}
m_InfoView->setBattles(battlenames);
updateInfoView();
+ setCurrentListViewItem();
updateFleetView();
}
if (lvi->parent() == '\0')
{
m_FleetViews->raiseWidget(0);
+ m_sFleet = QString::null;
+ m_sGroup = QString::null;
+ QString temp = lvi->text(0);
+
+ if (temp != m_sBattle)
+ {
+ m_sBattle = temp;
+ slotGenerateReport();
+ }
}
else if (lvi->parent()->parent() == '\0')
{
+ m_sFleet = QString::null;
+ m_sGroup = lvi->text(0);
+ QString temp = lvi->parent()->text(0);
+
+ if (temp != m_sBattle)
+ {
+ m_sBattle = temp;
+ slotGenerateReport();
+ }
+
if (lvi->text(0) == tr("Friendly"))
{
// m_FleetView->slotAttacker(false);
const Planet* pl = dynamic_cast<const Planet*>(fl);
if (pl)
{
+ cerr << "generating....." << endl;
ReportList report = pl->report();
QString t;
{
t.append(QString("<li>Now handling initiative: %0\n").arg(j->first));
t.append("<ul type=circle>\n");
+
for(map<string, map<string, map<string, int> > >::iterator k = j->second.begin(); k != j->second.end(); ++k)
{
for(map<string, map<string, int> >::iterator l = k->second.begin(); l != k->second.end(); ++l)
t.append(QString("<li>%0 %1 %2 killing/blocking at: \n").arg(l->second["000"]).arg(k->first.c_str()).arg(l->first.c_str()));
t.append("<ul type=square>\n");
+ for(map<string, int>::iterator m = l->second.begin(); m != l->second.end(); ++m)
+ {
+ if (m->first != "000")
+ t.append(QString("<li>%0 %1</li>").arg(m->second).arg(m->first.c_str()));
+ }
+
t.append("</ul>\n");
t.append("</li>\n");
}
}
t.append("</qt>\n");
//cerr << t.latin1();
- m_Report->clear();
+ //m_Report->clear();
m_Report->setText(t);
}
//m_Report->append("<b>test\n<b>");
}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void BSView::setCurrentListViewItem()
+{
+ QListViewItemIterator i(m_NumberView);
+ while ( i.current() != 0)
+ {
+ QListViewItem* lvi = i.current();
+ if (lvi->parent() == '\0')
+ {
+ if (m_sFleet.isNull() && m_sGroup.isNull() && m_sBattle == lvi->text(0))
+ {
+ m_NumberView->setCurrentItem(lvi);
+ return;
+ }
+ }
+ else if (lvi->parent()->parent() == '\0')
+ {
+ if (m_sFleet.isNull() && m_sGroup == lvi->text(0) && m_sBattle == lvi->parent()->text(0))
+ {
+ m_NumberView->setCurrentItem(lvi);
+ return;
+ }
+ }
+ else
+ {
+ if (m_sFleet == lvi->text(0) && m_sGroup == lvi->parent()->text(0) && m_sBattle == lvi->parent()->parent()->text(0))
+ {
+ m_NumberView->setCurrentItem(lvi);
+ return;
+ }
+ }
+ ++i;
+ }
+ m_NumberView->setCurrentItem(m_NumberView->firstChild());
+}
s_Units = units;
-
+/*
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].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].EMP() << "\t"
<< s_Units[(*i).first].totRes() << "\t"
<< s_Units[(*i).first].fuel() << "\t"
- << s_Units[(*i).first].ETA() << "\t"*/
+ << s_Units[(*i).first].ETA() << "\t"
<< s_Units[(*i).first].type() << endl;
}
+ */
}
//////////////////////////////////////////////////////////////////////////
{
int fl1 = (*j)->fleet(unittype, tick - 1);
float part = float(fl1) / fleet(unittype, 0) ;
- int lost = totallost * part;
+ int lost = int(totallost * part);
(*j)->setFleet(unittype, (*j)->fleet(unittype, tick - 1) + lost, tick);
cerr << (*j)->name() << " gaining " << lost << " " << unittype << " since it's " << part * 100 << "% of the whole fleet, and it had : " << fl1 << " units last tick.." << endl;
- lost = part * blockedFleet(unittype, 0);
+ lost = int(part * blockedFleet(unittype, 0));
cerr << (*j)->name() << " got " << lost << " blocked " << unittype << ", the total number of blocked ships was: " << blockedFleet(unittype, 0) << endl;
//////////////////////////////////////////////////////////////////////////
//
-std::vector<Fleet*> Fleet::calculateSide(std::vector<Fleet*> fleets, int stays, int tick)
+std::vector<Fleet*> Fleet::calculateSide(std::vector<Fleet*> fleets, int tick)
{
vector<Fleet*> fl;
for (vector<Fleet*>::iterator i = fleets.begin(); i != fleets.end(); ++i)
if (guns == 0)
