#include "planet.h"
+#include <iostream>
using namespace std;
Planet::Planet()
{
m_sRace = "Planet";
- m_iScore = 0;
+ m_iStays = -1;
}
Planet::~Planet(){
//////////////////////////////////////////////////////////////////////////
//
-unsigned Planet::planetScore() const
+unsigned Planet::planetScore(int tick) const
{
- return m_iScore;
+ int ticks = m_Score.size();
+ if (ticks == 0)
+ return 0;
+
+ --ticks;
+
+ if (ticks < tick)
+ return m_Score[ticks];
+
+ return m_Score[tick];
}
//////////////////////////////////////////////////////////////////////////
//
-void Planet::setPlanetScore(unsigned i)
+void Planet::setPlanetScore(unsigned number, int tick)
{
- m_iScore = i;
+ int earlier = 0;
+ int ticks = m_Score.size();
+
+ if (ticks != 0)
+ earlier = m_Score[ticks - 1];
+
+ for (int i = ticks; i <= tick; ++i)
+ {
+ m_Score.push_back(earlier);
+ }
+ m_Score[tick] = number;
}
//////////////////////////////////////////////////////////////////////////
//
-int Planet::roids(std::string type, int tick = 0) const
+void Planet::addPlanetScore(unsigned number, int tick)
+{
+ int earlier = 0;
+ int ticks = m_Score.size();
+
+ if (ticks != 0)
+ earlier = m_Score[ticks - 1];
+
+ for (int i = ticks; i <= tick; ++i)
+ {
+ m_Score.push_back(earlier);
+ }
+ m_Score[tick] += number;
+}
+//////////////////////////////////////////////////////////////////////////
+//
+int Planet::roids(std::string type, int tick) const
{
// const... I would like [] as for const types: int ticks = m_Roids[type].size();
if( ticks == 0)
return 0;
+ --ticks;
if (ticks < tick)
return roids->at(ticks);
return roids->at(tick);
//////////////////////////////////////////////////////////////////////////
//
-void Planet::setRoids(std::string type, int number)
+void Planet::setRoids(std::string type, int number, int tick)
{
- if (m_Roids[type].size() == 0)
- m_Roids[type].push_back(number);
- m_Roids[type][0] = number;
+ int ticks = m_Roids[type].size();
+ int roids = 0;
+ if (m_Roids[type].size() > 0)
+ roids = m_Roids[type][m_Roids[type].size() - 1];
+
+ for (int i = ticks; i <= tick; ++i )
+ m_Roids[type].push_back(roids);
+ m_Roids[type][tick] = number;
}
+//////////////////////////////////////////////////////////////////////////
+//
+void Planet::takeRoids(std::string type, int number, int tick)
+{
+ int ticks = m_Roids[type].size();
+ int roids = 0;
+ if (m_Roids[type].size() > 0)
+ roids = m_Roids[type][m_Roids[type].size() - 1];
+
+ for (int i = ticks; i <= tick; ++i )
+ m_Roids[type].push_back(roids);
+ m_Roids[type][tick] -= number;
+
+ if (type != "uninit")
+ addPlanetScore(-1000*number, tick);
+}
+
+
+
//////////////////////////////////////////////////////////////////////////
//
void Planet::runBattle(std::vector<Fleet*> friendly, std::vector<Fleet*> hostile)
{
- for(int tick = 1; ; ++tick)
+ 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();
+
+ 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 = calcualteSide(hostile, 3, tick);
+ vector<Fleet*> hostiles = calculateSide(hostile, 3, tick);
// No idea to calculate anything if noone is there.. ;)
if (hostiles.size() == 0)
- break;
+ {
+ skipped++;
+ continue;
+ }
+ else
+ skipped = 0;
Planet allFriends;
- allFriends.addToThis(friends);
+ 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);
+ 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 );
- calculateOneTick(&allFriends, &allHostiles);
+ //allFriends.printFleet();
allFriends.distributeLossesGains(friends, tick);
- allHostile.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;
+
+ //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]);
+
+ friendlytemp->calculateLostStealships(unittype, stealfriendly[unittype], 1);
+ hostiletemp->calculateLostStealships(unittype, stealhostile[unittype], 1);
+ }
+ 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")
+ {
+ //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 = 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;
+ }
+
+ //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);
+ }
}
}
//////////////////////////////////////////////////////////////////////////
//
-void calcOneTick(Planet* friendly, Fleet* Hostile)
+float Planet::capping(int tick)
{
+ int ticks = m_Capping.size();
+
+ --ticks;
+
+ if (ticks < tick)
+ return 0;
+
+ return m_Capping[tick];
}
+//////////////////////////////////////////////////////////////////////////
+//
+void Planet::setCapping(float capping, int tick)
+{
+ int ticks = m_Capping.size();
+
+ for (int i = ticks; i <= tick; ++i)
+ {
+ m_Capping.push_back(0);
+ }
+
+ if (capping <= 0.15 && capping >= 0)
+ m_Capping[tick] = capping;
+ else if (capping >= 0.15)
+ m_Capping[tick] = 0.15;
+ else
+ m_Capping[tick] = 0;
+}