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/*
Copyright 2003 Russell Steffen <rsteffen@bayarea.net>
Copyright 2003 Stephan Zehetner <s.zehetner@nevox.org>
Copyright 2006 Dmitry Suzdalev <dimsuz@gmail.com>
Copyright 2006 Inge Wallin <inge@lysator.liu.se>
Copyright 2006 Pierre Ducroquet <pinaraf@gmail.com>
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "game.h"
#include "players/player.h"
#include "planet.h"
#include <KLocalizedString>
#include <QDebug>
#include <cmath>
KRandomSequence Game::random = KRandomSequence();
Game::Game(QObject *parent) :
QObject(parent)
{
m_finalState = new QFinalState();
m_turnCounter = 0;
m_map = new Map(10, 10);
m_gameMachine.addState(m_finalState);
m_neutral = new NeutralPlayer(this);
connect(&m_gameMachine, &QStateMachine::finished, this, &Game::finished);
}
const QList<Planet*> Game::planets()
{
return m_map->planets();
}
bool Game::isRunning()
{
return m_gameMachine.isRunning();
}
Coordinate Game::generatePlanetCoordinates(int x, int y)
{
return Coordinate(random.getLong(x), random.getLong(y));
}
double Game::generateKillPercentage()
{
// 0.30 - 0.90
return 0.30 + random.getDouble()*0.60;
}
int Game::generatePlanetProduction()
{
// 5 - 15
return 5 + random.getLong(10);
}
bool Game::attack(Planet *sourcePlanet, Planet *destPlanet, long long shipCount, bool standingOrder)
{
int arrival = int(std::ceil(m_map->distance(sourcePlanet, destPlanet))) + m_turnCounter;
if(standingOrder)
{
m_currentPlayer->addStandingOrder(new AttackFleet(sourcePlanet, destPlanet, shipCount, arrival));
return true;
}
else
{
AttackFleet *fleet = sourcePlanet->fleet().spawnAttackFleet(destPlanet, shipCount, arrival);
if (fleet) {
m_currentPlayer->addAttackFleet(fleet);
return true;
}
return false;
}
}
void Game::setPlayers(const QList<Player *> &players)
{
m_players = players;
}
void Game::setCurrentPlayer(Player *player)
{
m_currentPlayer = player;
}
bool Game::doFleetArrival(AttackFleet *fleet)
{
// First, sanity check
if (fleet->arrivalTurn != m_turnCounter)
return false;
// Check to see of (fleet owner) == (planet owner)
// if the planet and fleet owner are the same, then merge the fleets
// otherwise attack.
if( fleet->owner == fleet->destination->player()) {
fleet->destination->fleet().absorb(fleet);
if ( !fleet->owner->isAiPlayer() )
emit gameMsg(ki18np("Reinforcements (1 ship) have arrived for planet %2.",
"Reinforcements (%1 ships) have arrived for planet %2.")
.subs(fleet->shipCount()), 0, fleet->destination);
} else {
// let's get ready to rumble...
AttackFleet *attacker = fleet;
Planet *attackerPlanet = attacker->source;
Planet *defenderPlanet = attacker->destination;
DefenseFleet &defender = defenderPlanet->fleet();
bool haveVictor = false;
bool planetHolds = true;
while( !haveVictor ) {
double attackerRoll = random.getDouble();
double defenderRoll = random.getDouble();
/* special case if both have 0 kill percentages */
if( defenderPlanet->killPercentage() == 0 &&
attackerPlanet->killPercentage() == 0) {
if(attackerRoll < defenderRoll )
makeKill(&defender, attackerPlanet->player());
else
makeKill(attacker, defenderPlanet->player());
}
if( defenderRoll < defenderPlanet->killPercentage() )
makeKill(attacker, defenderPlanet->player());
if( attacker->shipCount() <= 0 ) {
haveVictor = true;
planetHolds = true;
continue;
}
if( attackerRoll < attackerPlanet->killPercentage() )
makeKill(&defender, attackerPlanet->player());
if( defender.shipCount() <= 0 ) {
haveVictor = true;
planetHolds = false;
}
}
if( planetHolds ) {
defenderPlanet->player()->statEnemyFleetsDestroyed(1);
emit gameMsg(ki18n("Planet %2 has held against an attack from %1."),
attacker->owner, defenderPlanet);
} else {
Player *defender = defenderPlanet->player();
attacker->owner->statEnemyFleetsDestroyed( 1 );
defenderPlanet->conquer( attacker );
emit gameMsg(ki18n("Planet %2 has fallen to %1."),
attacker->owner, defenderPlanet, defender);
}
}
return true;
}
void Game::makeKill(Fleet *fleet, Player *player)
{
fleet->removeShips( 1 );
player->statEnemyShipsDestroyed( 1 );
}
void Game::findWinner()
{
//qDebug() << "Searching for survivors";
// Check for survivors
Player *winner = 0;
for (Player *player : players()) {
if (player->isNeutral() || player->isSpectator()) {
continue;
}
if (!player->isDead()) {
if (winner) {
//qDebug() << "Ok, returning 0";
return;
} else {
winner = player;
}
}
}
//qDebug() << "Ok, returning " << winner;
if (winner)
{
// We got a winner
//qDebug() << "Trying to stop";
this->stop();
emit(finished());
}
}
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