+ if (hostile.size() == 0)
+ return;
+
+ int skipped = 0;
+
+ for (vector<Fleet*>::iterator i = friendly.begin(); i != friendly.end(); ++i)
+ (*i)->resetTicks();
+
+ for (vector<Fleet*>::iterator i = hostile.begin(); i != hostile.end(); ++i)
+ (*i)->resetTicks();
+
+ m_Report.clear();
+
+ for(int tick = 1; skipped < 20; ++tick)
+ {
+ //See who's in the battle at the current tick
+ vector<Fleet*> friends = calculateSide(friendly, tick);
+ vector<Fleet*> hostiles = calculateSide(hostile, tick);
+
+ // No idea to calculate anything if noone is there.. ;)
+ if (hostiles.size() == 0)
+ {
+ skipped++;
+ continue;
+ }
+ else
+ skipped = 0;
+
+ Planet allFriends;
+ allFriends.addToThis(friends, tick - 1);
+
+ /*for (RoidList::iterator i = m_Roids.begin(); i != m_Roids.end(); ++i)
+ allFriends.setRoids(i->first, roids(i->first, tick));
+
+ allFriends.setPlanetScore(m_iScore);*/
+
+ Fleet allHostiles;
+ allHostiles.addToThis(hostiles, tick - 1);
+
+ map<string, map<string, int> > stealfriendly;
+ map<string, map<string, int> > stealhostile;
+
+ //Reset roids
+ for (RoidList::iterator roid = m_Roids.begin(); roid != m_Roids.end(); ++roid)
+ {
+ setRoids(roid->first, roids(roid->first, tick-1), tick);
+ }
+
+ setPlanetScore(planetScore(tick - 1), tick);
+
+
+ calcOneTick(&allFriends, &allHostiles, stealfriendly, stealhostile, tick );
+
+ //allFriends.printFleet();
+
+ allFriends.distributeLossesGains(friends, tick);
+ allFriends.distributeStolenShips(stealfriendly, friends, tick);
+
+ allHostiles.distributeLossesGains(hostiles, tick);
+ allHostiles.distributeCappedRoids(hostiles, tick);
+ allHostiles.distributeStolenShips(stealhostile, hostiles, tick);
+
+ calculateScoreLoss(friends, tick);
+
+ /* for (RoidList::iterator i = m_Roids.begin(); i != m_Roids.end(); ++i)
+ setRoids(i->first, roids(i->first, 1), tick);*/
+ }
+
+ for (vector<Fleet*>::iterator i = friendly.begin(); i != friendly.end(); ++i)
+ (*i)->calculateSalvage();
+
+ for (RoidList::iterator i = m_Roids.begin(); i != m_Roids.end(); ++i)
+ {
+ for (vector<int>::iterator j = i->second.begin(); j != i->second.end(); ++j)
+ cout << i->first << " roids : " << (*j) << endl;
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+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, int tick)
+{
+ if (planetScore(tick - 1) > 0)
+ setCapping(float(planetScore(tick - 1)) / hostile->score() / 10, tick);
+ else
+ setCapping(0, tick);
+
+ //FIXME: remove this line later.. map<string, int> pods;
+
+
+ //FIXME: Need to change this and allow multiple shiptypes with the same initiative.
+ //FIXME: Looks like I don't have to..
