units[race].setArmor(temp.toInt());
t1 >> temp;
units[race].setEMP(temp.toInt());
- t1 >> temp;
- units[race].setTotalResources(temp.toInt());
+ QString metal;
+ QString crystal;
+ QString eonium;
+ t1 >> metal;
+ t1 >> crystal;
+ t1 >> eonium;
+ units[race].setTotalResources(metal.toInt() + crystal.toInt() + eonium.toInt());
t1 >> temp;
units[race].setFuel(temp.toInt());
t1 >> temp;
{
m_Battles[name]["Friendly"]["Home Planet"] = new Planet();;
m_Battles[name]["Friendly"]["Home Fleet"] = new Fleet();
- m_Battles[name]["Hostile"];
+ m_Battles[name]["Hostile"]["Evil guy"] = new Fleet();
//Planet* pl = dynamic_cast<Planet*>(m_Battles[name]["Friendly"]["Home Planet"]);
modified = true;
connect(m_NumberView, SIGNAL(selectionChanged(QListViewItem *)), SLOT(slotFleetSelection(QListViewItem *)));
connect(m_FleetView, SIGNAL(fleetChanged(const Fleet*)), SLOT(slotFleetChanged(const Fleet*)));
connect(m_GenericFleetView, SIGNAL(fleetChanged(const Fleet*)), SLOT(slotFleetChanged(const Fleet*)));
+ connect(m_TickView, SIGNAL(ticksChanged(int,int)), m_FleetView, SLOT(slotViewTickRange(int,int)));
+ connect(m_TickView, SIGNAL(ticksChanged(int,int)), m_GenericFleetView, SLOT(slotViewTickRange(int,int)));
}
BSView::~BSView()
delete m_FleetView;
m_FleetView = new FleetView(fl, friendly);
connect(m_FleetView, SIGNAL(fleetChanged(const Fleet*)), SLOT(slotFleetChanged(const Fleet*)));
+ connect(m_TickView, SIGNAL(ticksChanged(int,int)), m_FleetView, SLOT(slotViewTickRange(int,int)));
m_FleetViews->addWidget(m_FleetView, 1);
}
m_FleetViews->raiseWidget(1);
{
s_Units = units;
- /*
+
for (UnitList::iterator i = s_Units.begin(); i != s_Units.end(); i++)
{
<< s_Units[(*i).first].ETA() << "\t"
<< s_Units[(*i).first].type() << endl;
}
- */
+
}
//////////////////////////////////////////////////////////////////////////
//
void Fleet::setFleet(string unittype, int number, int tick = 0)
{
- if (m_Fleet[unittype].size() <= tick)
+ 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(number);
- return;
+ m_Fleet[unittype].push_back(earlier);
}
m_Fleet[unittype][tick] = number;
}
--ticks;
if (ticks < tick)
- m_Fleet[unittype][ticks];
+ return m_Fleet[unittype][ticks];
return m_Fleet[unittype][tick];
}
for (vector<Fleet*>::iterator j = fleets.begin(); j != fleets.end(); ++j)
{
- // FIXTHIS!! m_Fleet[i->first][0] += j->fleet(i->first, tick);
+ 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);
+ }
+ }
}
//////////////////////////////////////////////////////////////////////////
//
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];
+ int bticks = m_BlockedFleet[unittype].size();
+
+ --bticks;
+
+ if (bticks < tick)
+ return fleet(unittype, tick);
- return m_Fleet[unittype][tick] - m_BlockedFleet[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;
- int power = s_Units[unittype].power() * number;
+ if (guns == 0)
+ return;
+
+ cerr << unittype << " with " << guns << " guns\n";
int gunsleft = guns;
- for (vector<string>::iterator i = s_Units[unittype].target().begin(); i != s_Units[unittype].target().end(); ++i)
