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/*
* Copyright 2006-2009 Parker Coates <coates@kde.org>
*
* This file is part of Killbots.
*
* Killbots is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* Killbots is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Killbots. If not, see <http://www.gnu.org/licenses/>.
*/
#include "engine.h"
#include "coordinator.h"
#include "settings.h"
#include "sprite.h"
#include "killbots_debug.h"
#include <QRandomGenerator>
#include <array>
uint qHash(const QPoint &point)
{
return qHash(point.x() * 1000 + point.y());
}
inline int sign(int num)
{
return (num > 0) ? 1 : (num == 0) ? 0 : -1;
}
Killbots::Engine::Engine(Killbots::Coordinator *scene, QObject *parent)
: QObject(parent),
m_coordinator(scene),
m_hero(nullptr),
m_rules(nullptr),
m_round(0),
m_score(0),
m_energy(0),
m_maxEnergy(0.0),
m_robotCount(0.0),
m_fastbotCount(0.0),
m_junkheapCount(0.0),
m_heroIsDead(false),
m_waitingOutRound(false),
m_spriteMap()
{
}
Killbots::Engine::~Engine()
{
delete m_rules;
}
void Killbots::Engine::setRuleset(const Ruleset *ruleset)
{
if (ruleset && ruleset != m_rules) {
delete m_rules;
m_rules = ruleset;
}
}
const Killbots::Ruleset *Killbots::Engine::ruleset() const
{
return m_rules;
}
bool Killbots::Engine::gameHasStarted() const
{
return m_hero && m_score > 0;
}
bool Killbots::Engine::isRoundComplete() const
{
return m_bots.isEmpty();
}
bool Killbots::Engine::isHeroDead() const
{
return m_heroIsDead;
}
bool Killbots::Engine::isBoardFull() const
{
return m_robotCount + m_fastbotCount + m_junkheapCount
> m_rules->rows() * m_rules->columns() / 2;
}
bool Killbots::Engine::canSafeTeleport() const
{
return m_rules->safeTeleportEnabled()
&& m_energy >= m_rules->costOfSafeTeleport();
}
bool Killbots::Engine::canUseVaporizer() const
{
return m_rules->vaporizerEnabled()
&& m_energy >= m_rules->costOfVaporizer();
}
void Killbots::Engine::startNewGame()
{
Q_ASSERT(m_rules != nullptr);
// Don't show the new game message on first start.
if (m_round != 0) {
Q_EMIT showNewGameMessage();
}
m_heroIsDead = false;
m_round = 1;
m_score = 0;
m_maxEnergy = m_rules->energyEnabled() ? m_rules->maxEnergyAtGameStart() : 0;
m_energy = m_rules->energyEnabled() ? m_rules->energyAtGameStart() : 0;
m_robotCount = m_rules->enemiesAtGameStart();
m_fastbotCount = m_rules->fastEnemiesAtGameStart();
m_junkheapCount = m_rules->junkheapsAtGameStart();
Q_EMIT teleportAllowed(true);
Q_EMIT waitOutRoundAllowed(true);
Q_EMIT teleportSafelyAllowed(canSafeTeleport());
Q_EMIT vaporizerAllowed(canUseVaporizer());
// Code used to generate theme previews
//newRound( " r\nhjf", false );
startNewRound(false);
}
void Killbots::Engine::startNewRound(bool incrementRound, const QString &layout)
{
cleanUpRound();
m_waitingOutRound = false;
m_coordinator->beginNewAnimationStage();
if (incrementRound) {
++m_round;
if (m_rules->energyEnabled()) {
m_maxEnergy += m_rules->maxEnergyAddedEachRound();
updateEnergy(m_rules->energyAddedEachRound());
}
m_robotCount += m_rules->enemiesAddedEachRound();
m_fastbotCount += m_rules->fastEnemiesAddedEachRound();
m_junkheapCount += m_rules->junkheapsAddedEachRound();
}
if (layout.isEmpty()) {
// Place the hero in the centre of the board.
const QPoint centre = QPoint(qRound((float)(m_rules->columns() / 2)), qRound((float)(m_rules->rows() / 2)));
m_hero = m_coordinator->createSprite(Hero, centre);
// Create and randomly place junkheaps.
for (int i = m_junkheapCount; i > 0 ; --i) {
const QPoint point = randomEmptyCell();
m_junkheaps << m_coordinator->createSprite(Junkheap, point);
m_spriteMap.insert(point, m_junkheaps.last());
}
// Create and randomly place robots.
