/***************************************************************************
- fleet.cpp - description
- -------------------
- begin : Tue Jan 22 2002
- copyright : (C) 2002 by Michael Andreen
- email : whale@linux.nu
+ fleet.cpp - description
+ -------------------
+begin : Tue Jan 22 2002
+copyright : (C) 2002 by Michael Andreen
+email : whale@linux.nu
***************************************************************************/
/***************************************************************************
Fleet::Fleet()
{
m_iETA = 0;
+ m_iStays = 3;
m_sRace = "Cathaar";
}
{
s_Units = units;
-
-/*
- for (UnitList::iterator i = s_Units.begin(); i != s_Units.end(); i++)
- {
- cerr << s_Units[(*i).first].Name() << "\t\t"
- << s_Units[(*i).first].race() <<"\t"
- << s_Units[(*i).first].unitClass() << "\t"
- << s_Units[(*i).first].target(0) << "\t"
- << s_Units[(*i).first].target(1) << "\t"
- << s_Units[(*i).first].target(2) << "\t"
- << s_Units[(*i).first].initiative() << "\t"
- << s_Units[(*i).first].agility() << "\t"
- << s_Units[(*i).first].weaponSpeed() << "\t"
- << s_Units[(*i).first].guns() << "\t"
- << s_Units[(*i).first].power() << "\t"
- << s_Units[(*i).first].armor() << "\t"
- << s_Units[(*i).first].EMP() << "\t"
- << s_Units[(*i).first].totRes() << "\t"
- << s_Units[(*i).first].fuel() << "\t"
- << s_Units[(*i).first].ETA() << "\t"
- << s_Units[(*i).first].type() << endl;
- }
-
- */
+
+/*
+ for (UnitList::iterator i = s_Units.begin(); i != s_Units.end(); i++)
+ {
+ cerr << s_Units[(*i).first].Name() << "\t\t"
+ << s_Units[(*i).first].race() <<"\t"
+ << s_Units[(*i).first].unitClass() << "\t"
+ << s_Units[(*i).first].target(0) << "\t"
+ << s_Units[(*i).first].target(1) << "\t"
+ << s_Units[(*i).first].target(2) << "\t"
+ << s_Units[(*i).first].initiative() << "\t"
+ << s_Units[(*i).first].agility() << "\t"
+ << s_Units[(*i).first].weaponSpeed() << "\t"
+ << s_Units[(*i).first].guns() << "\t"
+ << s_Units[(*i).first].power() << "\t"
+ << s_Units[(*i).first].armor() << "\t"
+ << s_Units[(*i).first].EMP() << "\t"
+ << s_Units[(*i).first].totRes() << "\t"
+ << s_Units[(*i).first].fuel() << "\t"
+ << s_Units[(*i).first].ETA() << "\t"
+ << s_Units[(*i).first].type() << endl;
+ }
+ */
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//
-unsigned Fleet::score(int tick = 0) const
+unsigned Fleet::score(int tick) const
{
unsigned tot_score = 0;
for (FleetList::const_iterator i = m_Fleet.begin(); i != m_Fleet.end(); ++i)
{
- if (i->second.size() >= tick)
- break;
+ int ticks = i->second.size();
+ if (ticks == 0)
+ continue;
+ --ticks;
+ if ( ticks < tick)
+ tot_score += i->second[ticks] * s_Units[i->first].totRes() / 10;
+ else
tot_score += i->second[tick] * s_Units[i->first].totRes() / 10;
}
//////////////////////////////////////////////////////////////////////////
//
-void Fleet::setFleet(string unittype, int number, int tick = 0)
+void Fleet::setFleet(string unittype, int number, int tick)
{
int earlier = 0;
int ticks = m_Fleet[unittype].size();
//////////////////////////////////////////////////////////////////////////
//
-int Fleet::fleet(string unittype, int tick = 0)
+void Fleet::addFleet(std::string unittype, int number, int tick)
+{
+ int earlier = 0;
+ int ticks = m_Fleet[unittype].size();
+
+ if (ticks != 0)
+ earlier = m_Fleet[unittype][ticks - 1];
+
+ for (int i = ticks; i <= tick; ++i)
+ {
+ m_Fleet[unittype].push_back(earlier);
+ }
+ m_Fleet[unittype][tick] += number;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+int Fleet::fleet(string unittype, int tick)
{
+
int ticks = m_Fleet[unittype].size();
if (ticks == 0)
return 0;
