Refactored Vertex and GameVertex classes into their own files, put some functions in GameVertex that made sense there
This commit is contained in:
parent
8ad4ec0672
commit
f90c60b6ac
2
Makefile
2
Makefile
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@ -7,7 +7,7 @@ LDFLAGS=`sdl-config --libs` -lSDL_ttf
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OBJECTS=\
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main.o \
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drawutils.o mathutils.o timer.o itos.o \
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graph.o gamedata.o player.o \
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graph.o gamedata.o player.o vertex.o gamevertex.o \
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menubutton.o \
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mainevent.o gamestate.o game.o titlescreen.o
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4
game.cpp
4
game.cpp
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@ -277,13 +277,13 @@ void Game::draw_stats(Vertex* v)
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line_num++;
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adj_y = y + line_num * line_height;
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DrawUtils::draw_text(display, "atk:", x, adj_y, font);
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DrawUtils::draw_text(display, itos(data.calculate_attack(v)),
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DrawUtils::draw_text(display, itos(dynamic_cast<GameVertex*>(v)->calculate_attack()),
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x + 50, adj_y, font);
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line_num++;
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adj_y = y + line_num * line_height;
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DrawUtils::draw_text(display, "armor:", x, adj_y, font);
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DrawUtils::draw_text(display, itos(data.calculate_armor(v)),
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DrawUtils::draw_text(display, itos(dynamic_cast<GameVertex*>(v)->calculate_armor()),
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x + 50, adj_y, font);
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line_num++;
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122
gamedata.cpp
122
gamedata.cpp
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@ -2,9 +2,6 @@
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#include "mathutils.h"
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#include "debug.h"
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#include <list>
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#include <algorithm>
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#include <cassert>
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using std::list;
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int GameData::PLAYER1_COLOUR = 0x4a483f;
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@ -14,15 +11,6 @@ int GameData::BASE_BUILD_RADIUS = 75;
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int GameData::NODE_RADIUS = 10;
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GameVertex::GameVertex(int x, int y, int z, int r, int colour, int score,
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VertexType type, Player* player)
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: Vertex(x, y, z, r, colour, score)
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{
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this->type = type;
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this->player = player;
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}
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GameData::GameData()
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: Graph(true)
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{
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@ -144,9 +132,6 @@ bool GameData::add_vertex(int x, int y, int z, int r, int colour)
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{
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if (Graph::add_vertex(v))
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{
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#ifdef DEBUG
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fprintf(stderr, "debug: GameData::add_vertex(): strength=%2.f\n", calculate_strength(*(vertices.rbegin())));
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#endif
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toggle_turn();
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return true;
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}
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@ -174,11 +159,6 @@ bool GameData::add_vertex(int x, int y, int z, int r, int colour)
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if (Graph::add_vertex(v, current))
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{
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#ifdef DEBUG
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fprintf(stderr, "debug: GameData::add_vertex(): strength=%.2f\n",
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calculate_strength(*(vertices.rbegin())));
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#endif
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toggle_turn();
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return true;
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}
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@ -188,104 +168,6 @@ bool GameData::add_vertex(int x, int y, int z, int r, int colour)
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}
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float GameData::calculate_armor(Vertex* node)
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{
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float str = calculate_strength(node);
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float armor;
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switch(dynamic_cast<GameVertex*>(node)->type)
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{
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case VERTEX_ATTACKER:
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armor = str / 10;
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break;
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case VERTEX_DEFENDER:
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armor = str / 5;
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break;
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case VERTEX_PRODUCER:
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armor = str / 40;
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break;
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}
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if (armor < 1) armor = 1;
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return armor;
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}
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float GameData::calculate_attack(Vertex* node)
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{
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float attack = calculate_strength(node);
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switch (dynamic_cast<GameVertex*>(node)->type)
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{
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case VERTEX_ATTACKER:
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attack *= 1.5;
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break;
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case VERTEX_DEFENDER:
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attack /= 0.75;
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break;
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case VERTEX_PRODUCER:
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attack = 0;
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break;
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}
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}
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float GameData::calculate_strength(Vertex* node)
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{
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list<Vertex*> visited;
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// Special case - a one-node tree just returns its own score!
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if (node->neighbors.empty()) return (float)node->score;
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return calculate_strength_r(node, 0, visited);
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}
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// Oh the recursive recursion!
