Refactored Vertex and GameVertex classes into their own files, put some functions in GameVertex that made sense there

This commit is contained in:
2011-07-03 16:37:07 -04:00
parent 8ad4ec0672
commit f90c60b6ac
10 changed files with 192 additions and 169 deletions

View File

@ -2,9 +2,6 @@
#include "mathutils.h"
#include "debug.h"
#include <list>
#include <algorithm>
#include <cassert>
using std::list;
int GameData::PLAYER1_COLOUR = 0x4a483f;
@ -14,15 +11,6 @@ int GameData::BASE_BUILD_RADIUS = 75;
int GameData::NODE_RADIUS = 10;
GameVertex::GameVertex(int x, int y, int z, int r, int colour, int score,
VertexType type, Player* player)
: Vertex(x, y, z, r, colour, score)
{
this->type = type;
this->player = player;
}
GameData::GameData()
: Graph(true)
{
@ -144,9 +132,6 @@ bool GameData::add_vertex(int x, int y, int z, int r, int colour)
{
if (Graph::add_vertex(v))
{
#ifdef DEBUG
fprintf(stderr, "debug: GameData::add_vertex(): strength=%2.f\n", calculate_strength(*(vertices.rbegin())));
#endif
toggle_turn();
return true;
}
@ -174,11 +159,6 @@ bool GameData::add_vertex(int x, int y, int z, int r, int colour)
if (Graph::add_vertex(v, current))
{
#ifdef DEBUG
fprintf(stderr, "debug: GameData::add_vertex(): strength=%.2f\n",
calculate_strength(*(vertices.rbegin())));
#endif
toggle_turn();
return true;
}
@ -188,104 +168,6 @@ bool GameData::add_vertex(int x, int y, int z, int r, int colour)
}
float GameData::calculate_armor(Vertex* node)
{
float str = calculate_strength(node);
float armor;
switch(dynamic_cast<GameVertex*>(node)->type)
{
case VERTEX_ATTACKER:
armor = str / 10;
break;
case VERTEX_DEFENDER:
armor = str / 5;
break;
case VERTEX_PRODUCER:
armor = str / 40;
break;
}
if (armor < 1) armor = 1;
return armor;
}
float GameData::calculate_attack(Vertex* node)
{
float attack = calculate_strength(node);
switch (dynamic_cast<GameVertex*>(node)->type)
{
case VERTEX_ATTACKER:
attack *= 1.5;
break;
case VERTEX_DEFENDER:
attack /= 0.75;
break;
case VERTEX_PRODUCER:
attack = 0;
break;
}
}
float GameData::calculate_strength(Vertex* node)
{
list<Vertex*> visited;
// Special case - a one-node tree just returns its own score!
if (node->neighbors.empty()) return (float)node->score;
return calculate_strength_r(node, 0, visited);
}
// Oh the recursive recursion!
float GameData::calculate_strength_r(Vertex* node, unsigned int depth, list<Vertex*>& visited)
{
// Find which vertices we need to visit from here
list<Vertex*> neighbors = node->neighbors;
list<Vertex*> to_visit;
visited.push_back(node);
for (list<Vertex*>::iterator cursor = neighbors.begin();
cursor != neighbors.end(); cursor++)
{
Vertex* v = *cursor;
// if this is true, we haven't visited the vertex on the other end of
// this edge yet
if (find(visited.begin(), visited.end(), v) == visited.end())
{
to_visit.push_back(v);
}
}
// This is the base case - this node has no unvisited neighbors
if (to_visit.empty())
{
assert(depth > 0);
return (float)(node->score) / depth;
}
// Else, iterate through to_visit and visit them all, summing their
// effective strengths adjusted for depth.
// Since our trees are acyclic, this can't loop.
float modscore = (float)node->score;
if (depth > 0) modscore /= depth;
for (list<Vertex*>::iterator cursor = to_visit.begin();
cursor != to_visit.end(); cursor++)
{
Vertex* v = *cursor;
modscore += calculate_strength_r(v, depth+1, visited);
}
return modscore;
}
// This class contains logic checks to keep the mode aligned with
// what is reasonable. Special cases inside the GameData class should just
// do mode = MODE_<whatever>
@ -330,8 +212,8 @@ int GameData::get_range(Vertex* node)
void GameData::attack_vertex(Vertex* target)
{
float atk = calculate_attack(current);
float armor = calculate_armor(target);
float atk = dynamic_cast<GameVertex*>(current)->calculate_attack();
float armor = dynamic_cast<GameVertex*>(target)->calculate_armor();
int damage = (int)(atk / armor);
target->score -= damage;
if (target->score <= 0) remove_vertex(target);