for (int i = m_robotCount; i > 0; --i) {
const QPoint point = randomEmptyCell();
m_bots << m_coordinator->createSprite(Robot, point);
m_spriteMap.insert(point, m_bots.last());
}
// Create and randomly place fastbots.
for (int i = m_fastbotCount; i > 0; --i) {
const QPoint point = randomEmptyCell();
m_bots << m_coordinator->createSprite(Fastbot, point);
m_spriteMap.insert(point, m_bots.last());
}
} else {
const QStringList rows = layout.split(QLatin1Char('\n'));
for (int r = 0; r < rows.size(); ++r) {
for (int c = 0; c < rows.at(r).size(); ++c) {
const QChar ch = rows.at(r).at(c);
const QPoint point(c, r);
if (ch == QLatin1Char('h') && m_hero == nullptr) {
m_hero = m_coordinator->createSprite(Hero, point);
} else if (ch == QLatin1Char('r')) {
m_bots << m_coordinator->createSprite(Robot, point);
} else if (ch == QLatin1Char('f')) {
m_bots << m_coordinator->createSprite(Fastbot, point);
} else if (ch == QLatin1Char('j')) {
m_junkheaps << m_coordinator->createSprite(Junkheap, point);
}
}
}
}
Q_EMIT roundChanged(m_round);
Q_EMIT scoreChanged(m_score);
Q_EMIT enemyCountChanged(m_bots.size());
Q_EMIT energyChanged(m_energy);
refreshSpriteMap();
}
// Returns true if the move was performed, returns false otherwise.
bool Killbots::Engine::moveHero(Killbots::HeroAction direction)
{
refreshSpriteMap();
const QPoint newCell = m_hero->gridPos() + offsetFromDirection(direction);
const bool preventUnsafeMoves = Settings::preventUnsafeMoves() || direction < 0;
if (moveIsValid(newCell, direction) && (moveIsSafe(newCell, direction) || !preventUnsafeMoves)) {
if (direction != Hold) {
m_coordinator->beginNewAnimationStage();
if (spriteTypeAt(newCell) == Junkheap) {
pushJunkheap(m_spriteMap.value(newCell), direction);
}
m_coordinator->slideSprite(m_hero, newCell);
}
return true;
} else {
return false;
}
}
// Always returns true as teleports always succeed.
bool Killbots::Engine::teleportHero()
{
refreshSpriteMap();
const QPoint point = randomEmptyCell();
m_coordinator->beginNewAnimationStage();
m_coordinator->teleportSprite(m_hero, point);
return true;
}
// Returns true if a safe cell was found. If no safe cell was found than
// the board must be full.
bool Killbots::Engine::teleportHeroSafely()
{
refreshSpriteMap();
// Choose a random cell...
const QPoint startPoint = QPoint(QRandomGenerator::global()->bounded(m_rules->columns()),
QRandomGenerator::global()->bounded(m_rules->rows()));
QPoint point = startPoint;
// ...and step through all the cells on the board looking for a safe cell.
do {
if (point.x() < m_rules->columns() - 1) {
point.rx()++;
} else {
point.rx() = 0;
if (point.y() < m_rules->rows() - 1) {
point.ry()++;
} else {
point.ry() = 0;
}
}
// Looking for an empty and safe cell.
if (spriteTypeAt(point) == NoSprite && point != m_hero->gridPos() && moveIsSafe(point, Teleport)) {
break;
}
} while (point != startPoint);
// If we stepped through every cell and found none that were safe, reset the robot counts.
if (point == startPoint) {
return false;
} else {
m_coordinator->beginNewAnimationStage();
updateEnergy(-m_rules->costOfSafeTeleport());
m_coordinator->teleportSprite(m_hero, point);
return true;
}
}
// Returns true if any enemies were within range.
