treewars/gamedata.cpp

294 lines
5.9 KiB
C++

#include "gamedata.h"
#include "mathutils.h"
#include "debug.h"
#include <list>
using std::list;
int GameData::PLAYER1_COLOUR = 0x4a483f;
int GameData::PLAYER2_COLOUR = 0x090c7a;
int GameData::BASE_BUILD_RADIUS = 75;
int GameData::NODE_RADIUS = 10;
GameData::GameData()
: Graph(true)
{
current = NULL;
mode = MODE_BUILD;
player1 = Player("player 1", PLAYER1_COLOUR);
player2 = Player("player 2", PLAYER2_COLOUR);
turn = &player1;
build_type = VERTEX_PRODUCER; // first vertex is always a producer
}
GameData::~GameData() { }
GameVertex* GameData::get_current_vertex(bool only_mine) const
{
if (only_mine)
{
if (current != NULL)
{
GameVertex* ret = dynamic_cast<GameVertex*>(current);
if (ret->player == turn) return ret;
}
return NULL;
}
return dynamic_cast<GameVertex*>(current);
}
void GameData::clear_current_vertex()
{
mode = MODE_SELECT;
current = NULL;
}
void GameData::toggle_turn()
{
if (!turn->has_played()) turn->set_played();
if (!endgame())
{
if (turn == &player1) turn = &player2;
else if (turn == &player2) turn = &player1;
if (!turn->has_played())
{
mode = MODE_BUILD;
build_type = VERTEX_PRODUCER;
}
else
{
mode = MODE_SELECT;
build_type = VERTEX_NONE;
produce_energy();
}
}
current = NULL;
}
void GameData::handle_click(int x, int y)
{
int r = 10;
int colour;
colour = turn->get_colour();
GameVertex* v = dynamic_cast<GameVertex*>(vertex_at(x, y, 0));
switch (mode)
{
case MODE_SELECT:
// select_vertex handles making sure a point exists at (x,y)
select_vertex(x, y);
break;
case MODE_BUILD:
add_vertex(x, y, 0, r, colour);
break;
case MODE_ATTACK:
if (v == NULL || v->player == turn) return;
if (v->colour != colour) attack_vertex(v);
break;
case MODE_MOVE:
if (current == NULL) return;
int dist = MathUtils::distance(current->x, current->y, current->z,
x, y, 0);
if (dist <= get_range())
{
if (turn->spend_energy(dist))
{
current->x = x;
current->y = y;
}
}
break;
}
}
bool GameData::select_vertex(int x, int y)
{
GameVertex * v = dynamic_cast<GameVertex*>(vertex_at(x, y, 0));
if (v == NULL) return false;
current = v;
return true;
}
bool GameData::add_vertex(int x, int y, int z, int r, int colour)
{
int energy_cost = 0;
switch (build_type)
{
case VERTEX_NONE:
return false;
case VERTEX_ATTACKER:
energy_cost = 50;
break;
case VERTEX_DEFENDER:
energy_cost = 25;
break;
case VERTEX_PRODUCER:
energy_cost = 25 + (25 * num_vertices_by_type(build_type, turn));
break;
}
GameVertex* v = new GameVertex(x, y, z, r, colour, 10, build_type, turn);
if (current == NULL)
{
// this is the special case for adding the first vertex for each player
if (!turn->has_played())
{
if (Graph::add_vertex(v))
{
if (turn->spend_energy(energy_cost))
{
toggle_turn();
return true;
}
else remove_vertex(v);
}
}
delete v;
return false;
}
// same here - just a logic check
if (current->player != turn)
{
delete v;
return false;
}
// This is the range check...
if (MathUtils::distance(current->x, current->y, 0, v->x, v->y, 0) >
get_range())
{
delete v;
return false;
}
if (Graph::add_vertex(v, current))
{
if (!turn->spend_energy(energy_cost)) remove_vertex(v);
mode = MODE_SELECT;
return true;
}
delete v;
return false;
}
// 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>
void GameData::set_mode(Mode m)
{
// Stay in MODE_SELECT (or maybe MODE_BUILD) when current is null
if (current == NULL) return;
// If we're leaving MODE_BUILD, we should set the build_type back to none
if (mode == MODE_ATTACK && m != mode) build_type = VERTEX_NONE;
// The other modes all require current to match the player
if (current->player == turn) mode = m;
}
int GameData::get_range(GameVertex* node)
{
if (node == NULL) node = current;
if (node == NULL) return 0;
else if (mode == MODE_MOVE) return turn->get_energy();
else if (mode == MODE_BUILD) return BASE_BUILD_RADIUS;
else if (mode == MODE_ATTACK)
{
int range = BASE_BUILD_RADIUS;
list<Vertex*> neighbors = node->neighbors;
for(list<Vertex*>::iterator cursor = neighbors.begin();
cursor != neighbors.end(); cursor++)
{
Vertex* v = *cursor;
range -= (100 - MathUtils::distance(v->x, v->y, v->z,
node->x, node->y, node->z))
/ 2;
}
if (range < 0) range = 0;
return range;
}
}
void GameData::attack_vertex(GameVertex* target)
{
float atk = current->calculate_attack();
float armor = target->calculate_armor();
int damage = (int)(atk / armor);
target->score -= damage;
if (target->score <= 0) remove_vertex(target);
#ifdef DEBUG
fprintf(stderr, "debug: GameData::attack_vertex(): atk=%.2f, armor=%.2f, damage=%d\n", atk, armor, damage);
#endif
mode = MODE_SELECT;
}
bool GameData::endgame()
{
if (!(player1.has_played() && player2.has_played())) return false;
if (get_colour(player1.get_colour()).empty())
{
debug("Gamedata::endgame(): player 2 wins\n");
return true;
}
if (get_colour(player2.get_colour()).empty())
{
debug("Gamedata::endgame(): player 1 wins\n");
return true;
}
return false;
}
int GameData::num_vertices_by_type(VertexType type, Player* player)
{
int num = 0;
for (list<Vertex*>::iterator cursor = vertices.begin();
cursor != vertices.end(); cursor++)
{
GameVertex* v = dynamic_cast<GameVertex*>(*cursor);
if (player != NULL && v->player != player) continue;
if (v->type == type) num++;
}
return num;
}
void GameData::produce_energy()
{
int amount = 25 * num_vertices_by_type(VERTEX_PRODUCER, turn);
turn->add_energy(amount);
}