#include "gamecore.h" #include "gamecore.moc" #include #include #include //******************************************************************* // Game Core Logic //******************************************************************* bool CoreLogic::class_init = false; CoreLogic::CoreLogic() { random.setSeed(0); } void CoreLogic::generatePlanetCoordinates( int &x, int &y ) { // 0 - 15 x = random.getLong(16); y = random.getLong(16); } double CoreLogic::generateKillPercentage() { // 0.30 - 0.90 return 0.30 + random.getDouble()*0.60; } int CoreLogic::generatePlanetProduction() { // 5 - 15 return 5 + random.getLong(10); } double CoreLogic::generateMorale() { // constant return 0.50; } double CoreLogic::distance( Planet *p1, Planet *p2 ) { int k = (p1->getSector().getRow() - p2->getSector().getRow()) / 2; int l = (p1->getSector().getColumn() - p2->getSector().getColumn()) / 2; return sqrt(double((k*k) + (l*l))); } double CoreLogic::roll() { // 0.00 - 1.00 return random.getDouble(); } //--------------------------------------------------------------------------- // class Map //--------------------------------------------------------------------------- Map::Map() : TQObject( 0, 0 ), freezeUpdates( false ), rows( BOARD_ROWS ), columns( BOARD_COLS ), hasSelectedSector( false ) { // initialize the grid of Sectors for( int x = 0; x < rows; x++ ) { for( int y = 0; y < columns; y++ ) { grid[x][y] = Sector( this, x, y ); connect( &grid[x][y], TQT_SIGNAL( update() ), this, TQT_SLOT( childSectorUpdate() )); } } } Map::~Map() { } void Map::populateMap( PlayerList &players, Player *neutral, int numNeutralPlanets, PlanetList &thePlanets ) { Freeze(); int index = 0; TQString names( "ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890!@#$%^&*(),.<>;:[]{}/?-+\\|" ); // Create a planet for each player Player *plr; for( plr = players.first(); plr != 0; plr = players.next() ) { TQString newName( names.mid( index++, 1 ) ); Sector § = findRandomFreeSector(); Planet *plrPlanet = Planet::createPlayerPlanet( sect, plr, newName ); thePlanets.append( plrPlanet ); } for( int x = 0; x < numNeutralPlanets; x++ ) { TQString newName( names.mid( index++, 1 ) ); Sector § = findRandomFreeSector(); Planet *neutralPlanet = Planet::createNeutralPlanet( sect, neutral, newName ); thePlanets.append( neutralPlanet ); } Thaw(); emit update(); } void Map::clearMap() { Freeze(); int x,y; for( x = 0; x < rows; x++ ) for( y = 0; y < columns; y++ ) { grid[x][y].removePlanet(); } Thaw(); emit update(); } Sector & Map::findRandomFreeSector() { CoreLogic cl; bool found = false; while( !found ) { int x,y; cl.generatePlanetCoordinates( x,y ); if( !grid[x][y].hasPlanet() ) { return grid[x][y]; } } // TODO: get rid of this return grid[0][0]; } bool Map::selectedSector( int &x, int &y ) const { if( hasSelectedSector) { x = sel_x; y = sel_y; } return hasSelectedSector; } void Map::setSelectedSector( int x, int y ) { hasSelectedSector = true; sel_x = x; sel_y = y; emit update(); } void Map::setSelectedSector( const Planet &planet ) { hasSelectedSector = true; sel_x = planet.getSector().getRow(); sel_y = planet.getSector().getColumn(); emit update(); } void Map::setSelectedSector() { hasSelectedSector = false; emit update(); } void Map::childSectorUpdate() { if( !freezeUpdates ) emit update(); } void Map::Freeze() { freezeUpdates = true; } void Map::Thaw() { freezeUpdates = false; } Sector &Map::getSector( int x, int y ) { return grid[x][y]; } const int Map::getRows() const { return rows; } const int Map::getColumns() const { return columns; } //--------------------------------------------------------------------------- // class Sector //--------------------------------------------------------------------------- Sector::Sector() : TQObject(0,0), planet( NULL ), parentMap(NULL ), x(0), y(0) {} Sector::Sector( Map *newParentMap, int xPos, int yPos ) : TQObject(0,0), planet(NULL), parentMap( newParentMap ), x(xPos), y(yPos) { } Sector::Sector( const Sector & other ) : TQObject(0,0), planet(other.planet), parentMap(other.parentMap), x(other.x), y(other.y) { } bool