bool Killbots::Engine::useVaporizer()
{
refreshSpriteMap();
QList<Sprite *> neighbors;
for (int i = Right; i <= DownRight; ++i) {
const QPoint neighbor = m_hero->gridPos() + offsetFromDirection(i);
if (cellIsValid(neighbor) && (spriteTypeAt(neighbor) == Robot || spriteTypeAt(neighbor) == Fastbot)) {
neighbors << m_spriteMap.value(neighbor);
}
}
if (!neighbors.isEmpty()) {
m_coordinator->beginNewAnimationStage();
for (Sprite *sprite : qAsConst(neighbors)) {
destroySprite(sprite);
}
updateEnergy(-m_rules->costOfVaporizer());
return true;
} else {
return false;
}
}
bool Killbots::Engine::waitOutRound()
{
m_waitingOutRound = true;
return true;
}
void Killbots::Engine::moveRobots(bool justFastbots)
{
m_coordinator->beginNewAnimationStage();
if (justFastbots) {
refreshSpriteMap();
for (Sprite *bot : qAsConst(m_bots)) {
if (bot->spriteType() == Fastbot) {
const QPoint offset(sign(m_hero->gridPos().x() - bot->gridPos().x()), sign(m_hero->gridPos().y() - bot->gridPos().y()));
const QPoint target = bot->gridPos() + offset;
if (spriteTypeAt(target) != Robot || !m_rules->fastEnemiesArePatient()) {
m_coordinator->slideSprite(bot, target);
}
}
}
} else {
for (Sprite *bot : qAsConst(m_bots)) {
const QPoint offset(sign(m_hero->gridPos().x() - bot->gridPos().x()), sign(m_hero->gridPos().y() - bot->gridPos().y()));
m_coordinator->slideSprite(bot, bot->gridPos() + offset);
}
}
}
void Killbots::Engine::assessDamage()
{
refreshSpriteMap();
m_coordinator->beginNewAnimationStage();
if (m_spriteMap.count(m_hero->gridPos()) > 0) {
m_heroIsDead = true;
}
// Check junkheaps for dead robots
const auto junkheaps = m_junkheaps;
for (Sprite *junkheap : junkheaps) {
destroyAllCollidingBots(junkheap, !m_heroIsDead);
}
// Check for robot-on-robot violence
int i = 0;
while (i < m_bots.size()) {
Sprite *bot = m_bots[i];
if (bot->gridPos() != m_hero->gridPos() && destroyAllCollidingBots(bot, !m_heroIsDead)) {
m_junkheaps << m_coordinator->createSprite(Junkheap, bot->gridPos());
destroySprite(bot, !m_heroIsDead);
} else {
i++;
}
}
if (isRoundComplete()) {
m_coordinator->beginNewAnimationStage();
Q_EMIT showRoundCompleteMessage();
}
}
void Killbots::Engine::resetBotCounts()
{
m_coordinator->beginNewAnimationStage();
Q_EMIT showBoardFullMessage();
m_maxEnergy = m_rules->maxEnergyAtGameStart();
m_robotCount = m_rules->enemiesAtGameStart();
m_fastbotCount = m_rules->fastEnemiesAtGameStart();
m_junkheapCount = m_rules->junkheapsAtGameStart();
m_coordinator->beginNewAnimationStage();
startNewRound(false);
}
void Killbots::Engine::endGame()
{
Q_EMIT showGameOverMessage();
Q_EMIT teleportAllowed(false);
Q_EMIT waitOutRoundAllowed(false);
Q_EMIT teleportSafelyAllowed(false);
Q_EMIT vaporizerAllowed(false);
Q_EMIT gameOver(m_score, m_round);
}
// The hero action functions and the assessDamage functions must know the
// contents of each cell. This function updates the hash that maps cells to
// their contents.
void Killbots::Engine::refreshSpriteMap()
{
m_spriteMap.clear();
for (Sprite *bot : qAsConst(m_bots)) {
m_spriteMap.insert(bot->gridPos(), bot);
}
for (Sprite *junkheap : qAsConst(m_junkheaps)) {
m_spriteMap.insert(junkheap->gridPos(), junkheap);
}
}
// A convenience function to query the type of a sprite any the given cell.
int Killbots::Engine::spriteTypeAt(const QPoint &cell) const
{
if (m_spriteMap.contains(cell)) {
return m_spriteMap.value(cell)->spriteType();
} else {
return NoSprite;
}
}
QPoint Killbots::Engine::offsetFromDirection(int direction) const
{
if (direction < 0) {
direction = -direction - 1;
}
switch (direction) {
case Right:
return QPoint(1, 0);
case UpRight:
return QPoint(1, -1);
case Up:
return QPoint(0, -1);
case UpLeft:
return QPoint(-1, -1);
case Left:
return QPoint(-1, 0);
case DownLeft:
return QPoint(-1, 1);
case Down:
return QPoint(0, 1);
case DownRight:
return QPoint(1, 1);
default:
return QPoint(0, 0);
};
}
// Returns a random empty cell on the grid. Depends on a fresh spritemap.