+ 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)
{
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]);
- if (m_Fleet[j->first][1] > 0 && (*i) == j->second.type())
+ //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();
- int k = maxguns;
+ 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)
{
{
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)
}
}
}
+
}
+
+ cerr << hitunits[j->first] << " units of type: " << j->first << "killed\n";
if (k <= 0)
gunsleft -= maxguns;
else
}
}
+/////////////////////////////////////////////////////////////////////
+//
+void FleetView::slotViewTickRange(int min = -1, int max = -1)
+{
+ if (min > -1)
+ m_iMinTick = min;
+ if (max > -1)
+ m_iMaxTick = max;
+
+ for(vector<QString>::iterator i = m_Names.begin(); i != m_Names.end(); ++i)
+ {
+ int before = m_Fleet->fleet(i->latin1(), m_iMinTick);
+ int after = m_Fleet->fleet(i->latin1(), m_iMaxTick);
+ m_UnitsLostSurvivedView[(*i)]->setText(QString("%1").arg(after - before));
+ }
+}
bool isFriendly();
bool isModified();
+
+public slots:
+ void slotViewTickRange(int min = -1 , int max = -1);
signals:
void fleetChanged(const Fleet*);
bool m_Modified;
+ int m_iMinTick;
+ int m_iMaxTick;
+
std::vector<QString> m_Names;
std::map<QString, QLabel*> m_UnitsLabel;
std::map<QString, QLineEdit*> m_UnitsEdit;
#include "planet.h"
+#include <iostream>
using namespace std;
Planet::Planet()
//
void Planet::runBattle(std::vector<Fleet*> friendly, std::vector<Fleet*> hostile)
{
- for(int tick = 1; ; ++tick)
+ if (hostile.size() == 0)
+ return;
+
+ int skipped = 0;
+ for(int tick = 1; skipped < 20; ++tick)
{
//See who's in the battle at the current tick
vector<Fleet*> friends = calculateSide(friendly, 6, tick);
// No idea to calculate anything if noone is there.. ;)
if (hostiles.size() == 0)
- break;
+ {
+ skipped++;
+ continue;
+ }
+ else
+ skipped = 0;
Planet allFriends;
allFriends.addToThis(friends);
calcOneTick(&allFriends, &allHostiles, stealfriendly, stealhostile );
allFriends.distributeLossesGains(friends, tick);
- allHostiles.distributeLossesGains(friends, tick);
+ allHostiles.distributeLossesGains(hostiles, tick);
}
}
{
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;
+ unitsinit[i->second.initiative()] = i->first;
for (map<int, string>::iterator i = unitsinit.begin(); i != unitsinit.end(); ++i)
{
string unittype = i->second;
+ cerr << "Initiative: " << s_Units[unittype].initiative() << " with unit: " << unittype << endl;
+
if (s_Units[unittype].type() == "EMP")
{
hostiletemp->takeEMP(unittype, friendly->freeFleet(unittype, 1));
}
//set the the objects so they point at the modified objects
- delete friendly;
- friendly = friendlytemp;
- delete hostile;
- hostile = hostiletemp;
+ *friendly = *friendlytemp;
+ delete friendlytemp;
+ *hostile = *hostiletemp;
+ delete hostiletemp;
}
}
{
QApplication::setOverrideCursor( Qt::WaitCursor );
- //doc->runBattleSimulation();
+ doc->runBattleSimulation();
QApplication::restoreOverrideCursor();