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float GameData::calculate_strength_r(Vertex* node, unsigned int depth, list<Vertex*>& visited)
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{
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// Find which vertices we need to visit from here
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list<Vertex*> neighbors = node->neighbors;
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list<Vertex*> to_visit;
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visited.push_back(node);
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for (list<Vertex*>::iterator cursor = neighbors.begin();
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cursor != neighbors.end(); cursor++)
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{
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Vertex* v = *cursor;
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// if this is true, we haven't visited the vertex on the other end of
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// this edge yet
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if (find(visited.begin(), visited.end(), v) == visited.end())
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{
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to_visit.push_back(v);
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}
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}
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// This is the base case - this node has no unvisited neighbors
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if (to_visit.empty())
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{
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assert(depth > 0);
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return (float)(node->score) / depth;
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}
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// Else, iterate through to_visit and visit them all, summing their
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// effective strengths adjusted for depth.
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// Since our trees are acyclic, this can't loop.
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float modscore = (float)node->score;
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if (depth > 0) modscore /= depth;
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for (list<Vertex*>::iterator cursor = to_visit.begin();
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cursor != to_visit.end(); cursor++)
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{
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Vertex* v = *cursor;
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modscore += calculate_strength_r(v, depth+1, visited);
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}
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return modscore;
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}
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// This class contains logic checks to keep the mode aligned with
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// what is reasonable. Special cases inside the GameData class should just
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// do mode = MODE_<whatever>
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@ -330,8 +212,8 @@ int GameData::get_range(Vertex* node)
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void GameData::attack_vertex(Vertex* target)
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{
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float atk = calculate_attack(current);
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float armor = calculate_armor(target);
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float atk = dynamic_cast<GameVertex*>(current)->calculate_attack();
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float armor = dynamic_cast<GameVertex*>(target)->calculate_armor();
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int damage = (int)(atk / armor);
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target->score -= damage;
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if (target->score <= 0) remove_vertex(target);
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18
gamedata.h
18
gamedata.h
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@ -8,20 +8,9 @@
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#include "graph.h"
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#include "player.h"
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#include "gamevertex.h"
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enum Mode {MODE_MOVE=0x1, MODE_ATTACK=0x2, MODE_BUILD=0x4, MODE_SELECT=0x8};
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enum VertexType {VERTEX_NONE=0x1, VERTEX_ATTACKER=0x2, VERTEX_DEFENDER=0x4,
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VERTEX_PRODUCER=0x8};
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class GameVertex : public Vertex
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{
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public:
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GameVertex(int x, int y, int z, int r, int colour = 0, int score = 0,
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VertexType type = VERTEX_NONE, Player* player = NULL);
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VertexType type;
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Player* player;
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};
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class GameData : public Graph
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{
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@ -54,13 +43,8 @@ class GameData : public Graph
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// check for (and set, if needed) winner
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bool endgame();
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Player* get_turn() const { return turn; }
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float calculate_attack(Vertex* node);
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float calculate_strength(Vertex* node);
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float calculate_armor(Vertex* node);
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private:
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float calculate_strength_r(Vertex* node, unsigned int depth, list<Vertex*>& visited);
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Vertex* current;
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Player player1, player2;
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Player* turn;
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109
gamevertex.cpp
Normal file
109
gamevertex.cpp
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@ -0,0 +1,109 @@
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#include "gamevertex.h"
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#include <algorithm>
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#include <cassert>
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GameVertex::GameVertex(int x, int y, int z, int r, int colour, int score,
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VertexType type, Player* player)
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: Vertex(x, y, z, r, colour, score)
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{
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this->type = type;
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this->player = player;
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}
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float GameVertex::calculate_armor()
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{
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float str = calculate_strength();
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float armor;
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switch(type)
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{
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case VERTEX_ATTACKER:
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armor = str / 10;
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break;
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case VERTEX_DEFENDER:
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armor = str / 5;
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break;
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case VERTEX_PRODUCER:
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armor = str / 40;
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break;
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}
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if (armor < 1) armor = 1;
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return armor;
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}
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float GameVertex::calculate_attack()
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{
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float attack = calculate_strength();
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switch (type)
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{
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case VERTEX_ATTACKER:
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attack *= 1.5;
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break;
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case VERTEX_DEFENDER:
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attack /= 0.75;
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break;
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case VERTEX_PRODUCER:
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attack = 0;
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break;
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}
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}
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float GameVertex::calculate_strength()
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{
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list<Vertex*> visited;
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// Special case - a one-node tree just returns its own score!
