I'm working on modernizing Rosetta Code's infrastructure. Starting with communications. Please accept this time-limited open invite to RC's Slack.. --Michael Mol (talk) 20:59, 30 May 2020 (UTC)

Hunt The Wumpus/C++

From Rosetta Code
  1. include <iostream>
  2. include <random>
  3. include <string>
  4. include <sstream>
  1. include "wumpus.h"

namespace wumpus {

   Dungeon::Dungeon()
   {
       // create room numbers
       std::array<Room_number,20> random_room_numbers;
       for (size_t i = 0; i < rooms.size(); ++i) {
           random_room_numbers[i] = i + 1;
       }
       //generate random numbers to use to put room numbers random
       std::random_device rd;
       std::mt19937 g(rd());
       std::shuffle(random_room_numbers.begin(), random_room_numbers.end(),g);
       // add room numbers randomly
       for (size_t i = 0; i < rooms.size(), i < random_room_numbers.size(); ++i) {
           rooms[i].room_number = random_room_numbers[i];
       }
       std::size_t i{ 0 };
       rooms[i++].has_player = true;
       rooms[i++].has_wumpus = true;
       for (auto pits{ count_of_pits }; pits; --pits) {
           rooms[i++].has_pit = true;
       }
       for (auto bats{ count_of_bats }; bats; --bats) {
           rooms[i++].has_bat = true;
       }
       std::shuffle(rooms.begin(), rooms.end(), g);
   }
   void Dungeon::indicate_hazards()
   {
       bool is_first_bat = true;
       bool is_first_pit = true;
       // find the player
       auto player_room{ std::find_if(rooms.begin(), rooms.end(), [](const Room &r) { return r.has_player; }) };
       for (auto& x : player_room->neighbors) {
           if (x->has_wumpus) { 
               std::cout << "I smell the wumpus\n";
           }
           if (is_first_pit && x->has_pit) {
               is_first_pit = false;
               std::cout << "I feel a breeze\n";
           }
           if (is_first_bat && x->has_bat) {
               is_first_bat = false;
               std::cout << "I hear a bat\n";
           }
       }
       std::cout   << "You are in room " << player_room->room_number << "\n"
                   << "You have "<<arrows<< " arrow(s) left\n"
                   << "Tunnels lead to rooms " 
                   << player_room->neighbors[0]->room_number << ", "
                   << player_room->neighbors[1]->room_number << " and "
                   << player_room->neighbors[2]->room_number << "\n"
                   << "what do you want to do? (M)ove or (S)hoot?\n";
   }
   bool Dungeon::shoot_arrow(std::vector<int> target_rooms)
       //trys to shoot in the supplied tar rooms an arrow
       //if the wumpus is hit returns true to indicate victory
       //moves the wumpus on fail
   {
       --arrows;
       // find the player
       auto player_room{ std::find_if(rooms.begin(), rooms.end(), [](const Room &r) { return r.has_player; }) };
       for (const auto& target : target_rooms){
           bool room_reached = false;
           for (const auto& neigbour : player_room->neighbors) {
               if (neigbour->room_number == target) {
                   room_reached = true;
                   if (rooms[neigbour->room_number - 1].has_wumpus) {
                       std::cout << "!!!!!!YOU WON!!!!!!: You killed the Wumpus in room " << rooms[neigbour->room_number - 1].room_number << "\n";
                       return true;
                   }
                   break;
               }
           }
           if (!room_reached) {    
               std::cout << "Room " << target << " could not be reached from arrow\n";
               return false;
           }           
       }
       if (arrows == 0) {
           std::cout << "You lost: You ran out of arrows";
           return true;
       }
       return false;
   }
   bool Dungeon::move_wumpus() 
   {
       auto direction = get_random(0, 3);
       if (direction == 3) {               // 25% chance that wumpus won't move
           return false;
       }
       // find the wumpus
       auto wumpus_room{ std::find_if(rooms.begin(), rooms.end(), [](const Room &r) { return r.has_wumpus; }) };
       // move him
       wumpus_room->has_wumpus = false;
       auto new_room = wumpus_room->neighbors[direction];
       new_room->has_wumpus = true;
       if (new_room->has_player) {
           std::cout << "You lost: Wumpus enters your room and eats you\n";
           return true;
       }
       return false;
   }
   bool Dungeon::move_player(Room_number target_room_number)
       //trys to move player to the selected room
       //if deadly hazard like pit or wumpus is found return game over = true;
       //if bat is found choose new random room free from hazards to put the player
   {
       // find the player
       auto player_room{ std::find_if(rooms.begin(), rooms.end(), [](const Room &r) { return r.has_player; }) };
       for (auto& x : player_room->neighbors) {
           if (x->room_number == target_room_number) {
               if (x->has_wumpus) {
                   std::cout << "You lost: You got eaten by the Wumpus\n";
                   return true;
               }
               else if (x->has_pit) {
                   std::cout << "You lost: You fell in a bottomless pit\n";
