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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/>.
*/
#ifndef KILLBOTS_ENGINE_H
#define KILLBOTS_ENGINE_H
#include "actions.h"
#include "ruleset.h"
#include <QObject>
#include <QHash>
class QPoint;
namespace Killbots
{
class Coordinator;
class Sprite;
class Engine : public QObject
{
Q_OBJECT
public: // functions
explicit Engine(Coordinator *scene, QObject *parent = nullptr);
virtual ~Engine();
void setRuleset(const Ruleset *ruleset);
const Ruleset *ruleset() const;
bool gameHasStarted() const;
bool isRoundComplete() const;
bool isHeroDead() const;
bool isBoardFull() const;
bool canSafeTeleport() const;
bool canUseVaporizer() const;
void startNewGame();
void startNewRound(bool incrementRound = true, const QString &layout = QString());
bool moveHero(Killbots::HeroAction direction);
bool teleportHero();
bool teleportHeroSafely();
bool useVaporizer();
bool waitOutRound();
void moveRobots(bool justFastbots = false);
void assessDamage();
void resetBotCounts();
void endGame();
Q_SIGNALS:
void roundChanged(int round);
void scoreChanged(int score);
void enemyCountChanged(int enemyCount);
void energyChanged(int energy);
void gameOver(int score, int round);
void showNewGameMessage();
void showRoundCompleteMessage();
void showBoardFullMessage();
void showGameOverMessage();
void teleportAllowed(bool allowed);
void teleportSafelyAllowed(bool allowed);
void vaporizerAllowed(bool allowed);
void waitOutRoundAllowed(bool allowed);
private: // functions
void refreshSpriteMap();
int spriteTypeAt(const QPoint &cell) const;
QPoint offsetFromDirection(int direction) const;
QPoint randomEmptyCell() const;
bool cellIsValid(const QPoint &cell) const;
bool moveIsValid(const QPoint &cell, HeroAction direction) const;
bool moveIsSafe(const QPoint &cell, HeroAction direction) const;
bool canPushJunkheap(const Sprite *junkheap, HeroAction direction) const;
void pushJunkheap(Sprite *junkheap, HeroAction direction);
void cleanUpRound();
void destroySprite(Sprite *sprite, bool calculatePoints = true);
bool destroyAllCollidingBots(const Sprite *sprite, bool calculatePoints = true);
void updateScore(int changeInScore);
void updateEnergy(int changeInEnergy);
QString gridToString() const;
private: // data members
Coordinator *m_coordinator;
Sprite *m_hero;
QList<Sprite *> m_bots;
QList<Sprite *> m_junkheaps;
const Ruleset *m_rules;
int m_round;
int m_score;
int m_energy;
qreal m_maxEnergy;
qreal m_robotCount;
qreal m_fastbotCount;
qreal m_junkheapCount;
bool m_heroIsDead;
bool m_waitingOutRound;
QMultiHash<QPoint, Sprite *> m_spriteMap;
friend class EngineTest;
};
}
#endif
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