#include "planet.h"
-Planet::Planet(){
+#include <iostream>
+using namespace std;
+
+Planet::Planet()
+{
+ m_sRace = "Planet";
+ m_iScore = 0;
}
+
Planet::~Planet(){
}
+
+//////////////////////////////////////////////////////////////////////////
+//
+unsigned Planet::planetScore() const
+{
+ return m_iScore;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Planet::setPlanetScore(unsigned i)
+{
+ m_iScore = i;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+int Planet::roids(std::string type, int tick = 0) const
+{
+ // const... I would like [] as for const types: int ticks = m_Roids[type].size();
+
+ vector<int>const* roids = 0;
+ for (RoidList::const_iterator i = m_Roids.begin(); i != m_Roids.end(); ++i)
+ {
+ if (i->first == type)
+ {
+ roids = &i->second;
+ break;
+ }
+ }
+ if (roids == 0)
+ return 0;
+
+ int ticks = roids->size();
+
+ if( ticks == 0)
+ return 0;
+ if (ticks < tick)
+ return roids->at(ticks);
+ return roids->at(tick);
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Planet::setRoids(std::string type, int number)
+{
+ if (m_Roids[type].size() == 0)
+ m_Roids[type].push_back(number);
+ m_Roids[type][0] = number;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Planet::runBattle(std::vector<Fleet*> friendly, std::vector<Fleet*> hostile)
+{
+ if (hostile.size() == 0)
+ return;
+
+ int skipped = 0;
+ for(int tick = 1; skipped < 20; ++tick)
+ {
+ //See who's in the battle at the current tick
+ vector<Fleet*> friends = calculateSide(friendly, 6, tick);
+ vector<Fleet*> hostiles = calculateSide(hostile, 3, tick);
+
+ // No idea to calculate anything if noone is there.. ;)
+ if (hostiles.size() == 0)
+ {
+ skipped++;
+ continue;
+ }
+ else
+ skipped = 0;
+
+ Planet allFriends;
+ allFriends.addToThis(friends);
+
+ Fleet allHostiles;
+ allHostiles.addToThis(hostiles);
+
+ map<string, map<string, int> > stealfriendly;
+ map<string, map<string, int> > stealhostile;
+
+ calcOneTick(&allFriends, &allHostiles, stealfriendly, stealhostile );
+
+ allFriends.distributeLossesGains(friends, tick);
+ allHostiles.distributeLossesGains(hostiles, tick);
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Planet::calcOneTick(Planet* friendly, Fleet* hostile, std::map<std::string, std::map<std::string, int> >& stealfriendly, std::map<std::string, std::map<std::string, int> >& stealhostile )
+{
+ map<int, string> unitsinit; // order units after their ininitiative
+ for (UnitList::iterator i = s_Units.begin(); i != s_Units.end(); ++i)
+ unitsinit[i->second.initiative()] = i->first;
+
+ for (map<int, string>::iterator i = unitsinit.begin(); i != unitsinit.end(); ++i)
+ {
+ Fleet* hostiletemp = new Fleet(*hostile);
+ Planet* friendlytemp = new Planet(*friendly);
+
+ string unittype = i->second;
+
+ cerr << "Initiative: " << s_Units[unittype].initiative() << " with unit: " << unittype << endl;
+
+ if (s_Units[unittype].type() == "EMP")
+ {
+ hostiletemp->takeEMP(unittype, friendly->freeFleet(unittype, 1));
+ friendlytemp->takeEMP(unittype, hostile->freeFleet(unittype, 1));
+ }
+ else if (s_Units[unittype].type() == "Steal")
+ {
+ hostiletemp->takeShoot(unittype, friendly->freeFleet(unittype, 1), stealfriendly[unittype]);
+ friendlytemp->takeShoot(unittype, hostile->freeFleet(unittype, 1), stealhostile[unittype]);
+ }
+ else
+ {
+ map<string, int> temp;
+ hostiletemp->takeShoot(unittype, friendly->freeFleet(unittype, 1), temp);
+ friendlytemp->takeShoot(unittype, hostile->freeFleet(unittype, 1), temp);
+ }
+
+ if (s_Units[unittype].type() == "Pod")
+ {
+ float capping = friendly->m_iScore / hostile->score() / 10;
+ for (RoidList::iterator roids = m_Roids.begin(); roids != m_Roids.end(); ++roids)
+ {
+ int caproids = capping * roids->second[0];
+ int freepods = hostiletemp->freeFleet(unittype, 1);
+
+ if (freepods == 0)
+ break;
+ if (freepods < caproids)
+ caproids = caproids - freepods;
+
+ roids->second.push_back(roids->second[0] - caproids);
+ hostiletemp->killFleet(unittype, caproids, 1);
+ }
+ }
+
+ //set the the objects so they point at the modified objects
+ *friendly = *friendlytemp;
+ delete friendlytemp;
+ *hostile = *hostiletemp;
+ delete hostiletemp;
+ }
+}
+