for (vector<Fleet*>::iterator j = fleets.begin(); j != fleets.end(); ++j)
{
- m_Fleet[i->first][0] += (*j)->fleet(i->first, tick);
+ 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;
}
}
}
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 lost = totallost * ( (*j)->fleet(unittype, tick - 1) / m_Fleet[unittype][0] );
- cerr << (*j)->name() << " gaining " << lost << " " << unittype << endl;
+ 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;
(*j)->setFleet(unittype, (*j)->fleet(unittype, tick - 1) + lost, tick);
}
}
void Fleet::takeShoot(std::string unittype, int number, std::map<std::string, int>& hitunits)
{
- int guns = s_Units[unittype].guns() * number;
+ float guns = s_Units[unittype].guns() * number;
+
+ cerr << number << " " << unittype << ": with " << guns << " guns\n";
+
if (guns == 0)
return;
cerr << unittype << ": with " << guns << " guns\n";
- int gunsleft = guns;
+ 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);
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;
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;
+ //cerr << "Targets agility: " << s_Units[j->first].agility() << endl;
+ //cerr << "Weaponspeed: " << s_Units[unittype].weaponSpeed() << endl;
while (k > 0)
{
cerr << unittype << ": with " << guns << " guns\n";
- int gunsleft = guns;
+ 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);
//
void Fleet::killFleet(std::string unittype, int number, int tick = 0)
{
- if (m_Fleet[unittype].size() <= 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(m_Fleet[unittype][m_Fleet[unittype].size()] - number);
- return;
+ m_Fleet[unittype].push_back(earlier);
}
m_Fleet[unittype][tick] -= number;
}