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