QPoint Killbots::Engine::randomEmptyCell() const
{
QPoint point;
do {
point = QPoint(QRandomGenerator::global()->bounded(m_rules->columns()),
QRandomGenerator::global()->bounded(m_rules->rows()));
} while (spriteTypeAt(point) != NoSprite || point == m_hero->gridPos());
return point;
}
// Returns true if the given cell lies inside the game grid.
bool Killbots::Engine::cellIsValid(const QPoint &cell) const
{
return (0 <= cell.x()
&& cell.x() < m_rules->columns()
&& 0 <= cell.y()
&& cell.y() < m_rules->rows()
);
}
bool Killbots::Engine::moveIsValid(const QPoint &cell, HeroAction direction) const
{
// The short version
return (cellIsValid(cell)
&& (spriteTypeAt(cell) == NoSprite
|| (spriteTypeAt(cell) == Junkheap
&& canPushJunkheap(m_spriteMap.value(cell), direction)
)
)
);
/* // The debuggable version
bool result = true;
if ( cellIsValid( cell ) )
{
if ( spriteTypeAt( cell ) != NoSprite )
{
if ( spriteTypeAt( cell ) == Junkheap )
{
if ( !canPushJunkheap( m_spriteMap.value( cell ), direction ) )
{
result = false;
//qCDebug(KILLBOTS_LOG) << "Move is invalid. Cannot push junkheap.";
}
}
else
{
result = false;
//qCDebug(KILLBOTS_LOG) << "Move is invalid. Cell is occupied by an unpushable object.";
}
}
}
else
{
result = false;
//qCDebug(KILLBOTS_LOG) << "Move is invalid. Cell is lies outside grid.";
}
return result;
*/
}
bool Killbots::Engine::moveIsSafe(const QPoint &cell, HeroAction direction) const
{
/*
Warning: This algorithm might break your head. The following diagrams and descriptions try to help.
Note: This algorithm assumes that the proposed move has already been checked for validity.
Legend
H = The position of the hero after the proposed move (the cell who's safeness we're trying to determine).
J = The position of a junkheap after the proposed move, whether moved by the hero or sitting there already.
R = The position of a robot.
F = The position of a fastbot.
* = A cell that we don't particularly care about in this diagram.
+---+---+---+---+---+
| * | * | * | * | * |
+---+---+---+---+---+
| * | | | F | * |
+---+---+---+---+---+
| * | | H | | * | If any of the neighbouring cells contain a robot or fastbot, the move is unsafe.
+---+---+---+---+---+
| * | | R | | * |
+---+---+---+---+---+
| * | * | * | * | * |
+---+---+---+---+---+
+---+---+---+---+---+
| | | | | |
+---+---+---+---+---+
| | | | | |
+---+---+---+---+---+
| | *<==J<==H | | If the proposed move involved pushing a junkheap, we can ignore the cell that the junkheap
+---+---+---+---+---+ will end up in, because if there were an enemy there, it would be crushed.
| | | | | |
+---+---+---+---+---+
| | | | | |
+---+---+---+---+---+
+---+---+---+---+---+
|C01| | | | |
+---+---+---+---+---+ Fastbots can attack from two cells away, making it trickier to determine whether they
| |N01| | |E01| pose a threat. First we have to understand the attack vector of a fastbot. A fastbot
+---+---+---+---+---+ attacking from a "corner" cell such as C01 will pass through a diagonal neighbour like
| | | H |N02|E02| like N01. Any fastbot attacking from an "edge" cell like E01, E02 or E03 will have to
+---+---+---+---+---+ pass through a horizontal or vertical neighbour like N02. This mean that when checking
| | | | |E03| a diagonal neighbour we only need to check the one cell "behind" it for fastbots, but
+---+---+---+---+---+ when checking a horizontal or vertical neighbour we need to check the three cells
| | | | | | "behind" it for fastbots.
