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// Copyright 2005 by Anthony Liekens anthony@liekens.net
#include <map>
#include "players.h"
#include "planets.h"
#include "universe.h"
#include "ships.h"
#include "extensions.h"
#include "timer.h"
#include "settings.h"
#include "selection.h"
#include "messages.h"
#include "canvas.h"
#include "game.h"
// ##### PLAYER #####
using namespace std;
Player::Player( Universe* universe, Uint32 color, int t ) : visible(false), team(t)
{
ships = new Ships();
playerState = ALIVE;
this->universe = universe;
setColor( color );
}
void
Player::addShip(Uint32 time, Planet * const planet)
{
ships->push_back(new Ship(this, planet, time ));
}
void
Player::removeDeadShips() {
ships->removeDeadShips();
}
void
Player::addPlanet(Planet *newPlanet)
{
occupiedPlanets.push_back(newPlanet);
}
void
Player::removePlanet(Planet *lostPlanet)
{
occupiedPlanets.remove(lostPlanet);
}
void
Player::updateStats( double maximumPoints ) {
stats.push_back( (int)( getPoints() / maximumPoints * Settings::getGameHeight() + 0.5 ) );
if( stats.size() == 1 ) {
for( int i = 0; i < 127; i++ )
stats.push_back( (int)( getPoints() / maximumPoints * Settings::getGameHeight() + 0.5 ) );
}
while( stats.size() > 128 ) {
stats.erase( stats.begin() );
}
}
void
Player::render()
{
if (visible)
ships->render(color);
}
bool
Player::renderStats( int height ) {
int counter = 4;
for( Planets::iterator i = universe->planets->begin(); i != universe->planets->end(); i++ ) {
if( (*i)->getOwner() == this ) {
int size = 3;
if( (*i)->getMoon() ) size = 2;
Canvas::drawPlanetMapped(counter, height + 5, size, color );
counter+= size * 2 + 3;
}
}
// if( getPoints() == 0 ) {
// boxRGBA( screen, counter - 1, height + 2, counter + 1, height + 8, getRed( color ), getGreen( color ), getBlue( color ), 255 );
// boxRGBA( screen, counter - 3, height + 4, counter + 3, height + 6, getRed( color ), getGreen( color ), getBlue( color ), 255 );
// counter += 6;
// }
return true;
// return ( counter != 4 );
}
void
Player::renderStatsLog() {
if( playerType == HUMAN )
{
int size = stats.size();
for( int i = 1; i < size; i++ ) {
Canvas::drawPlayerStat(size, i, stats[i-1], stats[i],
getRed( color ), getGreen( color ), getBlue( color ));
}
}
}
double
Player::getPoints() {
double result = 0;
for( Planets::iterator i = universe->planets->begin(); i != universe->planets->end(); i++ ) {
if( (*i)->getOwner() == this ) {
if( (*i)->getMoon() ) {
result += 0.999;
} else {
result += 2;
}
}
}
result += ships->size() / 3.0;
return result;
}
Player::PlayerTypes
Player::getPlayerType() {
return playerType;
}
void
Player::setColor( const Uint32& color ) {
this->color = color;
}
Uint32
Player::getColor() {
return color;
}
// ##### HUMANPLAYER #####
HumanPlayer::HumanPlayer( Universe* universe, Uint32 color, int team ) :
Player( universe, color, team ) {
playerType = Player::HUMAN;
fleetStrength = 50;
}
void
HumanPlayer::selectNearestPlanet(int x, int y)
{
double pointerX = ( (double)x - Settings::getGameOffsetX() ) / Settings::getGameWidth();
double pointerY = (double)y / Settings::getGameHeight();
Planet* closestPlanet = universe->planets->closestToCoordinate( Coordinate( pointerX, pointerY ), 1 );
if (closestPlanet && closestPlanet->getOwner() == this) {
for (list <Planet *>::iterator i = occupiedPlanets.begin(); i != occupiedPlanets.end(); i++)
(*i)->setSourceSelected(false);
closestPlanet->setSourceSelected(true);
}
else
{
for (list <Planet *>::iterator i = occupiedPlanets.begin(); i != occupiedPlanets.end(); i++)
(*i)->setSourceSelected(false);
}
}
void
HumanPlayer::selectPlanetAt(int x, int y)
{
double pointerX = ( (double)x - Settings::getGameOffsetX() ) / Settings::getGameWidth();
double pointerY = (double)y / Settings::getGameHeight();
Planet* closestPlanet = universe->planets->closestToCoordinate( Coordinate( pointerX, pointerY ), 0.01 );
if (closestPlanet && closestPlanet->getOwner() == this) {
for (list <Planet *>::iterator i = occupiedPlanets.begin(); i != occupiedPlanets.end(); i++)
(*i)->setSourceSelected(false);
closestPlanet->setSourceSelected(true);
}
else
{
for (list <Planet *>::iterator i = occupiedPlanets.begin(); i != occupiedPlanets.end(); i++)
(*i)->setSourceSelected(false);
}
}
void
HumanPlayer::moveToNearestPlanet(Uint32 time, int x, int y)
{
double pointerX = ( (double)x - Settings::getGameOffsetX() ) / Settings::getGameWidth();
double pointerY = (double)y / Settings::getGameHeight();
Planet* closestPlanet = universe->planets->closestToCoordinate( Coordinate( pointerX, pointerY ), 1 );
if( closestPlanet != NULL ) {
for (list <Planet *>::iterator i = occupiedPlanets.begin(); i != occupiedPlanets.end(); i++) {
if ((*i)->isSourceSelected())
(*i)->moveResidentsTo(time, closestPlanet, fleetStrength);
}
}
}
void
HumanPlayer::update(Game *game) {
if( playerState == ALIVE ) {
if( getPoints() == 0 ) {
playerState = DEAD;
return;
}
} else
return;
removeDeadShips();
// TODO: Unify this with the other player types.