return;
- cerr << number << " " << unittype << ": with " << guns << " guns\n";
+ //cerr << number << " " << unittype << ": with " << guns << " guns\n";
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);
- cerr << "Shooting at target class: " << ta << endl;
+ //cerr << "Shooting at target class: " << ta << endl;
while (gunsleft > 0)
{
}
- cerr << hitunits[j->first] << " units of type: " << j->first << "killed\n";
+ //cerr << hitunits[j->first] << " units of type: " << j->first << "killed\n";
if (k <= 0)
gunsleft -= maxguns;
else
if (guns == 0)
return;
- cerr << unittype << ": with " << guns << " guns\n";
+ //cerr << unittype << ": with " << guns << " guns\n";
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);
- cerr << "Shooting at target class: " << ta << endl;
+ //cerr << "Shooting at target class: " << ta << endl;
while (gunsleft > 0)
{
for (map<string, int*>::iterator j = targets.begin(); j != targets.end(); ++j)
{
float maxguns = float((*j->second))/total * guns;
- cerr << "Now shooting at target: " << j->first << endl;
+ //cerr << "Now shooting at target: " << j->first << endl;
double k = maxguns;
k -= float(100)/(100-eres);
hits++;
+ hitunits[j->first]++;
blockFleet(j->first, 1);
}
- cerr << hits << " units of type: " << j->first << " blocked\n";
+ //cerr << hits << " units of type: " << j->first << " blocked\n";
if (k <= 0)
gunsleft -= maxguns;
else
{
unsigned fl1 = (*j)->score(tick - 1);
float part = float(fl1) / score(0) ;
- int lost = totcapped * part;
+ int lost = int(totcapped * part);
cerr << (*j)->name() << " gaining " << lost << " " << res << " since it's " << part * 100 << "% of the whole score, and it had : " << fl1 << " score last tick.. compared to fleet total of: " << score(0) << endl;
int stealscore = 0;
for (map<string, int>::iterator i = stolen.begin(); i != stolen.end(); ++i)
{
- stealscore += stolen[i->first] * (s_Units[i->first].totRes() / 10.0);
+ stealscore += int(stolen[i->first] * (s_Units[i->first].totRes() / 10.0));
}
- int lost = stealscore / (s_Units[unittype].totRes() / 10.0);
+ int lost = int(stealscore / (s_Units[unittype].totRes() / 10.0));
cerr << "Lost " << lost << " " << unittype << " due to stealing ships worth: " << stealscore << endl;
killFleet(unittype, lost, tick);
{
for (vector<Fleet*>::iterator k = fleets.begin(); k != fleets.end(); ++k)
{
- int stolen = float ((*k)->fleet(i->first, tick - 1)) / totalstealers * j->second;
+ int stolen = int(float ((*k)->fleet(i->first, tick - 1)) / totalstealers * j->second);
(*k)->addFleet(j->first, stolen, tick);
}
}
continue;
cerr << "(" << tick << ":" << fleet(i->first, tick) << ") ";
for (map<string, int>::iterator k = res.begin(); k != res.end(); ++k)
- addResource(k->first, lostunits * k->second * 0.25, tick);
+ addResource(k->first, int(lostunits * k->second * 0.25), tick);
}
}
}
for(int tick = 1; skipped < 20; ++tick)
{
//See who's in the battle at the current tick
- vector<Fleet*> friends = calculateSide(friendly, 6, tick);
- vector<Fleet*> hostiles = calculateSide(hostile, 3, tick);
+ vector<Fleet*> friends = calculateSide(friendly, tick);
+ vector<Fleet*> hostiles = calculateSide(hostile, tick);
// No idea to calculate anything if noone is there.. ;)
if (hostiles.size() == 0)
return;
}
- m_Report[tick][init]["Friendly"][unittype] = friendlyhits;
- m_Report[tick][init]["Friendly"][unittype]["000"] = freefriendly;
- m_Report[tick][init]["Hostile"][unittype] = hostilehits;
- m_Report[tick][init]["Hostile"][unittype]["000"] = freehostile;
+ if (freefriendly > 0)
+ {
+ m_Report[tick][init]["Friendly"][unittype] = friendlyhits;
+ m_Report[tick][init]["Friendly"][unittype]["000"] = freefriendly;
+ }
+ if (freehostile > 0)
+ {
+ m_Report[tick][init]["Hostile"][unittype] = hostilehits;
+ m_Report[tick][init]["Hostile"][unittype]["000"] = freehostile;
+ }
//set the the objects so they point at the modified objects
*friendly = *friendlytemp;