#include "fleet.h"
#include <iostream>
+#include <cstdlib>
using namespace std;
//Static variables
m_iETA = 0;
m_sRace = "Cathaar";
}
+
Fleet::~Fleet(){
}
//////////////////////////////////////////////////////////////////////////
//
-string Fleet::Name() const
+string Fleet::name() const
{
return m_sName;
}
//////////////////////////////////////////////////////////////////////////
//
-string Fleet::Race() const
+string Fleet::race() const
{
return m_sRace;
}
/** This function iterates through m_Fleet and adds all numbers together to
* produce a total.
*/
-int Fleet::NumberOfShips() const
+int Fleet::numberOfShips() const
{
int total = 0;
for (map<string, vector<int> >::const_iterator i = m_Fleet.begin(); i != m_Fleet.end(); ++i)
{
- total += i->second[0];
+ if (i->second.size() != 0)
+ total += i->second[0];
}
return total;
{
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].Class() << "\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].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].totRes() << "\t"
+ << s_Units[(*i).first].fuel() << "\t"
<< s_Units[(*i).first].ETA() << "\t"
- << s_Units[(*i).first].Type() << endl;
+ << s_Units[(*i).first].type() << endl;
}
+*/
}
//////////////////////////////////////////////////////////////////////////
return s_Races[m_sRace];
}
+//////////////////////////////////////////////////////////////////////////
+//
+unsigned Fleet::score(int tick = 0) const
+{
+ unsigned tot_score = 0;
+
+ for (FleetList::const_iterator i = m_Fleet.begin(); i != m_Fleet.end(); ++i)
+ {
+ 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;
+ }
+
+ return tot_score;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::setFleet(string unittype, int number, int tick = 0)
+{
+ 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 = 0)
+{
+ int ticks = m_Fleet[unittype].size();
+ if (ticks == 0)
+ return 0;
+
+ --ticks;
+
+ if (ticks < tick)
+ return m_Fleet[unittype][ticks];
+
+ return m_Fleet[unittype][tick];
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+int Fleet::blockedFleet(std::string unittype, int tick = 0)
+{
+ 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 = 0)
+{
+ 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;
+
+}
+
+//////////////////////////////////////////////////////////////////////////
+//FIXME
+void Fleet::addToThis(std::vector<Fleet*> fleets, int tick = 0)
+{
+ 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);
+
+ for (vector<Fleet*>::iterator j = fleets.begin(); j != fleets.end(); ++j)
+ {
+ int num = (*j)->fleet(i->first, tick);
+ m_Fleet[i->first][0] += num;
+ if (num > 0)
+ cerr << (*j)->name() << " adding " << num << " units of type " << i->first << endl;
+ }
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::distributeLossesGains(std::vector<Fleet*> fleets, int tick = 0)
+{
+ for (UnitList::iterator i = s_Units.begin(); i != s_Units.end(); ++i)
+ {
+ string unittype = i->first;
+
+
+ if (m_Fleet[unittype].size() < 1)
+ continue;
+ 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;
+ (*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 = 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)
+{
+ vector<Fleet*> fl;
+ for (vector<Fleet*>::iterator i = fleets.begin(); i != fleets.end(); ++i)
+ {
+ if (( tick - (*i)->ETA()) >= 0 && (tick - (*i)->ETA()) < stays)
+ {
+ fl.push_back((*i));
+ cerr << "Using fleet " << (*i)->name() << " for tick " << tick << endl;
+ }
+ else if ((*i)->name() == "Home Planet")
+ fl.push_back((*i));
+ }
+ return fl;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+int Fleet::freeFleet(std:: string unittype, int tick = 0)
+{
+ int bticks = m_BlockedFleet[unittype].size();
+
+ --bticks;
+
+ if (bticks < tick)
+ return fleet(unittype, tick);
+
+
+ int free = fleet(unittype,tick) - m_BlockedFleet[unittype][tick];
+ if (free < 0)
+ return 0;
+ return free;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::takeShoot(std::string unittype, int number, std::map<std::string, int>& hitunits)
+{
+
+ float guns = s_Units[unittype].guns() * number;
+
+
+ if (guns == 0)
+ return;
+
+ 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;
+ 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 )
+ 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;
+ targets[j->first] = &m_Fleet[j->first][1];
+ }
+
+ }
+
+ if (targets.size() == 0)
+ break;
+
+ int total = 0;
+ for (map<string, int*>::iterator j = targets.begin(); j != targets.end(); ++j)
+ total += (*j->second);
+
+ for (map<string, int*>::iterator j = targets.begin(); j != targets.end(); ++j)
+ {
+ float maxguns = float((*j->second))/total * guns;
+ //cerr << "Now shooting at target: " << j->first << endl;
+
+ if (m_Armor[j->first] <= 0 || m_Armor[j->first] > s_Units[j->first].armor())
+ m_Armor[j->first] = s_Units[j->first].armor();
+ double k = maxguns;
+
+ //cerr << "Targets agility: " << s_Units[j->first].agility() << endl;
+ //cerr << "Weaponspeed: " << s_Units[unittype].weaponSpeed() << endl;
+ while (k > 0)
+ {
+
+ if (*(j->second) <= 0)
+ break;
+
+ int wpsp = s_Units[unittype].weaponSpeed();
+ int agil = s_Units[j->first].agility();
+
+ k -= float(100)/(25 + wpsp - agil);
+ //cout << "Used " << blaha << " guns to hit with one shot.\n";
+ //cout << "WPSP: " << wpsp << "\nAgil: " << agil << endl;
+
+ m_Armor[j->first] -= s_Units[unittype].power();
+ if (m_Armor[j->first] <= 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.