ships->update(game->getTime());
}
void
HumanPlayer::setFleetStrength(int str) {
if (fleetStrength != str) {
fleetStrength = str;
}
}
void
HumanPlayer::selectAllPlanets() {
for (list <Planet *>::iterator i = occupiedPlanets.begin(); i != occupiedPlanets.end(); i++)
(*i)->setSourceSelected(true);
}
// ##### COMPUTERPLAYER #####
ComputerPlayer::ComputerPlayer( Universe* universe, Uint32 color, int team ) :
Player( universe, color, team ) {
playerType = Player::COMPUTER;
// give the computer player some values for determining strategic actions
proportionResidents = 0.3 + frand( 0.4 );
moonPriority = 0.5 + frand( 0.7 );
enemyPriority = 0.05 + frand( 0.45 );
preferredPriority = 0.2 + frand( 0.5 );
neutralPriority = 0.2 + frand( 0.6 );
weakerEnemyPriority = 0.2 + frand( 1.6 );
strongerEnemyPriority = 0.2 + frand( 1.6 );
universe->actionQueue->scheduleAction( rand() % 10000, new ComputerPlayerAction( this ) );
}
void
ComputerPlayer::printStats() {
cout << "proportionResidents:" << proportionResidents << " moonPriority:" << moonPriority << " enemyPriority:" << enemyPriority << " preferredPriority:" << preferredPriority << " neutralPriority:" << neutralPriority << endl;
}
void
ComputerPlayer::update(Game *game) {
if( playerState == ALIVE ) {
if( getPoints() == 0 ) {
game->addMessage(0, Message(game->getTime(), "AI player is dead", color));
playerState = DEAD;
return;
}
} else
return;
removeDeadShips();
// TODO: Unify this with the other player types.
ships->update(game->getTime());
}
bool
ComputerPlayer::isAPreferredPlanet( Planet* planet ) {
for( list< Planet* >::iterator i = preferredPlanets.begin(); i != preferredPlanets.end(); i++ )
if( (*i) == planet )
return true;
return false;
}
Planet*
ComputerPlayer::getRandomNearbyPlanet( Planet* planet ) {
Planet* result;
do {
result = universe->planets->getRandomPlanet();
} while( result == planet );
double distance = planet->distance( result );
for( int i = 0; i < universe->planets->size() * 2; i++ ) {
Planet* otherPlanet;
do {
otherPlanet = universe->planets->getRandomPlanet();
} while( otherPlanet == planet );
double otherDistance = planet->distance( otherPlanet );
// which planets do we prefer?
if( otherPlanet->getOwner() != planet->getOwner() ) {
otherDistance *= enemyPriority;
if( isAPreferredPlanet( otherPlanet ) ) {
otherDistance *= preferredPriority;
}
if( otherPlanet->getOwner()->getPlayerType() != Player::NEUTRAL ) {
if( otherPlanet->getOwner()->getPoints() < getPoints() )
otherDistance *= weakerEnemyPriority;
else
otherDistance *= strongerEnemyPriority;
}
}
if( otherPlanet->getOwner()->getPlayerType() == Player::NEUTRAL )
otherDistance *= neutralPriority;
if( !otherPlanet->getMoon() )
otherDistance *= moonPriority;
if( otherDistance < distance ) {
result = otherPlanet;
distance = otherDistance;
}
}
return result;
}
void
ComputerPlayer::action( const Uint32& time ) {
// The AI of the computer player ... it's not much, but it does some
// intelligent things
//
// * compute the number of ships we want to launch
// * divide this into a set of squadrons
// * each squadron (nearby resident ships) launches to a nearby planet
// * schedule our next activity
// how many (resident) ships do i have, and how many do I want to launch
// according to my strategy?