}
\ No newline at end of file
<includes>
<include location="local" impldecl="in implementation">roidseditview.ui.h</include>
</includes>
+<variables>
+ <variable>QString test;</variable>
+</variables>
<signals>
<signal>changed(const QString&, int)</signal>
</signals>
void RoidsEditView::slotValueChanged( const QString & s )
{
QString type = sender()->name();
-
+
if (type == "MetalEdit")
type = tr("metal");
else if (type == "CrystalEdit")
type = tr("eonium");
else if (type == "UninitEdit")
type = tr("uninit");
- else if (type == "ScoreEdit")
+ else if (type == "ScoreEdit")
type = tr("score");
-
+ test = type;
emit changed(type, s.toInt());
}
\ No newline at end of file
<number>1</number>
</property>
<property name="minValue">
- <number>1</number>
+ <number>0</number>
+ </property>
+ <property name="value">
+ <number>0</number>
</property>
</widget>
<widget class="QLabel">
<cstring>maxTickSpin</cstring>
</property>
<property name="minValue">
- <number>1</number>
+ <number>0</number>
</property>
</widget>
<widget class="QCheckBox">
<includes>
<include location="local" impldecl="in implementation">tickviewbase.ui.h</include>
</includes>
+<signals>
+ <signal>ticksChanged(int,int);</signal>
+</signals>
<slots>
<slot access="protected">slotMaxTick( int i )</slot>
<slot access="protected">slotMinTick( int i )</slot>
{
if ( !oneTickCheck->isChecked())
minTickSpin->setMaxValue(i);
+
}
void CTickViewBase::slotMinTick( int i )
maxTickSpin->setValue(i);
minTickSpin->setValue(i);
}
+ emit ticksChanged( minTickSpin->value(), maxTickSpin->value());
}
void CTickViewBase::slotOneTick( bool b )
+Mesonic Cutter
+5 Co Fi Co -- 49 25 40 1 3 50 -1 400 400 800 0 0 PDS
+Tachyon Beamer
+5 Fr Fr Co -- 50 20 35 1 10 75 -1 750 750 1500 0 0 PDS
+Pulse Cannon
+5 De De Fr All 51 15 30 1 20 150 -1 2250 2250 4000 0 0 PDS
+Hadron Turret
+5 Cr Cr De All 52 10 25 1 30 225 -1 5000 5000 8000 0 0 PDS
+Ion Launcher
+5 Bs Bs Cr All 53 5 20 1 60 350 -1 10000 10000 16000 0 0 PDS
+Harpy
+1 Fi Fi Co Fr 11 38 37 3 1 5 65 1250 0 0 10 2 Normal
+Phoenix
+1 Co Fr Co Fi 18 25 22 2 5 10 55 2250 250 0 20 3 Normal
+Gryphon
+1 Co Cr De -- 19 24 13 1 10 12 65 2250 750 0 25 3 Normal
+Centaur
+1 Fr Fi Co -- 24 23 45 7 2 25 65 3500 2500 0 65 3 Normal
+Chimera
+1 Fr Fr De All 25 22 23 5 2 35 70 5500 1500 0 80 4 Normal
+Drake
+1 Fr De Fr Co 26 19 17 5 3 45 85 6250 2000 0 95 4 Normal
+Pegasus
+1 De Fi Co -- 10 23 45 12 3 50 75 4000 8000 0 135 3 Normal
+Unicorn
+1 De Bs Cr De 30 17 10 3 25 85 80 12000 4000 0 175 4 Normal
+Hydra
+1 Cr Fr Co -- 35 13 22 7 16 140 70 14000 9000 0 225 4 Normal
+Syren
+1 Cr Cr De All 36 10 15 8 15 180 75 22000 8000 0 350 5 Normal
+Wyvern
+1 Bs De Fr -- 28 12 15 12 27 160 90 30000 24000 0 400 4 Normal
+Dragon
+1 Bs Bs Cr -- 39 5 10 12 40 500 95 70000 16000 0 700 5 Normal
Spider
-2 Fi Co Fi -- 7 30 0 1 0 5 65 1250 10 2 EMP
+2 Fi Co Fi -- 0 30 0 1 0 5 65 0 1250 0 10 2 EMP
Vindicator
-2 Fi Fi Co -- 21 40 42 1 2 3 50 1250 10 2 Normal
+2 Fi Fi Co -- 14 40 42 1 2 3 50 1250 0 0 10 2 Normal