                   return true;
               }
               else if (x->has_bat) {
                   std::cout << "Gigantic bat appeared!!!\n";
                   std::cout << "You got dragged to a new room\n";
                   //Only put player in empty room
                   Room* bat_destionation_room = nullptr;
                   do{
                       bat_destionation_room = &rooms[get_random(0, rooms.size() - 1)];
                   } while (bat_destionation_room->has_wumpus || bat_destionation_room->has_pit || bat_destionation_room->has_bat || bat_destionation_room->has_player);
                   player_room->has_player = false;
                   bat_destionation_room->has_player = true;
                   return false;
               }
               else {
                   player_room->has_player = false;
                   auto target_room = &rooms[target_room_number];
                   target_room->has_player = true;
                   return false;
               }
           }
       }
       std::cerr << "Dungeon::move_player: Unknown target room entered";
       return false;
   }
   Room_number Dungeon::select_room_to_move()
   {
       for (;;) {
           std::cout << "To where??\n";
           Room_number target = 0;
           std::cin >> target;
           if (std::cin.fail()) {
               std::cin.clear();
               std::cin.ignore(999, '\n');
               continue;
           }
           auto neighbor = get_neighbour_rooms();
           if (target == neighbor[0] || target == neighbor[1] || target == neighbor[2])
               return target;
       }
   }
   std::array<Room_number, 3> Dungeon::get_neighbour_rooms() const
   {
       // find the player
       auto player_room{ std::find_if(rooms.begin(), rooms.end(), [](const Room &r) { return r.has_player; }) };
       return std::array<Room_number, 3>{
           player_room->neighbors[0]->room_number,
           player_room->neighbors[1]->room_number,
           player_room->neighbors[2]->room_number
       };
   }
   void Dungeon::show_state_of_dungeon()
   {
       auto print_rooms = rooms;
       std::sort(print_rooms.begin(), print_rooms.end(), [](const Room &a, const Room &b) { return b.room_number > a.room_number; });
       for (const auto&room : print_rooms) {
           std::cout << "Room " << room.room_number << " connects to: ";
           for (const auto&neighbor : room.neighbors) {
               if (neighbor != nullptr) {
                   std::cout << neighbor->room_number << " ";
               }
               else {
                   std::cout << "np" << " ";
               }
           }
           std::cout << " ";
           if (room.has_wumpus) {
               std::cout << "wumpus:" << room.has_wumpus << " ";
           }
           if (room.has_pit) {
               std::cout << "pit:" << room.has_pit << " ";
           }
           if (room.has_bat) {
               std::cout << "bat:" << room.has_bat << " ";
           }
           if (room.has_player) {
               std::cout << "player:" << room.has_player << " ";
           }
           std::cout << "\n";
       }
   }
   //-------------------------------------------------------------
   //Helper functions
   //-------------------------------------------------------------
   int get_random(int min, int max)
   {
       static std::random_device rd;
       static std::mt19937 mt(rd());
       std::uniform_int_distribution<int> distribution(min, max);
       return distribution(mt);
   }
   void hunt_the_wumpus()
   {
       instructions();
       for (;;)        // restart game
       {
           Dungeon dungeon;
           dungeon.show_state_of_dungeon();
           for (;;) {      // current room handle
               dungeon.indicate_hazards();
               std::string in;
               std::cin >> in;
               if (std::cin.fail()) {
                   std::cin.clear();
                   std::cin.ignore(999, '\n');
                   continue;
               }
               bool game_over = false;
               if (in == "m" || in == "M" || in == "Move" || in == "move") {
                   game_over = dungeon.move_player(dungeon.select_room_to_move());
               }
               else if (in == "s" || in == "S" || in == "Shoot" || in == "shoot") {
                   game_over = dungeon.shoot_arrow(select_rooms_to_shoot());
                   if (game_over == true) { 
                       break; 
                   }
                   game_over = dungeon.move_wumpus();
               }
               else if (in == "cheat") {       // secret menue to show dungeon state 
                   dungeon.show_state_of_dungeon();
               }
               if (game_over == true) {
                   break;
               }
           }
           std::cout << "Press any key to start a new game or (q)uit to end game\n";
           std::string in;
           std::cin >> in;
           if (in == "q" || in == "Q" || in == "Quit" || in == "quit")
               break;
       }
   }
   void instructions()
   {
       std::cout <<R"(Welcome to "Hunt the Wumpus"!

