if (guns == 0)
return;
- //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)
+ for (int count = 0; count < 3; ++count)
{
string ta = s_Units[unittype].target(count);
- //cerr << "Shooting at target class: " << ta << endl;
+
while (gunsleft > 0)
{
int total = 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;
if (m_Armor[j->first] <= 0 || m_Armor[j->first] > s_Units[j->first].armor())
m_Armor[j->first] = s_Units[j->first].armor();
double k = maxguns;
- //cerr << "Targets agility: " << s_Units[j->first].agility() << endl;
- //cerr << "Weaponspeed: " << s_Units[unittype].weaponSpeed() << endl;
while (k > 0)
{
int agil = s_Units[j->first].agility();
k -= float(100)/(25 + wpsp - agil);
- //cout << "Used " << blaha << " guns to hit with one shot.\n";
- //cout << "WPSP: " << wpsp << "\nAgil: " << agil << endl;
m_Armor[j->first] -= s_Units[unittype].power();
if (m_Armor[j->first] <= 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.
- /*Not anymore..
- if (m_BlockedFleet[j->first].size() >= 1)
- {
- int test = rand() % m_BlockedFleet[j->first][0];
- if (test == 1
- && m_BlockedFleet[j->first][0] > 0)
- {
- if (m_BlockedFleet[j->first].size() == 1)
- m_BlockedFleet[j->first].push_back(m_BlockedFleet[j->first][0] - 1);
- else if (m_BlockedFleet[j->first][1] > 0)
- m_BlockedFleet[j->first][1]--;
- }
- }
- */
}
}
-
- //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";
-
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)
+ for (int count = 0; count < 3; ++count)
{
string ta = s_Units[unittype].target(count);
- //cerr << "Shooting at target class: " << ta << endl;
+
while (gunsleft > 0)
{
int total = 0;
for (map<string, int*>::iterator j = targets.begin(); j != targets.end(); ++j)
{
float maxguns = float((*j->second))/total * gunsleft;
- //cerr << "Now shooting at target: " << j->first << endl;
-
double k = maxguns;
-
int hits = 0;
while (k > 0)
hitunits[j->first]++;
blockFleet(j->first, 1);
}
-
- //cerr << hits << " units of type: " << j->first << " blocked\n";
if (k <= 0)
gunsleft -= maxguns;
else
if (m_Fleet[i->first].size() == 0)
continue;
-
if (m_Fleet[i->first].size() == 1 )
m_Fleet[i->first].push_back(m_Fleet[i->first][0]);
- //cerr << "Target is class: " << j->second.type() << endl;
-
if (m_Fleet[i->first][1] > 0 && ( targetClass == i->second.unitClass() || targetClass == "All"))
{
if (i->second.unitClass() == "PDS" && attackerType == 1)
continue;
- // cerr << "Looking at target: " << j->first << endl;
targets[i->first] = &m_Fleet[i->first][1];
total += m_Fleet[i->first][1];
}
}
-
return targets;
}