Planet::Planet()
{
m_sRace = "Planet";
- m_iScore = 0;
}
Planet::~Planet(){
//////////////////////////////////////////////////////////////////////////
//
-unsigned Planet::planetScore() const
+unsigned Planet::planetScore(int tick = 0) 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 = 0)
{
- 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;
}
+//////////////////////////////////////////////////////////////////////////
+//
+void Planet::addPlanetScore(unsigned number, int tick = 0)
+{
+ 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
allHostiles.distributeLossesGains(hostiles, tick);
allHostiles.distributeCappedRoids(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);*/
}
if (s_Units[unittype].type() == "Pod")
{
- if (m_iScore > 0)
+ if (planetScore(tick - 1) > 0)
{
- float capping = float(m_iScore) / hostile->score() / 10;
+ float capping = float(planetScore(tick - 1)) / hostile->score() / 10;
cerr << "Capping is: " << capping << endl;
takeRoids(roid->first, caproids, tick);
- //FIXME: Going to move this to the distribute roids section instead..
+ //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);
//int totroids = caproids + hostiletemp->resource(roid->first, 0);
hostiletemp->addResource(roid->first, caproids, 1);
}
}
+void Planet::calculateScoreLoss(std::vector<Fleet*> friendly, int tick = 1)
+{
+ 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);
+ }
+ }
+}
+