Scarab
-2 Co Fr Co -- 8 23 0 2 0 20 55 2500 20 3 EMP
+2 Co Fr Co -- 1 23 0 1 0 20 55 1750 1250 0 20 3 EMP
Defender
-2 Co Cr De Fr 27 25 15 1 7 20 75 2500 30 3 Normal
+2 Co Cr De Fr 20 25 15 1 7 20 75 2000 500 0 30 3 Normal
Roach
-2 Co De Cr -- 9 20 0 3 0 25 65 3000 40 3 EMP
-Black Widowa
-2 Fr Fr Co -- 10 20 0 6 0 30 70 7500 85 4 EMP
+2 Co De Cr -- 2 20 0 1 0 25 65 2750 1250 0 40 3 EMP
+Black Widow
+2 Fr Co Fr -- 3 20 0 5 0 30 70 4500 3000 0 85 4 EMP
Widow Maker
-2 De Bs Cr -- 40 15 10 3 20 100 80 16000 160 4 Normal
+2 De Bs Cr -- 33 15 10 3 20 100 80 10000 6000 0 160 4 Normal
Tarantula
-2 Cr Cr De All 11 12 0 6 0 135 70 28000 320 4 EMP
+2 Cr Cr De All 6 14 0 6 0 135 70 16000 12000 0 320 4 EMP
Avenger
-2 Cr Co Fr All 44 10 27 10 4 150 75 30000 340 5 Normal
+2 Cr Co Fr All 37 10 27 10 4 150 75 22500 7500 0 340 5 Normal
Mantis
-2 Cr Bs -- -- 12 7 0 10 0 225 85 33000 400 5 EMP
+2 Cr Bs -- -- 5 7 0 10 0 225 85 20000 13000 0 400 5 EMP
Guardian
-2 Bs Fi Co Fr 48 5 40 25 4 600 96 86000 700 5 Normal
+2 Bs Fi Co Fr 41 5 40 25 4 600 96 60000 26000 0 700 5 Normal
Scorpion
-2 Bs Fi Co -- 13 5 0 100 0 400 99 76000 750 5 EMP
+2 Bs Fi Co -- 4 5 0 90 0 400 99 50000 36000 0 750 5 EMP
+Vsharrack Fighter
+3 Fi Fi Co -- 7 40 45 2 2 3 40 1250 0 0 10 2 Cloak
+Daeraith Pulsar
+3 Fi Fr De -- 8 35 25 3 2 2 45 1300 250 0 10 2 Cloak
+Lyvidian Sentinel
+3 Fi Co Fr All 9 30 25 2 3 5 50 1600 350 0 10 3 Cloak
+Culdassa Arrowhead
+3 Co Fi Co -- 15 15 40 9 1 10 30 1250 1250 0 20 3 Cloak
+Voracean Predator
+3 Co Fr Co All 16 25 20 4 2 15 35 1500 1250 0 25 3 Cloak
+Andvordian Bomber
+3 Co Bs Cr De 17 25 20 1 8 10 40 2250 750 0 35 3 Cloak
+Tzen Bolt Thrower
+3 Fr Fr Co -- 21 20 23 6 5 30 70 4000 3000 0 65 4 Cloak
+Hysperian Lancer
+3 Fr De Cr -- 22 18 20 4 7 35 60 3750 3750 0 75 4 Cloak
+Cryvellian Broadsword
+3 Fr Cr Bs -- 23 15 25 3 10 40 60 4250 3750 0 95 4 Cloak
+Kthal Fireblade
+3 De Bs De -- 29 10 5 4 50 65 85 18000 6000 0 165 4 Cloak
+Xentrallis Peacekeeper
+3 Cr Cr De All 34 15 15 8 10 105 70 18000 12000 0 360 5 Cloak
+Valaerian Flagship
+3 Bs Co Fi -- 38 5 20 80 5 325 90 44000 34000 0 750 5 Cloak
+Corsair
+4 Fi Fr Co -- 12 45 25 2 1 1 15 400 350 0 5 2 Normal
+Cutlass
+4 Fi Fi Co Fr 13 30 45 3 1 5 25 1250 0 0 10 2 Normal
+Smuggler
+4 Co -- -- -- 47 25 0 0 0 12 20 2000 600 0 25 3 Special
+Thief
+4 Fr Co Fi -- 42 20 25 2 4 22 60 1750 2250 0 75 4 Steal
+Cutter
+4 Fr De Co Fi 27 20 20 4 5 35 60 5500 1500 0 65 4 Normal
+Buccaneer
+4 De Bs Cr De 31 15 10 5 15 60 65 10000 6000 0 140 4 Normal
+Clipper
+4 De De Fr All 32 18 20 15 5 65 65 4000 10000 0 150 4 Normal
+Marauder
+4 De Fr -- -- 43 10 25 10 5 90 60 7500 8500 0 195 4 Steal
+Rogue
+4 Cr De Fr -- 44 10 20 8 10 95 40 8250 9750 0 410 5 Steal
+Pillager
+4 Cr Cr De -- 45 10 20 4 20 125 40 11000 13000 0 420 5 Steal
+Pirate
+4 Bs Bs Cr -- 46 6 10 5 30 275 80 28500 25500 0 700 5 Steal
+Man o' War
+4 Bs Fr Co Fi 40 5 30 40 6 400 90 36000 40000 0 800 5 Normal
+Astro Pod
+0 Fr -- -- -- 48 20 0 0 0 10 55 1850 1850 0 125 4 Special