+---+---+---+---+---+
+---+---+---+---+---+
| | | | | * |
+---+---+---+---+---+
| * | | | J | |
+---+---+---+---+---+ Back to junkheaps. If a neighbouring cell contains a junkheap, we don't need to check
| * | J | H | | | the cells behind it for fastbots because if there were any there, they'd just collide
+---+---+---+---+---+ with the junkheap anyway.
| * | | | | |
+---+---+---+---+---+
| | | | | |
+---+---+---+---+---+
+---+---+---+---+---+
| * | * | * | * | F |
+---+---+---+---+---+
| * | * | * | | * |
+---+---+---+---+---+
| * | * | H | * | * | "Corner" fastbot threats are easy enough to detect. If a diagonal neighbour is empty
+---+---+---+---+---+ and the cell behind it contains a fastbot, the move is unsafe.
| * | * | * | * | * |
+---+---+---+---+---+
| * | * | * | * | * |
+---+---+---+---+---+
+---+---+---+---+---+
| * | * | * | * | * |
+---+---+---+---+---+
| R | * | * | * | * |
+---+---+---+---+---+ "Edge" fastbots threats are much harder to detect because any fastbots on an edge might
| F | | H | * | * | collide with robots or other fastbots on their way to the neighbouring cell. For example,
+---+---+---+---+---+ the hero in this diagram is perfectly safe because all the fastbots will be destroyed
| | * | | * | * | before they can become dangerous.
+---+---+---+---+---+
| * | F | | F | * |
+---+---+---+---+---+
+---+---+---+---+---+
| * | F | | | * |
+---+---+---+---+---+
| * | * | | * | |
+---+---+---+---+---+ With a bit of thought, it's easy to see that an "edge" fastbot is only a threat if there
| * | * | H | | | is exactly one fastbot and zero robots on that edge.
+---+---+---+---+---+
| * | * | | * | F | When you put all of the above facts together you (hopefully) get the following algorithm.
+---+---+---+---+---+
| * | | F | | * |
+---+---+---+---+---+
*/
// The move is assumed safe until proven unsafe.
bool result = true;
// If we're pushing a junkheap, store the cell that the junkheap will end up in. Otherwise store an invalid cell.
const QPoint cellBehindJunkheap = (spriteTypeAt(cell) != Junkheap)
? QPoint(-1, -1)
: cell + offsetFromDirection(direction);
// We check the each of the target cells neighbours.
for (int i = Right; i <= DownRight && result; ++i) {
const QPoint neighbor = cell + offsetFromDirection(i);
// If the neighbour is invalid or the cell behind the junkheap, continue to the next neighbour.
if (!cellIsValid(neighbor) || spriteTypeAt(neighbor) == Junkheap || neighbor == cellBehindJunkheap) {
continue;
}
// If the neighbour contains an enemy, the move is unsafe.
if (spriteTypeAt(neighbor) == Robot || spriteTypeAt(neighbor) == Fastbot) {
result = false;
} else {
// neighboursNeighbour is the cell behind the neighbour, with respect to the target cell.
const QPoint neighborsNeighbor = neighbor + offsetFromDirection(i);
// If we're examining a diagonal neighbour (an odd direction)...
if (i % 2 == 1) {
// ...and neighboursNeighbour is a fastbot then the move is unsafe.
if (spriteTypeAt(neighborsNeighbor) == Fastbot) {
result = false;
}
}
// If we're examining an vertical or horizontal neighbour, things are more complicated...
else {
// Assemble a list of the cells behind the neighbour.
const std::array<QPoint, 3> cellsBehindNeighbor {
neighborsNeighbor,
// Add neighboursNeighbour's anticlockwise neighbour.
// ( i + 2 ) % 8 is the direction a quarter turn anticlockwise from i.
neighborsNeighbor + offsetFromDirection((i + 2) % 8),
// Add neighboursNeighbour's clockwise neighbour.
// ( i + 6 ) % 8 is the direction a quarter turn clockwise from i.
neighborsNeighbor + offsetFromDirection((i + 6) % 8),
};
// Then we just count the number of fastbots and robots in the list of cells.
int fastbotsFound = 0;
int robotsFound = 0;
for (const QPoint &cell : cellsBehindNeighbor) {
if (spriteTypeAt(cell) == Fastbot) {
++fastbotsFound;
} else if (spriteTypeAt(cell) == Robot) {
++robotsFound;
}
}
// If there is exactly one fastbots and zero robots, the move is unsafe.
