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Phase1.h
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#include "Rule.h"
#include "Board.h"
#include "Game.h"
#include "Game_generate.h"
#include "Tile.h"
/*
* For Generation of TriangularMinesweeper, HexagonalMinesweeper and SquareMinesweeper
*/
//Abstract Class
class MineSweeperFactory{
private:
Game minesweeper;
protected:
virtual Rule * buildRule() = 0;
virtual Game_generate * buildGame_Generator() = 0;
virtual Board * buildBoard() = 0;
public:
virtual Game * buildMineSweeperGame()=0;
};
class SquareMineSweeper: public MineSweeperFactory{
Board * buildBoard() override{}
Rule * buildRule() override {
return new easy_Rules();
}
Game_generate * buildGame_Generator() override{}
Game * buildMineSweeperGame() override {
Game * minesweeper = new Game("Easy SquareMinesweeper");
}
};
class TriangularMineSweeper: public MineSweeperFactory{
Board * buildBoard() override{}
Rule * buildRule() override{
return new medium_Rules();
}
Game_generate * buildGame_Generator() override{}
Game * buildMineSweeperGame() override{
Game * minesweeper = new Game("Medium TriangularMinesweeper");
}
};
class HexagonalMineSweeper: public MineSweeperFactory{
Board * buildBoard() override{}
Rule * buildRule() {
return hard_rules();
}
Game_generate * buildGame_Generator() override{}
Game * buildMineSweeperGame() override{
Game * minesweeper = new Game("Hard HexagonalMinesweeper");
}
};
class Game{
protected:
string modeOfGame;
Board *board;
Game_generate * generate;
Rule * rule;
public:
Game(string modeOfGame): modeOfGame(modeOfGame){}
void setRules(Rule* rule){ this->rule = rule;}
void setBoard(Board* board){this->board = board;}
void setGeneration(Game_generate * generate){this->generate = generate;}
void updateGame(char* input);
void displayBoard();
};
//Abstract class
class Rule{
protected:
bool Hint;
bool Flag;
int numHints;
public:
Rule(bool Hint, bool Flag, int numHints): Hint(Hint), Flag(Flag), numHints(numHints){}
bool get_Hint(){
return Hint;
}
bool getFlag(){return Flag;}
int getNumHints(){return numHints;}
};
class easy_Rules: public Rule{
public:
easy_Rules(): Rule(true,true,5){
}
};
class medium_Rules: public Rule{
public:
medium_Rules(): Rule(true,true,3){
}
};
class hard_rules: public Rule{
hard_rules(): Rule(false,false,0){
}
};
class Tile{
protected:
bool isFlagged;
bool isFlipped;
bool bomb;
int value;
public:
void virtual flip()=0;
void flag();
void unflag();
void plantBomb();
void displayTile();
};
class squareTile:public Tile{
protected:
squareTile* up;
squareTile* down;
squareTile* left;
squareTile* right;
public:
void flip();
};
class hexagonTile:public Tile{
protected:
hexagonTile* side1;
hexagonTile* side2;
hexagonTile* side3;
hexagonTile* side4;
hexagonTile* side5;
hexagonTile* side6;
public:
void flip();
};
class triangleTile:public Tile{
protected:
triangleTile* side1;
triangleTile* side2;
triangleTile* side3;
public:
void flip();
};
class Board{
protected:
Tile** tiles;
public:
void virtual flip()=0;
void flag();
void unflag();
void plantBomb();
void displayBoard();
};
class squareBoard:public Board{
public:
void flip();
};
class hexagonBoard:public Board{
public:
void flip();
};
class triangleBoard:public Board{
public:
void flip();
};
class Game_generate{
protected:
int seed;
Board* gameBoard;
void virtual setSeed()=0;
public:
generateBaord();
}
class Guided: public Game_generate{
protected:
void setSeed();
public:
Guided(){
setSeed();
}
};
class Random: public Game_generate{
protected:
void setSeed();
public:
Random(){
setSeed();
}
};