+ if (tick < 0)
+ return m_Fleet[unittype][0];
+
--ticks;
if (ticks < tick)
}
//////////////////////////////////////////////////////////////////////////
-//FIXME
-void Fleet::addToThis(std::vector<Fleet*> fleets, int tick = 0)
+//
+int Fleet::blockedFleet(std::string unittype, int tick)
+{
+ int ticks = m_BlockedFleet[unittype].size();
+ if (ticks == 0)
+ return 0;
+
+ --ticks;
+
+ if (ticks < tick)
+ return 0;
+
+ return m_BlockedFleet[unittype][tick];
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::setBlockedFleet(std::string unittype, int number, int tick)
+{
+ int ticks = m_BlockedFleet[unittype].size();
+
+ for (int i = ticks; i <= tick; ++i)
+ {
+ m_BlockedFleet[unittype].push_back(0);
+ }
+ m_BlockedFleet[unittype][tick] = number;
+
+ cerr << "This fleet got " << m_BlockedFleet[unittype][tick] << " blocked units tick: " << tick << endl;
+
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::addToThis(std::vector<Fleet*> fleets, int tick)
{
for (UnitList::iterator i = s_Units.begin(); i != s_Units.end(); ++i)
{
if (m_Fleet[i->first].size() == 0)
- m_Fleet[i->first].push_back(0);
+ m_Fleet[i->first].push_back(0);
for (vector<Fleet*>::iterator j = fleets.begin(); j != fleets.end(); ++j)
{
//////////////////////////////////////////////////////////////////////////
//
-void Fleet::distributeLossesGains(std::vector<Fleet*> fleets, int tick = 0)
+void Fleet::distributeLossesGains(std::vector<Fleet*> fleets, int tick)
{
for (UnitList::iterator i = s_Units.begin(); i != s_Units.end(); ++i)
{
if (m_Fleet[unittype].size() < 1)
continue;
- if (m_Fleet[unittype][0] == 0)
+ if (m_Fleet[unittype][0] == 0)
continue;
-
+
int totallost = fleet(unittype,1) - fleet(unittype, 0);
cerr << "Distributing type: " << unittype << " with a total loss of " << totallost << " units" << endl;
cerr << "Total number of units before: " << fleet(unittype, 0) << " and after : " << fleet(unittype, 1) << endl;
-
+
for (vector<Fleet*>::iterator j = fleets.begin(); j != fleets.end(); ++j)
{
int fl1 = (*j)->fleet(unittype, tick - 1);
float part = float(fl1) / fleet(unittype, 0) ;
- int lost = totallost * part;
- cerr << (*j)->name() << " gaining " << lost << " " << unittype << " since it's " << part * 100 << "% of the whole fleet, and it had : " << fl1 << " units last tick.." << endl;
+ int lost = int(totallost * part);
(*j)->setFleet(unittype, (*j)->fleet(unittype, tick - 1) + lost, tick);
+
+ cerr << (*j)->name() << " gaining " << lost << " " << unittype << " since it's " << part * 100 << "% of the whole fleet, and it had : " << fl1 << " units last tick.." << endl;
+
+ lost = int(part * blockedFleet(unittype, 0));
+
+ cerr << (*j)->name() << " got " << lost << " blocked " << unittype << ", the total number of blocked ships was: " << blockedFleet(unittype, 0) << endl;
+
+ (*j)->setBlockedFleet(unittype, lost, tick);
}
}
}
//////////////////////////////////////////////////////////////////////////
//
-std::vector<Fleet*> Fleet::calculateSide(std::vector<Fleet*> fleets, int stays = 0, int tick = 0)
+std::vector<Fleet*> Fleet::calculateSide(std::vector<Fleet*> fleets, int tick)
{
vector<Fleet*> fl;
for (vector<Fleet*>::iterator i = fleets.begin(); i != fleets.end(); ++i)
{
- if (( tick - (*i)->ETA()) >= 0 && (tick - (*i)->ETA()) < stays)
+ if ((*i)->stays() == 0)
+ continue;
+ else if (( tick - (*i)->ETA()) >= 0 && (tick - (*i)->ETA()) < (*i)->stays())
{
fl.push_back((*i));
cerr << "Using fleet " << (*i)->name() << " for tick " << tick << endl;
}
- else if ((*i)->name() == "Home Planet")
+ else if ((*i)->stays() < 0)
fl.push_back((*i));
}
return fl;