int numberOfShips = ships->size();
int numberOfResidents = ships->countResidents();
int numberOfLaunches = numberOfResidents - (int)( ships->size() * proportionResidents ) - 1;
if( numberOfLaunches > 0 ) {
Ship* ship;
Planet* sourcePlanet;
Planet* destinationPlanet;
int squadronSize = rand() % numberOfLaunches + 1;
if( squadronSize > 10 ) {
squadronSize = 10;
}
ship = ships->getRandomResidentShip();
sourcePlanet = ship->getPlanet();
destinationPlanet = getRandomNearbyPlanet( sourcePlanet );
if( ( destinationPlanet->getOwner() == this ) && ( destinationPlanet->numberOfResidentShips() > sourcePlanet->numberOfResidentShips() ) )
destinationPlanet = sourcePlanet;
if( !isAPreferredPlanet( destinationPlanet ) )
if( destinationPlanet->getOwner() != this )
preferredPlanets.push_back( destinationPlanet );
if( preferredPlanets.size() > 3 )
preferredPlanets.erase( preferredPlanets.begin() );
int launchedShips = 0;
for( int i = 0; i < squadronSize; i++ ) {
Ship* nextShip = ships->getRandomNearbyResidentShip( ship );
if( nextShip != NULL ) {
if( nextShip->distance( ship ) < 0.25 ) {
nextShip->moveTo( time + rand() % 500, destinationPlanet, universe->actionQueue );
launchedShips++;
ship = nextShip;
}
}
}
int wait = (int)( ( ( 1 + launchedShips ) / (double)numberOfLaunches ) * ( 2000 + rand() % 1000 ) );
universe->actionQueue->scheduleAction( time + wait, new ComputerPlayerAction( this ) );
return;
}
int wait = 3000 + rand() % 1500;
universe->actionQueue->scheduleAction( time + 4000 + rand() % 2000, new ComputerPlayerAction( this ) );
}
// ##### NEUTRALPLAYER #####
NeutralPlayer::NeutralPlayer( Universe* universe, Uint32 color ) :
Player( universe, color, 0 ) {
playerType = Player::NEUTRAL;
}
void
NeutralPlayer::update(Game *game) {
removeDeadShips();
// TODO: Unify this with the other player types.
ships->update(game->getTime());
}
// ##### PLAYERS #####
Players::Players( Universe* universe ) {
this->universe = universe;
bestPlayer = NULL;
}
void
Players::render() {
for( iterator i = begin(); i != end(); i++ ) {
(*i)->render();
}
renderStats();
}
double
Players::getSumOfScores() {
double sum = 0;
for( iterator i = begin(); i != end(); i++ ) {
if( (*i)->getPlayerType() != Player::NEUTRAL )
sum += (*i)->getPoints();
}
return sum;
}
void
Players::updateStats( int time ) {
double sumOfScores = getSumOfScores();
for( iterator i = begin(); i != end(); i++ ) {
(*i)->updateStats( sumOfScores );
}
universe->actionQueue->scheduleAction( time + 1000, new UpdatePlayersStatsAction( this ) );
}
void
Players::renderStats() {
multimap< double, Player* > playerSorter;
for( iterator i = begin(); i != end(); i++ ) {
playerSorter.insert( pair< double, Player* >( (*i)->getPoints(), *i ) );
(*i)->renderStatsLog();
}
/* TODO: Reimplement this with a scoreboard approach or something else
Player* currentBestPlayer = playerSorter.rbegin()->second;
double maxPoints = currentBestPlayer->getPoints();
if( currentBestPlayer != bestPlayer ) {
bestPlayer = currentBestPlayer;
if( bestPlayer->getPlayerType() == Player::COMPUTER )
universe->messages->addMessage( timer.getTime(), Message( "AI player takes the lead", 10000, getRed( bestPlayer->getColor() ), getGreen( bestPlayer->getColor() ), getBlue( bestPlayer->getColor() ) ) );
else if( bestPlayer->getPlayerType() == Player::HUMAN )
universe->messages->addMessage( timer.getTime(), Message( "You take the lead", 10000, getRed( bestPlayer->getColor() ), getGreen( bestPlayer->getColor() ), getBlue( bestPlayer->getColor() ) ) );
}
*/
int height = 0;
for( multimap< double, Player* >::reverse_iterator i = playerSorter.rbegin(); i != playerSorter.rend(); i++ ) {
Player* p = i->second;
if( p->getPlayerType() != Player::NEUTRAL ) {
if( p->renderStats(height ) )
height += 10;
}
}
}
void
Players::update(Game *game) {
for( iterator i = begin(); i != end(); i++ ) {
(*i)->update(game);
}
}
// ##### COMPUTERPLAYERACTION #####
ComputerPlayerAction::ComputerPlayerAction() {
}
ComputerPlayerAction::ComputerPlayerAction( ComputerPlayer* player ) {
this->player = player;
}
void
ComputerPlayerAction::execute( const Uint32& time ) {
player->action( time );
}
// ##### UPDATEPLAYERSSTATS #####
UpdatePlayersStatsAction::UpdatePlayersStatsAction() {
}
UpdatePlayersStatsAction::UpdatePlayersStatsAction( Players* players ) {
this->players = players;
}
void
UpdatePlayersStatsAction::execute( const Uint32& time ) {
players->updateStats( time );
}
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