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if (neighbors.empty()) return (float)score;
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return calculate_strength_r(this, 0, visited);
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}
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// Oh the recursive recursion!
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float GameVertex::calculate_strength_r(Vertex* node, unsigned int depth, list<Vertex*>& visited)
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{
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// Find which vertices we need to visit from here
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list<Vertex*> neighbors = node->neighbors;
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list<Vertex*> to_visit;
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visited.push_back(node);
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for (list<Vertex*>::iterator cursor = neighbors.begin();
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cursor != neighbors.end(); cursor++)
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{
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Vertex* v = *cursor;
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// if this is true, we haven't visited the vertex on the other end of
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// this edge yet
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if (find(visited.begin(), visited.end(), v) == visited.end())
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{
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to_visit.push_back(v);
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}
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}
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// This is the base case - this node has no unvisited neighbors
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if (to_visit.empty())
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{
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assert(depth > 0);
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return (float)(node->score) / depth;
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}
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// Else, iterate through to_visit and visit them all, summing their
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// effective strengths adjusted for depth.
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// Since our trees are acyclic, this can't loop.
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float modscore = (float)node->score;
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if (depth > 0) modscore /= depth;
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for (list<Vertex*>::iterator cursor = to_visit.begin();
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cursor != to_visit.end(); cursor++)
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{
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Vertex* v = *cursor;
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modscore += calculate_strength_r(v, depth+1, visited);
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}
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return modscore;
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}
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36
gamevertex.h
Normal file
36
gamevertex.h
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/* This extends a normal vertex to do a bunch of game-specific stuff,
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* including handling attack and defense strengths. It is used by the
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* GameData class.
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*
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* Following the lead of the Vertex class (which is more of a glorified struct)
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* this will have public data members. Don't judge me.
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*/
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#ifndef _GAMEVERTEX_H_
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#define _GAMEVERTEX_H_
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#include "vertex.h"
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#include "player.h"
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enum VertexType {VERTEX_NONE=0x1, VERTEX_ATTACKER=0x2, VERTEX_DEFENDER=0x4,
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VERTEX_PRODUCER=0x8};
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class GameVertex : public Vertex
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{
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public:
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GameVertex(int x, int y, int z, int r, int colour = 0, int score = 0,
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VertexType type = VERTEX_NONE, Player* player = NULL);
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VertexType type;
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Player* player;
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float calculate_attack();
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float calculate_armor();
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private:
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float calculate_strength();
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float calculate_strength_r(Vertex* node, unsigned int depth, list<Vertex*>& visited);
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};
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#endif
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13
graph.cpp
13
graph.cpp
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@ -7,8 +7,6 @@
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using std::list;
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Vertex::~Vertex() {}
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Graph::Graph(bool planar)
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{
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this->planar = planar;
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vertices.erase(cursor);
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delete target;
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}
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Vertex::Vertex(int x, int y, int z, int r, int colour, int score)
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{
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this->x = x;
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this->y = y;
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this->z = z;
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this->r = r;
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this->colour = colour;
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this->score = score;
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}
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17
graph.h
17
graph.h
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#ifndef _GRAPH_H_
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#define _GRAPH_H_
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#include "vertex.h"
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#include <list>
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using std::list;
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class Vertex
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{
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public:
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Vertex(int x, int y, int z, int r, int colour = 0, int score = 0);
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virtual ~Vertex();
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int x;
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int y;
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int z;
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int r;
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int colour;
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int score;
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list<Vertex*> neighbors;
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};
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class Graph
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{
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13
vertex.cpp
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13
vertex.cpp
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@ -0,0 +1,13 @@
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#include "vertex.h"
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Vertex::Vertex(int x, int y, int z, int r, int colour, int score)
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{
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this->x = x;
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this->y = y;
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this->z = z;
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this->r = r;
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this->colour = colour;
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this->score = score;
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}
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Vertex::~Vertex() {}
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27
vertex.h
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27
vertex.h
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/* A graph-theory style vertex with cartesian coordinates
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*
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*/
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#ifndef _VERTEX_H_
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#define _VERTEX_H_
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#include <list>
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using std::list;
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class Vertex
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{
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public:
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Vertex(int x, int y, int z, int r, int colour = 0, int score = 0);
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virtual ~Vertex();
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int x;
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int y;
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int z;
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int r;
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int colour;
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int score;
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list<Vertex*> neighbors;
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};
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#endif
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Block a user