//////////////////////////////////////////////////////////////////////////
//
-int Fleet::freeFleet(std:: string unittype, int tick = 0)
+int Fleet::freeFleet(std:: string unittype, int tick)
{
int bticks = m_BlockedFleet[unittype].size();
float guns = s_Units[unittype].guns() * number;
- cerr << number << " " << unittype << ": with " << guns << " guns\n";
-
+
if (guns == 0)
return;
- cerr << unittype << ": with " << guns << " guns\n";
+ //cerr << number << " " << unittype << ": with " << guns << " guns\n";
float gunsleft = guns;
for (int count = 0; count < 3; ++count)//vector<string>::iterator i = s_Units[unittype].target().begin(); i != s_Units[unittype].target().end(); ++i)
{
string ta = s_Units[unittype].target(count);
- cerr << "Shooting at target class: " << ta << endl;
+ //cerr << "Shooting at target class: " << ta << endl;
while (gunsleft > 0)
{
-
+
map<string, int*> targets;
for (UnitList::iterator j = s_Units.begin(); j != s_Units.end(); ++j)
{
-
if (m_Fleet[j->first].size() == 0)
continue;
- if (m_Fleet[j->first].size() == 1)
+
+ if (m_Fleet[j->first].size() == 1 )
m_Fleet[j->first].push_back(m_Fleet[j->first][0]);
//cerr << "Target is class: " << j->second.type() << endl;
if (m_Fleet[j->first][1] > 0 && ( ta == j->second.unitClass() || ta == "All"))
{
- // cerr << "Looking at target: " << j->first << endl;
+ // cerr << "Looking at target: " << j->first << endl;
targets[j->first] = &m_Fleet[j->first][1];
}
-
}
if (targets.size() == 0)
m_Armor[j->first] = s_Units[j->first].armor();
(*j->second)--;
hitunits[j->first]++;
-
+
//There is a chance that we're hitting a blocked ship.
+ /*Not anymore..
if (m_BlockedFleet[j->first].size() >= 1)
{
int test = rand() % m_BlockedFleet[j->first][0];
if (test == 1
- && m_BlockedFleet[j->first][0] > 0)
+ && m_BlockedFleet[j->first][0] > 0)
{
if (m_BlockedFleet[j->first].size() == 1)
m_BlockedFleet[j->first].push_back(m_BlockedFleet[j->first][0] - 1);
m_BlockedFleet[j->first][1]--;
}
}
+ */
}
}
- cerr << hitunits[j->first] << " units of type: " << j->first << "killed\n";
+ //cerr << hitunits[j->first] << " units of type: " << j->first << "killed\n";
if (k <= 0)
gunsleft -= maxguns;
else
//////////////////////////////////////////////////////////////////////////
//
-void Fleet::takeEMP(std::string unittype, int number)
+void Fleet::takeEMP(std::string unittype, int number, std::map<std::string, int>& hitunits)
{
int guns = s_Units[unittype].guns() * number;
if (guns == 0)
return;
- cerr << unittype << ": with " << guns << " guns\n";
+ //cerr << unittype << ": with " << guns << " guns\n";
float gunsleft = guns;
for (int count = 0; count < 3; ++count)//vector<string>::iterator i = s_Units[unittype].target().begin(); i != s_Units[unittype].target().end(); ++i)
{
string ta = s_Units[unittype].target(count);
- cerr << "Shooting at target class: " << ta << endl;
+ //cerr << "Shooting at target class: " << ta << endl;
while (gunsleft > 0)
{
-
+
map<string, int*> targets;
for (UnitList::iterator j = s_Units.begin(); j != s_Units.end(); ++j)
if (j->second.type() == "PDS")
continue;
+ if (freeFleet(j->first, 1) <= 0)
+ continue;
+
if (m_Fleet[j->first].size() == 0)
continue;
if (m_Fleet[j->first][1] > 0 && ( ta == j->second.unitClass() || ta == "All"))
{
- // cerr << "Looking at target: " << j->first << endl;
+ // cerr << "Looking at target: " << j->first << endl;
targets[j->first] = &m_Fleet[j->first][1];
}
for (map<string, int*>::iterator j = targets.begin(); j != targets.end(); ++j)
{
- int maxguns = (*j->second)/total * guns;
- cerr << "Now shooting at target: " << j->first << endl;
+ float maxguns = float((*j->second))/total * guns;
