238 lines
5.2 KiB
C++
238 lines
5.2 KiB
C++
#include "gamedata.h"
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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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int GameData::PLAYER2_COLOUR = 0x090c7a;
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GameData::GameData()
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: Graph(true)
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{
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current = NULL;
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player = PLAYER1;
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mode = MODE_MOVE;
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}
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GameData::~GameData() { }
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void GameData::toggle_turn()
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{
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mode = MODE_MOVE;
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current = NULL;
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if (!endgame())
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{
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if (player == PLAYER1) player = PLAYER2;
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else if (player == PLAYER2) player = PLAYER1;
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}
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}
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void GameData::do_vertex(int x, int y, int r)
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{
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if (current != NULL &&
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(MathUtils::distance(current->x, current->y, x, y)
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> get_range()))
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{
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select_vertex(x, y);
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return;
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}
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int colour;
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if (player == PLAYER1) colour = PLAYER1_COLOUR;
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if (player == PLAYER2) colour = PLAYER2_COLOUR;
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if (mode == MODE_MOVE)
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{
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if (point_in_vertex(x, y)) select_vertex(x, y);
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else add_vertex(x, y, r, colour);
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}
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if (mode == MODE_ATTACK)
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{
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Vertex* v = vertex_at(x, y);
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if (v == NULL) return;
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if (v->colour == colour) select_vertex(x, y);
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else attack_vertex(v);
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}
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}
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void GameData::select_vertex(int x, int y)
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{
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for (list<Vertex*>::iterator cursor = vertices.begin();
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cursor != vertices.end(); cursor++)
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{
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Vertex* v = *cursor;
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if ((MathUtils::distance(v->x, v->y, x, y) <= v->r) &&
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(v->colour == PLAYER1_COLOUR && player == PLAYER1 ||
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v->colour == PLAYER2_COLOUR && player == PLAYER2))
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{
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current = v;
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return;
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}
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}
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}
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bool GameData::add_vertex(int x, int y, int r, int colour)
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{
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if (mode == MODE_ATTACK) return false;
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if (current == NULL)
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{
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// this is the special case for adding the first vertex for each player
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if ((player == PLAYER1 && !player1_played) ||
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(player == PLAYER2 && !player2_played))
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{
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Graph::add_vertex(x, y, r, colour, 10);
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#ifdef DEBUG
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fprintf(stderr, "debug: GameData::add_vertex(): strength=%2.f\n",
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calculate_strength(*(vertices.rbegin())));
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#endif
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if (player == PLAYER1) player1_played = true;
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if (player == PLAYER2) player2_played = true;
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toggle_turn();
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return true;
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}
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return false;
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}
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if (Graph::add_vertex(x, y, r, colour, 10, 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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return false;
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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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list<Vertex*> all_nodes = get_colour(node->colour);
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if (all_nodes.size() == 1) 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 = get_neighbors(node);
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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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int GameData::get_range(Vertex* node)
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{
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if (node == NULL) node = current;
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if (node == NULL) return 0;
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else if (mode == MODE_MOVE) return 100;
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else if (mode == MODE_ATTACK)
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{
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int range = 200;
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list<Vertex*> neighbors = get_neighbors(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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range -= 100 - MathUtils::distance(v->x, v->y, node->x, node->y);
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}
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if (range < 0) range = 0;
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return range;
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}
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}
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void GameData::attack_vertex(Vertex* target)
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{
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float atk_str = calculate_strength(current);
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float def_str = calculate_strength(target);
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float armor = def_str / 10; // how much energy it takes to deal 1 damage
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int damage = (int)(atk_str / armor);
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target->score -= damage;
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if (target->score <= 0) remove_vertex(target);
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#ifdef DEBUG
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fprintf(stderr, "debug: GameData::attack_vertex(): atk_str=%.2f, def_str=%.2f, armor=%.2f, damage=%d\n", atk_str, def_str, armor, damage);
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#endif
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toggle_turn();
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}
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bool GameData::endgame()
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{
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if (!(player1_played && player2_played)) return false;
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if (get_colour(PLAYER1_COLOUR).empty())
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{
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player = WIN2;
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return true;
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}
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if (get_colour(PLAYER2_COLOUR).empty())
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{
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player = WIN1;
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return true;
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}
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return false;
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}
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