bovo/ai/aifactory.cc

77 lines
2.0 KiB
C++

/*******************************************************************
*
* Copyright 2009 Pelladi Gabor <pelladigabor@gmail.com>
*
* Bovo is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* Bovo is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Bovo; see the file COPYING. If not, write to
* the Free Software Foundation, 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
********************************************************************/
/**
* @file aifactory.cc implementing the AiFactory class
*/
#include "aifactory.h"
#include "ai.h"
#include "aron/aiaron.h"
#include "gabor/aigabor.h"
/** namespace for AI stuff */
namespace ai {
AiFactory::AiFactory() {
m_aiList.append(QStringLiteral("Gabor"));
m_aiList.append(QStringLiteral("Aron"));
m_ai = 0;
}
AiFactory::~AiFactory() = default;
Ai* AiFactory::createAi(const Dimension& dimension, KgDifficultyLevel::StandardLevel skill,
Player player, DemoMode demoMode) const {
if (demoMode == Demo) {
return new AiAron(dimension, skill, player);
} else {
if (m_ai == 0) {
return new AiGabor(dimension, skill, player);
} else if (m_ai == 1) {
return new AiAron(dimension, skill, player);
} else {
qFatal("Invalid AI!");
return nullptr;
}
}
}
const QStringList& AiFactory::aiList() const {
return m_aiList;
}
int AiFactory::ai() const {
return m_ai;
}
void AiFactory::changeAi(int ai) {
if (0 <= ai && ai < m_aiList.size()) {
m_ai = ai;
}
}
} /* namespace ai */