker_points = 0;
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Come hai fatto anche per il campo attacker_points, non è necessario mettere this-> per indicare un membro della classe all'interno della stessa.
O almeno, scegli una metodologia e sii consistente.

}

~Risiko()
{
this->blue.clear();
this->red.clear();
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Non è necessario fare il clear dei vettori nel distruttore. Saranno comunque deallocati non appena l'oggetto viene distrutto.

}

void Attack()
{
for (int i = 0; i < 3; i++)
{
this->blue[i] = rand() % 6 + 1;
this->red[i] = rand() % 6 + 1;
}
sort(this->blue.begin(), this->blue.end(), greater<int>());
sort(this->red.begin(), this->red.end(), greater<int>());
cout << "Red dices:" << endl;
cout << this->red[0] << " (N)" << endl;
cout << this->red[1] << " (M)" << endl;
cout << this->red[2] << " (O)" << endl;
cout << endl;
cout << "Blue dices:" << endl;
cout << this->blue[0] << " (N)" << endl;
cout << this->blue[1] << " (M)" << endl;
cout << this->blue[2] << " (O)" << endl;
cout << endl;
for (int i = 0; i < 3; i++)
{
if (this->blue[i] < this->red[i])
{
this->attacker_points++;
}
}
if (attacker_points >= 2)
{
cout << "Red wins!" << endl;
}
else
{
cout << "Blue wins!" << endl;
}
}
};

int main(int argc, char *argv[])
{
srand(time(NULL));
Risiko *game = new Risiko();
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Se decidi di utilizzare l'allocazione dinamica della memoria, ricordati effettuare una delete quando hai finito di utilizzare l'oggetto. Altrimenti, evita direttamente di utilizzare new.

Risiko *game = new Risiko();
game->Attack();
// ...
delete game;
Risiko game;
game.Attack();
// ...

Una maniera più avanzata per ottenere lo stesso risultato è utilizzare uno degli smart pointer offerti da c++:

#include <memory>
// ...
std::unique_ptr<Risiko> game{std::make_unique<Risiko>()};
game->Attack();
// Non c'è bisogno di chiamare delete: ci pensa il pointer appena esce fuori dallo scope
// ...

game->Attack();
return EXIT_SUCCESS;
}