if (fastbotsFound == 1 && robotsFound == 0) {
result = false;
}
}
}
}
return result;
}
bool Killbots::Engine::canPushJunkheap(const Sprite *junkheap, HeroAction direction) const
{
Q_ASSERT(junkheap->spriteType() == Junkheap);
const QPoint nextCell = junkheap->gridPos() + offsetFromDirection(direction);
if (m_rules->pushableJunkheaps() != Ruleset::None && cellIsValid(nextCell)) {
if (spriteTypeAt(nextCell) == NoSprite) {
return true;
} else if (spriteTypeAt(nextCell) == Junkheap) {
return m_rules->pushableJunkheaps() == Ruleset::Many && canPushJunkheap(m_spriteMap.value(nextCell), direction);
} else {
return m_rules->squaskKillsEnabled();
}
} else {
return false;
}
}
void Killbots::Engine::pushJunkheap(Sprite *junkheap, HeroAction direction)
{
const QPoint nextCell = junkheap->gridPos() + offsetFromDirection(direction);
Sprite *currentOccupant = m_spriteMap.value(nextCell);
if (currentOccupant) {
if (currentOccupant->spriteType() == Junkheap) {
pushJunkheap(currentOccupant, direction);
} else {
destroySprite(currentOccupant);
updateScore(m_rules->squashKillPointBonus());
updateEnergy(m_rules->squashKillEnergyBonus());
}
}
m_coordinator->slideSprite(junkheap, nextCell);
}
void Killbots::Engine::cleanUpRound()
{
m_coordinator->beginNewAnimationStage();
if (m_hero) {
destroySprite(m_hero);
}
m_hero = nullptr;
const auto bots = m_bots;
for (Sprite *bot : bots) {
destroySprite(bot, false);
}
Q_ASSERT(m_bots.isEmpty());
m_bots.clear();
const auto junkheaps = m_junkheaps;
for (Sprite *junkheap : junkheaps) {
destroySprite(junkheap);
}
Q_ASSERT(m_junkheaps.isEmpty());
m_junkheaps.clear();
m_spriteMap.clear();
}
void Killbots::Engine::destroySprite(Sprite *sprite, bool calculatePoints)
{
const SpriteType type = sprite->spriteType();
if (type == Robot || type == Fastbot) {
if (calculatePoints) {
if (type == Robot) {
updateScore(m_rules->pointsPerEnemyKilled());
} else {
updateScore(m_rules->pointsPerFastEnemyKilled());
}
if (m_waitingOutRound) {
updateScore(m_rules->waitKillPointBonus());
updateEnergy(m_rules->waitKillEnergyBonus());
}
}
m_bots.removeOne(sprite);
Q_EMIT enemyCountChanged(m_bots.size());
} else if (type == Junkheap) {
m_junkheaps.removeOne(sprite);
}
m_coordinator->destroySprite(sprite);
}
bool Killbots::Engine::destroyAllCollidingBots(const Sprite *sprite, bool calculatePoints)
{
bool result = false;
const auto robotsAtPos = m_spriteMap.values(sprite->gridPos());
for (Sprite *robot : robotsAtPos) {
if (robot != sprite && (robot->spriteType() == Robot || robot->spriteType() == Fastbot)) {
destroySprite(robot, calculatePoints);
result = true;
}
}
return result;
}
void Killbots::Engine::updateScore(int changeInScore)
{
if (changeInScore != 0) {
m_score = m_score + changeInScore;
Q_EMIT scoreChanged(m_score);
}
}
void Killbots::Engine::updateEnergy(int changeInEnergy)
{
if (m_rules->energyEnabled() && changeInEnergy != 0) {
if (changeInEnergy > 0 && m_energy > int(m_maxEnergy)) {
m_score += changeInEnergy * m_rules->pointsPerEnergyAboveMax();
} else if (changeInEnergy > 0 && m_energy + changeInEnergy > int(m_maxEnergy)) {
m_score += (m_energy + changeInEnergy - int(m_maxEnergy)) * m_rules->pointsPerEnergyAboveMax();
m_energy = int(m_maxEnergy);
} else {
m_energy = m_energy + changeInEnergy;
}
Q_EMIT energyChanged(m_energy);
Q_EMIT teleportSafelyAllowed(canSafeTeleport());
Q_EMIT vaporizerAllowed(canUseVaporizer());
}
}
QString Killbots::Engine::gridToString() const
{
QString string;
for (int r = 0; r < m_rules->rows(); ++r) {
for (int c = 0; c < m_rules->columns(); ++c) {
switch (spriteTypeAt(QPoint(c, r))) {
case Robot:
string += QLatin1Char('r');
break;
case Fastbot:
string += QLatin1Char('f');
break;
case Junkheap:
string += QLatin1Char('j');
break;
default:
string += QLatin1Char(' ');
break;
}
}
string += QLatin1Char('\n');
}
return string;
}
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