More implementation for attacking

This commit is contained in:
2011-06-24 12:18:52 -04:00
parent 931ced321a
commit e51a328641
4 changed files with 44 additions and 20 deletions

View File

@ -32,7 +32,7 @@ void GameData::do_vertex(int x, int y, int r)
{
if (current != NULL &&
(MathUtils::distance(current->x, current->y, x, y)
> get_move_radius()))
> get_range()))
{
select_vertex(x, y);
return;
@ -122,26 +122,20 @@ float GameData::calculate_strength(Vertex* node)
float GameData::calculate_strength_r(Vertex* node, unsigned int depth, list<Vertex*>& visited)
{
// Find which vertices we need to visit from here
list<Edge> es = get_vertex_edges(node);
list<Vertex*> neighbors = get_neighbors(node);
list<Vertex*> to_visit;
visited.push_back(node);
for (list<Edge>::iterator cursor = es.begin(); cursor != es.end();
cursor++)
for (list<Vertex*>::iterator cursor = neighbors.begin();
cursor != neighbors.end(); cursor++)
{
Edge e = *cursor;
Vertex* v = *cursor;
// if this is true, we haven't visited the vertex on the other end of
// this edge yet
if (e.a == node &&
find(visited.begin(), visited.end(), e.b) == visited.end())
if (find(visited.begin(), visited.end(), v) == visited.end())
{
to_visit.push_back(e.b);
}
else if (e.b == node &&
find(visited.begin(), visited.end(), e.a) == visited.end())
{
to_visit.push_back(e.a);
to_visit.push_back(v);
}
}
@ -169,8 +163,20 @@ float GameData::calculate_strength_r(Vertex* node, unsigned int depth, list<Vert
}
int GameData::get_move_radius(Vertex* node)
int GameData::get_range(Vertex* node)
{
if (current == NULL) return 0;
else return 100;
if (node == NULL) node = current;
if (node == NULL) return 0;
else if (mode == MODE_MOVE) return 100;
else if (mode == MODE_ATTACK)
{
}
}
void GameData::attack_vertex(Vertex* target)
{
}