#include "fleet.h"
#include <iostream>
+#include <cstdlib>
using namespace std;
//Static variables
map<string, vector<int> > Fleet::s_Races;
-map<string, UnitType > Fleet::s_Units;
+UnitList Fleet::s_Units;
Fleet::Fleet()
{
m_iETA = 0;
- m_sRace = "Generic";
+ 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;
//////////////////////////////////////////////////////////////////////////
//
-void Fleet::setUnits(map<string, UnitType>& units)
+void Fleet::setUnits(UnitList& units)
{
s_Units = units;
- for (map<string, UnitType >::iterator i = s_Units.begin(); i != s_Units.end(); i++)
+
+
+ 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;
}
+
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//
-const map<string, UnitType>& Fleet::Units()
+const UnitList& Fleet::Units()
{
return s_Units;
}
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)
+ {
+ if (i->second.size() >= tick)
+ break;
+ 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];
+}
+
+//////////////////////////////////////////////////////////////////////////
+//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)
+ {
+ m_Fleet[i->first][0] += (*j)->fleet(i->first, tick);
+ }
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+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)
+ break;
+ if (m_Fleet[unittype][0] == 0)
+ break;
+
+ int totallost = m_Fleet[unittype][1] - m_Fleet[unittype][0];
+
+ for (vector<Fleet*>::iterator j = fleets.begin(); j != fleets.end(); ++j)
+ {
+ int lost = totallost * ( (*j)->fleet(unittype, tick - 1) / m_Fleet[unittype][0] );
+ (*j)->setFleet(unittype, (*j)->fleet(unittype, tick - 1) + 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));
+ 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)
+{
+
+ cerr << unittype << ": " << number << " in number\n";
+ int guns = s_Units[unittype].guns() * number;
+ if (guns == 0)
+ return;
+
+ cerr << unittype << " with " << guns << " guns\n";
+
+ int 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)
+ break;
+
+ 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)
+ {
+ int maxguns = (*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();
+ float k = maxguns;
+
+ int blaha = 0;
+ cerr << "Targets agility: " << s_Units[j->first].agility() << endl;
+ cerr << "Weaponspeed: " << s_Units[unittype].weaponSpeed() << endl;
+ while (k > 0)
+ {
+
+ if (*(j->second) <= 0)
+ break;
+ k -= 100/(25+s_Units[unittype].weaponSpeed() - s_Units[j->first].agility());
+ 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)
+{
+
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::killFleet(std::string unittype, int number, int tick = 0)
+{
+ if (m_Fleet[unittype].size() <= tick)
+ {
+ m_Fleet[unittype].push_back(m_Fleet[unittype][m_Fleet[unittype].size()] - number);
+ return;
+ }
+ m_Fleet[unittype][tick] -= number;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::setResource(std::string type, int number, int tick = 0)
+{
+
+ if (m_Resources[type].size() <= tick)
+ m_Resources[type].push_back(number);
+ 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);
+}
+