+ //cerr << "Now shooting at target: " << j->first << endl;
double k = maxguns;
while (k > 0)
{
- if (*(j->second) <= 0)
+ if (*(j->second) <= blockedFleet(j->first, 1))
break;
int eres = s_Units[j->first].EMP();
k -= float(100)/(100-eres);
hits++;
+ hitunits[j->first]++;
blockFleet(j->first, 1);
}
- cerr << hits << " units of type: " << j->first << " blocked\n";
+ //cerr << hits << " units of type: " << j->first << " blocked\n";
if (k <= 0)
gunsleft -= maxguns;
else
//////////////////////////////////////////////////////////////////////////
//
-void Fleet::killFleet(std::string unittype, int number, int tick = 0)
+void Fleet::killFleet(std::string unittype, int number, int tick)
{
int earlier = 0;
int ticks = m_Fleet[unittype].size();
//////////////////////////////////////////////////////////////////////////
//
-void Fleet::setResource(std::string type, int number, int tick = 0)
+void Fleet::setResource(std::string type, int number, int tick)
{
- if (m_Resources[type].size() <= tick)
+ int ticks = m_Resources[type].size();
+ for (int i = ticks; i <= tick; ++i)
m_Resources[type].push_back(number);
m_Resources[type][tick] = number;
}
//////////////////////////////////////////////////////////////////////////
//
-int Fleet::resource(std::string type, int tick = 0) const
+void Fleet::addResource(std::string type, int number, int tick)
{
+
+ int ticks = m_Resources[type].size();
+ int latest = resource(type, tick - 1);
+
+ for (int i = ticks; i <= tick; ++i)
+ m_Resources[type].push_back(latest);
+ m_Resources[type][tick] += number;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+int Fleet::resource(std::string type, int tick) const
+{
+ if (tick < 0)
+ return 0;
+
vector<int>const* resource = 0;
for (ResourceList::const_iterator i = m_Resources.begin(); i != m_Resources.end(); ++i)
{
return resource->at(tick);
}
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::resetResources()
+{
+ m_Resources.clear() ;
+}
+
//////////////////////////////////////////////////////////////////////////
//
void Fleet::printFleet()
//////////////////////////////////////////////////////////////////////////
//
-void Fleet::blockFleet(std::string unittype, int number, int tick = 0)
+void Fleet::blockFleet(std::string unittype, int number, int tick)
{
if (m_BlockedFleet[unittype].size() >= 1)
{
m_BlockedFleet[unittype].push_back(number);
}
}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::distributeCappedRoids(std::vector<Fleet*> fleets, int tick)
+{
+ for (ResourceList::iterator i = m_Resources.begin(); i != m_Resources.end(); ++i)
+ {
+ string res = i->first;
+
+
+ cerr << "Distributing type: " << res << endl;
+ for (vector<int>::iterator j = i->second.begin(); j != i->second.end(); ++j)
+ cout << (*j) << endl;
+
+ if (m_Resources[res].size() < 2)
+ continue;
+ if (m_Resources[res][1] == 0)
+ continue;
+
+
+ int totcapped = resource(res,1) - resource(res, 0);
+
+
+ cerr << "Distributing type: " << res << " with a total gain of " << totcapped << " roids" << endl;
+
+ cerr << "Total number of roids before: " << resource(res, 0) << " and after : " << resource(res, 1) << endl;
+
+ for (vector<Fleet*>::iterator j = fleets.begin(); j != fleets.end(); ++j)
+ {
+ unsigned fl1 = (*j)->score(tick - 1);
+ float part = float(fl1) / score(0) ;
+ int lost = int(totcapped * part);
+
+ cerr << (*j)->name() << " gaining " << lost << " " << res << " since it's " << part * 100 << "% of the whole score, and it had : " << fl1 << " score last tick.. compared to fleet total of: " << score(0) << endl;
+
+ //(*j)->setResource(res, (*j)->resource(res,tick-1) + lost, tick);
+ (*j)->addResource(res,lost, tick);