+ 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;
+ int init = i->first;
+
+ int freefriendly = friendly->freeFleet(unittype, 1);
+ int freehostile = hostile->freeFleet(unittype, 1);
+
+ if ( freefriendly <= 0 && freehostile <= 0)
+ continue;
+
+ //cerr << "Initiative: " << s_Units[unittype].initiative() << " with unit: " << unittype << endl;
+
+ map<string, int> friendlyhits;
+ map<string, int> hostilehits;
+
+ if (s_Units[unittype].type() == "EMP")
+ {
+ hostiletemp->takeEMP(unittype, freefriendly, friendlyhits);
+ friendlytemp->takeEMP(unittype, freehostile, hostilehits);
+ }
+ else if (s_Units[unittype].type() == "Steal")
+ {
+ hostiletemp->takeShoot(unittype, freefriendly, stealfriendly[unittype]);
+ friendlytemp->takeShoot(unittype, freehostile, stealhostile[unittype]);
+
+ friendlyhits = stealfriendly[unittype];
+ hostilehits = stealhostile[unittype];
+
+ friendlytemp->calculateLostStealships(unittype, stealfriendly[unittype], 1);
+ hostiletemp->calculateLostStealships(unittype, stealhostile[unittype], 1);
+ }
+ else
+ {
+ hostiletemp->takeShoot(unittype, freefriendly, friendlyhits);
+ friendlytemp->takeShoot(unittype, freehostile, hostilehits);
+ }
+
+
+ if (s_Units[unittype].type() == "Pod")
+ {
+ //FIXME: Prolly need to recode the whole capping section for r7, due to multiple pods thingy
+ cerr << "Capping is: " << capping(tick) << endl;
+
+ if (capping(tick) > 0)
+ {
+ for (RoidList::iterator roid = m_Roids.begin(); roid != m_Roids.end(); ++roid)
+ {
+ int caproids = int(capping(tick) * roids(roid->first, tick - 1));
+ //int freepods = hostiletemp->freeFleet(unittype, 1);
+
+ cerr << "Possible to steal " << caproids << " " << roid->first << " roids\n";
+ cerr << hostiletemp->freePodGuns(1) << " free pod guns available\n";
+
+ if (hostiletemp->freePodGuns(1) <= 0)
+ break;
+ if (hostiletemp->freePodGuns(1) < caproids)
+ caproids = hostiletemp->freePodGuns(1);
+
+ cerr << caproids << " roids stolen\n";
+
+ takeRoids(roid->first, caproids, tick);
+
+ /*FIXME: REMOVE THIS BLOCK LATER
+ //FIXME: Going to move this to the distribute roids section instead.. Not really move, I'll keep this, but "regenerate" the pods in the distribute ships function.
+ hostiletemp->killFleet(unittype, caproids, 1);
+ pods[unittype] += caproids;
+ //int totroids = caproids + hostiletemp->resource(roid->first, 0);
+ */
+ hostiletemp->addResource(roid->first, caproids, 1);
+ hostiletemp->usePodGuns(1, caproids);
+ cerr << caproids << " stolen " << roid->first << " roids\n";
+ }
+ }
+
+ //FIXME: This is ugly and I want to change this, but as long as pods shoot last it works..
+ *friendly = *friendlytemp;
+ delete friendlytemp;
+ *hostile = *hostiletemp;
+ delete hostiletemp;
+
+ return;
+ }
+ if (freefriendly > 0)
+ {
+ m_Report[tick][init]["Friendly"][unittype] = friendlyhits;
+ m_Report[tick][init]["Friendly"][unittype]["000"] = freefriendly;
+ }
+ if (freehostile > 0)
+ {
+ m_Report[tick][init]["Hostile"][unittype] = hostilehits;
+ m_Report[tick][init]["Hostile"][unittype]["000"] = freehostile;
+ }
+
+ //set the the objects so they point at the modified objects
+ *friendly = *friendlytemp;
+ delete friendlytemp;
+ *hostile = *hostiletemp;
+ delete hostiletemp;
+ }
+ //hostile->addFleet(pods, 1);
+
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Planet::calculateScoreLoss(std::vector<Fleet*> friendly, int tick)
+{
+ for (vector<Fleet*>::iterator i = friendly.begin(); i != friendly.end(); ++i)
+ {
+ if ((*i)->name().find("Home") != string::npos)
+ {
+ int scorechange = (*i)->score(tick) - (*i)->score(tick - 1);
+ addPlanetScore(scorechange, tick);
+ }
+ }