{
}
+//////////////////////////////////////////////////////////////////////////
+//
+int Fleet::freeFleet(std:: string unittype, int tick = 0)
+{
+ if (m_Fleet[unittype].size() == 0)
+ return 0;
+ if (m_BlockedFleet[unittype].size() < tick)
+ return m_Fleet[unittype][tick];
+
+ return m_Fleet[unittype][tick] - m_BlockedFleet[unittype][tick];
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::takeShoot(std::string unittype, int number, std::map<std::string, int>& hitunits)
+{
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::takeEMP(std::string unittype, int number)
+{
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::killFleet(std::string unittype, int number, int tick = 0)
+{
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void setResource(std::string type, int number, int tick = 0)
+{
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+int resource(std::string type, int tick = 0)
+{
+}
+
typedef std::map<std::string, std::vector<int> > FleetList;
typedef std::map<std::string, UnitType> UnitList;
typedef std::map<std::string, std::vector<int> > RaceList;
+typedef std::map<std::string, std::vector<int> > ResourceList;
//! An abstraction of a fleet and the engine for the battle simulation.
/**This class and it's derivates is the engine for the whole battlesystem.
* One of the few parts that I plan make fully portable.
void setFleet(std::string unittype, int number);
int fleet(std::string unittype, int tick = 0);
+
+ int freeFleet(std:: string unittype, int tick = 0);
static void setRaces(RaceList& races);
static void setUnits(UnitList& units);
std::vector<Fleet*> calculateSide(std::vector<Fleet*> fleets, int stays = 0, int tick = 0);
+ void takeShoot(std::string unittype, int number, std::map<std::string, int>& hitunits);
+ void takeEMP(std::string unittype, int number);
+ void killFleet(std::string unittype, int number, int tick = 0);
+ void setResource(std::string type, int number, int tick = 0);
+ int resource(std::string type, int tick = 0);
+
protected:
std::string m_sRace;
int m_iETA;
FleetList m_Fleet;
+ FleetList m_BlockedFleet;
+ ResourceList m_Resources;
+
static UnitList s_Units;
static RaceList s_Races;
Fleet allHostiles;
allHostiles.addToThis(hostiles);
- calcOneTick(&allFriends, &allHostiles);
+ map<string, map<string, int> > stealfriendly;
+ map<string, map<string, int> > stealhostile;
+
+ calcOneTick(&allFriends, &allHostiles, stealfriendly, stealhostile );
allFriends.distributeLossesGains(friends, tick);
allHostiles.distributeLossesGains(friends, tick);
//////////////////////////////////////////////////////////////////////////
//
-void Planet::calcOneTick(Planet* friendly, Fleet* Hostile)
+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 )
{
+ map<int, string> unitsinit; // order units after their ininitiative
+ for (UnitList::iterator i = s_Units.begin(); i != s_Units.end(); ++i)
+ unitsinit[i->second.ETA()] = 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;
+
+ 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]);
+ }
+ 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")
+ {
+ float capping = friendly->m_iScore / hostile->score() / 10;
+ for (RoidList::iterator roids = m_Roids.begin(); roids != m_Roids.end(); ++roids)
+ {
+ int caproids = capping * roids->second[0];
+ int freepods = hostiletemp->freeFleet(unittype, 1);
+
+ if (freepods == 0)
+ break;
+ if (freepods < caproids)
+ caproids = caproids - freepods;
+
+ roids->second.push_back(roids->second[0] - caproids);
+ hostiletemp->killFleet(unittype, caproids, 1);
+ }
+ }
+
+ //set the the objects so they point at the modified objects
+ delete friendly;
+ friendly = friendlytemp;
+ delete hostile;
+ hostile = hostiletemp;
+ }
}
void runBattle(std::vector<Fleet*> friendly, std::vector<Fleet*> hostile);
protected:
- void calcOneTick(Planet* friendly, Fleet* Hostile);
+ void 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 );
unsigned m_iScore;
RoidList m_Roids;