+ }
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::addFleet(std::map<string, int> units, int tick)
+{
+ for (map<string, int>::iterator i = units.begin(); i != units.end(); ++i)
+ addFleet(i->first, i->second, tick);
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+int Fleet::stays() const
+{
+ return m_iStays;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::setStays(int ticks)
+{
+ m_iStays = ticks;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::calculateLostStealships(string unittype, std::map<std::string, int> stolen, int tick)
+{
+ int stealscore = 0;
+ for (map<string, int>::iterator i = stolen.begin(); i != stolen.end(); ++i)
+ {
+ stealscore += int(stolen[i->first] * (s_Units[i->first].totRes() / 10.0));
+ }
+
+ int lost = int(stealscore / (s_Units[unittype].totRes() / 10.0));
+
+ cerr << "Lost " << lost << " " << unittype << " due to stealing ships worth: " << stealscore << endl;
+ killFleet(unittype, lost, tick);
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::distributeStolenShips(std::map<std::string, std::map<std::string, int> > stolen, std::vector<Fleet*> fleets, int tick)
+{
+ for(map<string, map<string, int> >::iterator i = stolen.begin(); i != stolen.end(); ++i)
+ {
+ int totalstealers = 0;
+ for (vector<Fleet*>::iterator j = fleets.begin(); j != fleets.end(); ++j)
+ totalstealers += (*j)->fleet(i->first, tick - 1);
+
+ for (map<string, int>::iterator j = i->second.begin(); j != i->second.end(); ++j)
+ {
+ for (vector<Fleet*>::iterator k = fleets.begin(); k != fleets.end(); ++k)
+ {
+ int stolen = int(float ((*k)->fleet(i->first, tick - 1)) / totalstealers * j->second);
+ (*k)->addFleet(j->first, stolen, tick);
+ }
+ }
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::calculateSalvage()
+{
+ for (FleetList::iterator i = m_Fleet.begin(); i != m_Fleet.end(); ++i)
+ {
+
+ map<string, int> res = s_Units[i->first].resources();
+
+ if (i->second.size() > 0)
+ cerr << endl << i->first << ": ";
+
+ int tick = 0;
+ for (vector<int>::iterator j = i->second.begin(); j != i->second.end(); ++j, ++tick)
+ {
+ int lostunits = fleet(i->first, tick - 1) - fleet(i->first, tick);
+
+ if (lostunits <= 0)
+ continue;
+ cerr << "(" << tick << ":" << fleet(i->first, tick) << ") ";
+ for (map<string, int>::iterator k = res.begin(); k != res.end(); ++k)
+ addResource(k->first, int(lostunits * k->second * 0.25), tick);
+ }
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::resetTicks()
+{
+ for (FleetList::iterator i = m_Fleet.begin(); i != m_Fleet.end(); ++i)
+ {
+ if ( i->second.size() < 2)
+ continue;
+
+ int temp = i->second[0];
+ i->second.clear();
+
+ if (temp > 0)
+ i->second.push_back(temp);
+ }
+ resetResources();
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+int Fleet::freePodGuns(int tick)
+{
+ int guns = 0;
+ for (FleetList::const_iterator i = m_Fleet.begin(); i != m_Fleet.end(); ++i)
+ {
+ if (s_Units[i->first].type() == "Pod")
+ {
+ guns += freeFleet(i->first, tick) * s_Units[i->first].guns();
+ }
+ }
+ guns -= usedPodGuns(tick);
+ return guns;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+int Fleet::usedPodGuns(int tick) const
+{
+ int ticks = m_UsedPodGuns.size();
+
+ if (ticks == 0)
+ return 0;
+
+ if (tick < 0)
+ return m_UsedPodGuns[0];
+
+ --ticks;
+
+ if (ticks < tick)
+ return m_UsedPodGuns[ticks];
+
+ return m_UsedPodGuns[tick];
+
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::usePodGuns(int tick, int guns)
+{
+ int ticks = m_UsedPodGuns.size();
+
+ for (int i = ticks; i <= tick; ++i)
+ {
+ m_UsedPodGuns.push_back(0);
+ }
+ m_UsedPodGuns[tick] += guns;
+}