+ if (m_BlockedFleet[j->first].size() >= 1)
+ {
+ int test = rand() % m_BlockedFleet[j->first][0];
+ if (test == 1
+ && 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);
+ else if (m_BlockedFleet[j->first][1] > 0)
+ m_BlockedFleet[j->first][1]--;
+ }
+ }
+ }
+
+ }
+
+ cerr << hitunits[j->first] << " units of type: " << j->first << "killed\n";
+ if (k <= 0)
+ gunsleft -= maxguns;
+ else
+ gunsleft -= maxguns - k;
+ }
+ }
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::takeEMP(std::string unittype, int number)
+{
+ int guns = s_Units[unittype].guns() * number;
+ if (guns == 0)
+ return;
+
+ 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;
+ 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].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;
+ targets[j->first] = &m_Fleet[j->first][1];
+ }
+
+ }
+
+ if (targets.size() == 0)
+ break;
+
+ int total = 0;
+ for (map<string, int*>::iterator j = targets.begin(); j != targets.end(); ++j)
+ total += (*j->second);
+
+ for (map<string, int*>::iterator j = targets.begin(); j != targets.end(); ++j)
+ {
+ float maxguns = float((*j->second))/total * guns;
+ cerr << "Now shooting at target: " << j->first << endl;
+
+ double k = maxguns;
+
+ int hits = 0;
+
+ while (k > 0)
+ {
+
+ if (*(j->second) <= blockedFleet(j->first, 1))
+ break;
+
+ int eres = s_Units[j->first].EMP();
+
+ k -= float(100)/(100-eres);
+ hits++;
+ blockFleet(j->first, 1);
+ }
+
+ cerr << hits << " units of type: " << j->first << " blocked\n";
+ if (k <= 0)
+ gunsleft -= maxguns;
+ else
+ gunsleft -= maxguns - k;
+ }
+ }
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::killFleet(std::string unittype, int number, int tick = 0)
+{
+ 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;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::setResource(std::string type, int number, int tick = 0)
+{
+
+ int ticks = m_Resources[type].size();
+ for (int i = ticks; i <= tick; ++i)
+ m_Resources[type].push_back(number);
+ m_Resources[type][tick] = number;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::addResource(std::string type, int number, int tick = 0)
+{
+
+ int ticks = m_Resources[type].size();
+ int latest = 0;
+
+ if (ticks > 0)
+ latest = m_Resources[type][ticks - 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 = 0) const
+{
+ vector<int>const* resource = 0;
+ for (ResourceList::const_iterator i = m_Resources.begin(); i != m_Resources.end(); ++i)
+ {
+ if (i->first == type)
+ {
+ resource = &i->second;
+ break;
+ }
+ }
+ if (resource == 0)
+ return 0;
+
+ int ticks = resource->size();
+
+ if( ticks == 0)
+ return 0;
+
+ --ticks;
+
+ if (ticks < tick)
+ return resource->at(ticks);
+ return resource->at(tick);
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::printFleet()
+{
+ for (UnitList::iterator i = s_Units.begin(); i != s_Units.end(); ++i)
+ {
+ for (int tick = 0; tick < 5 ;++tick)
+ {
+ int num = fleet(i->first, tick);
+
+ if (num <= 0)
+ break;
+ cerr << num << " " << i->first << " during tick: " << tick << endl;
+ }
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::blockFleet(std::string unittype, int number, int tick = 0)
+{
+ if (m_BlockedFleet[unittype].size() >= 1)
+ {
+ m_BlockedFleet[unittype][0] += number;
+ if (m_BlockedFleet[unittype].size() > 1)
+ m_BlockedFleet[unittype][1] += number;
+ else
+ m_BlockedFleet[unittype].push_back(m_BlockedFleet[unittype][0]);
+ }
+ else
+ {
+ m_BlockedFleet[unittype].push_back(number);
+ m_BlockedFleet[unittype].push_back(number);
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::distributeCappedRoids(std::vector<Fleet*> fleets, int tick = 0)
+{
+ 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 = 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);
+ }
+ }
+}
+
+