The wumpus lives in a cave of rooms.Each room has 3 tunnels leading to other rooms. (Look at a dodecahedron to see how this works - if you don't know what a dodecahedron is, ask someone).

Hazards Bottomless pits - two rooms have bottomless pits in them. If you go there, you fall into the pit(and lose!) Super bats - two other rooms have super bats.If you go there, a bat grabs you and takes you to some other room at random. (Which may be troublesome).

Wumpus The wumpus is not bothered by hazards(he has sucker feet and is too big for a bat to lift).Usually he is asleep.Two things wake him up : you shooting an arrow or you entering his room."

If the wumpus wakes he moves(p = .75) one room or stays still(p = .25).After that, if he is where you are, he eats you up and you lose!"

Each turn you may move or shoot a crooked arrow. Moving: you can move one room(thru one tunnel). Arrows : you have 5 arrows.You lose when you run out.Each arrow can go from 1 to 3 rooms.You aim by telling the computer the rooms you want the arrow to go to.If the arrow can't go that way (if no tunnel) it moves at random to the next room.If the arrow hits the wumpus, you win.If the arrow hits you, you lose.

Warnings When you are one room away from a wumpus or hazard, the computer says :

Wumpus: "I smell the wumpus" Bat : "I hear a bat" Pit : "I feel a breeze"


"Press any key to start")";

       char c;
       std::cin.get(c);
   }
   std::vector<Room_number> select_rooms_to_shoot()
   {
       for(;;){
           std::cout << "Enter the rooms you want to shoot the arrow (e.g. 2-3-12, e.g. 4-5, e.g. 2)\n";
           std::string input;
           std::cin >> input;
           std::istringstream ist{ input };
           std::vector<int> target_rooms;
           bool bad_input = false;
           while (!ist.eof()) {
               int room_number;
               ist >> room_number;
               if (ist.fail()) {
                   bad_input = true;
                   break;
               }
               target_rooms.push_back(room_number);
               if (target_rooms.size() == 3 || ist.eof())
                   break;
               char seperator;
               ist >> seperator;
               if (ist.fail()) {
                   bad_input = true;
                   break;
               }
               if ((seperator != '-')   || (target_rooms.size() > 3)) {
                   bad_input = true; 
                   break; 
               }
           }
           if (bad_input) {
               continue;
           }
           else {
               return target_rooms;
           }
       }
   }

}