]> ruin.nu Git - hbs.git/blobdiff - bs/planet.cpp
The work on the combat algorithm is going forward, nothing worth compiling yet though.
[hbs.git] / bs / planet.cpp
index 03c45370700acb53018ce2c342cebaa477cc0992..9c421ccc4b9b71abe7e58af0d96e7caed2a87f28 100644 (file)
 
 #include "planet.h"
 
-Planet::Planet(){
+using namespace std;
+
+Planet::Planet()
+{
+       m_sRace = "Planet";
+       m_iScore = 0;
 }
+
 Planet::~Planet(){
 }
+
+//////////////////////////////////////////////////////////////////////////
+//
+unsigned Planet::planetScore() const
+{
+       return m_iScore;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Planet::setPlanetScore(unsigned i)
+{
+       m_iScore = i;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+int Planet::roids(std::string type, int tick = 0) const
+{
+       // const... I would like [] as for const types: int ticks = m_Roids[type].size();
+       
+       vector<int>const* roids = 0;
+       for (RoidList::const_iterator i = m_Roids.begin(); i != m_Roids.end(); ++i)
+       {
+               if (i->first == type)
+               {
+                       roids = &i->second;
+                       break;
+               }
+       }
+       if (roids == 0)
+               return 0;
+
+       int ticks = roids->size();
+
+       if( ticks == 0)
+               return 0;
+       if (ticks < tick)
+               return roids->at(ticks);
+       return roids->at(tick);
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Planet::setRoids(std::string type, int number)
+{
+       if (m_Roids[type].size() == 0)
+               m_Roids[type].push_back(number);
+       m_Roids[type][0] = number;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Planet::runBattle(std::vector<Fleet*> friendly, std::vector<Fleet*> hostile)
+{
+       for(int tick = 1; ; ++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);
+
+               // No idea to calculate anything if noone is there.. ;)
+               if (hostiles.size() == 0)
+                       break;
+
+               Planet allFriends;
+               allFriends.addToThis(friends);
+               
+               Fleet allHostiles;
+               allHostiles.addToThis(hostiles);
+
+               calculateOneTick(&allFriends, &allHostiles);
+
+               allFriends.distributeLossesGains(friends, tick);
+               allHostile.distributeLossesGains(friends, tick);
+       }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void calcOneTick(Planet* friendly, Fleet* Hostile)
+{
+}
+