testing-spring-2024/src/lib.cpp
2024-03-12 22:31:52 +02:00

105 lines
3.1 KiB
C++

#include "lib.hh"
#include "prep/prep.hh"
#include <algorithm>
#include <cstdio>
#include <vector>
enum VALIDATION_STATUS {
PLAYER_NOT_IN_ROOM,
NO_TARGET_PLAYER_SPECIFIED,
ROOM_NOT_IN_PROGRESS,
ACTION_DOES_NOT_BELONG_TO_ROLE,
ACTION_PROHIBITED,
NO_ACTOR,
NO_ACTION,
NO_ROLE,
NO_ROOM,
NO_RELATED_EVENTS,
ACTION_VALID,
};
void run() {
const Action kill = Action("kill", true);
const Action heal = Action("heal", true);
const Action vote = Action("vote", true);
Role role1({vote, kill, heal});
Role role2({heal});
Event event1 = Event("Event 1", 1710087355, 1, true, {}, {});
Event event2 = Event("Event 2", 1710087363, 1, true, {kill}, {});
Event event3 = Event("Event 3", 1710087369, 1, true, {}, {kill});
std::vector<Event> relatedEvents({event2, event3});
Player player1 = Player(69, "player1", role1, PlayerStatus::ALIVE);
Player player2 = Player(420, "player2", role1, PlayerStatus::ALIVE);
Room room1(1, "Room 1", 1710087364, RoomStatus::IN_PROGRESS, {player1, player2});
Room room2(2, "Room 2", 1710087384, RoomStatus::ENDED, {});
int actionValidated = validateAction(&player1, &kill, &room1, &relatedEvents, &player2);
printf("The action validation result is %u\n", actionValidated);
}
int validateAction(
Player *actor, const Action *action, Room *room, std::vector<Event> *relatedEvents, Player *target = nullptr) {
// null checks
if (!actor) {
return NO_ACTOR;
}
if (!action) {
return NO_ACTION;
}
if (!room) {
return NO_ROOM;
}
if (!relatedEvents) {
return NO_RELATED_EVENTS;
}
// actual validation
if (!playerBelongsToRoom(actor, room)) {
return PLAYER_NOT_IN_ROOM;
}
if (action->hasTarget && !target) {
return NO_TARGET_PLAYER_SPECIFIED;
}
if (room->status != RoomStatus::IN_PROGRESS) {
return ROOM_NOT_IN_PROGRESS;
}
Role *role = &actor->role;
if (!role) {
return NO_ROLE;
}
if (!actionBelongsToRole(role, action)) {
return ACTION_DOES_NOT_BELONG_TO_ROLE;
}
if (!isActionAllowed(action, relatedEvents)) {
return ACTION_PROHIBITED;
}
return ACTION_VALID;
}
bool playerBelongsToRoom(Player *player, Room *room) {
return std::find(room->players.begin(), room->players.end(), *player) != room->players.end();
}
bool actionBelongsToRole(Role *role, const Action *action) {
return std::find(role->actions.begin(), role->actions.end(), *action) != role->actions.end();
}
bool isActionAllowed(const Action *action, std::vector<Event> *relevantEvents) {
// actions are disabled by default
bool allowed = false;
std::sort(relevantEvents->begin(), relevantEvents->end());
for (auto &event : *relevantEvents) {
if (std::find(event.prohibits.begin(), event.prohibits.end(), *action) != event.prohibits.end()) {
allowed = false;
}
if (std::find(event.allows.begin(), event.allows.end(), *action) != event.allows.end()) {
allowed = true;
}
}
return allowed;
}
int functionToTest(int a) {
return a * 2;
}