Sector::hasPlanet() const { return (planet != NULL); } void Sector::setPlanet( Planet *newPlanet ) { planet = newPlanet; connect( planet, TQT_SIGNAL( update() ), this, TQT_SLOT( childPlanetUpdate() ) ); emit update(); } Planet *Sector::getPlanet() { return planet; } void Sector::removePlanet() { planet = NULL; emit update(); } void Sector::childPlanetUpdate() { emit update(); } Sector & Sector::operator=( const Sector &other ) { x = other.x; y = other.y; planet = other.planet; parentMap = other.parentMap; return *this; } void Sector::select() { parentMap->setSelectedSector( x, y ); emit selected(); } int Sector::getRow() { return x; } int Sector::getColumn() { return y; } //--------------------------------------------------------------------------- // class Planet //--------------------------------------------------------------------------- Planet::Planet( TQString planetName, Sector &newParentSector, Player *initialOwner, int newProd, double newKillP, double newMorale ) : TQObject(0,0), name(planetName), owner(initialOwner), parentSector(newParentSector), homeFleet( this, newProd ), killPercentage(newKillP), morale( newMorale ), productionRate(newProd) { parentSector.setPlanet( this ); } Planet::~Planet() {} Planet * Planet::createPlayerPlanet( Sector &parentSector, Player *initialOwner, TQString planetName ) { CoreLogic clogic; double morale = clogic.generateMorale(); return new Planet( planetName, parentSector, initialOwner, 10, 0.400, morale ); } Planet * Planet::createNeutralPlanet( Sector &parentSector, Player *initialOwner, TQString planetName ) { CoreLogic clogic; double morale = clogic.generateMorale(); double killP = clogic.generateKillPercentage(); int productionRate = (int)clogic.generatePlanetProduction(); return new Planet( planetName, parentSector, initialOwner, productionRate, killP, morale ); } double Planet::getKillPercentage() { return killPercentage; } void Planet::setKillPercentage( double newValue ) { killPercentage = newValue; emit update(); } double Planet::getMorale() { return morale; } void Planet::setMorale( double newMorale ) { morale = newMorale; } int Planet::getProduction() { return productionRate; } void Planet::setProduction( int newProduction ) { productionRate = newProduction; } void Planet::select() { parentSector.select(); emit selected(); } DefenseFleet &Planet::getFleet() { return homeFleet; } Player * Planet::getPlayer() const { return owner; } const TQString & Planet::getName() const { return name; } Sector & Planet::getSector() const { return parentSector; } void Planet::conquer( AttackFleet *conqueringFleet ) { owner = conqueringFleet->owner; owner->statPlanetsConquered(1); homeFleet.become( conqueringFleet ); } void Planet::coup( Player *luckyPlayer ) { owner = luckyPlayer; } void Planet::turn() { if( !(owner->isNeutral()) ) { homeFleet.addShips( productionRate ); owner->statShipsBuilt( productionRate ); } else { homeFleet.addShips( 1 ); } } //--------------------------------------------------------------------------- // class Player //--------------------------------------------------------------------------- Player::Player( TQString newName, TQColor newColor, int newPlrNum, bool isAi ) : name( newName ), color( newColor ), playerNum( newPlrNum ), inPlay( true ), aiPlayer( isAi ), shipsBuilt(0), planetsConquered(0), fleetsLaunched(0), enemyFleetsDestroyed(0), enemyShipsDestroyed(0) { } Player::~Player() { } bool Player::operator==( const Player &otherPlayer ) const { if( playerNum == otherPlayer.playerNum ) return true; else return false; } TQString & Player::getName() { return name; } TQString Player::getColoredName() { return TQString("%2").arg(color.name(), name); } Player *Player::createPlayer( TQString newName, TQColor color, int playerNum, bool isAi ) { return new Player( newName, color, playerNum, isAi ); } Player *Player::createNeutralPlayer() { return new Player( TQString(), gray, NEUTRAL_PLAYER_NUMBER, false ); } TQColor &Player::getColor() { return color; } bool Player::isNeutral() { if( playerNum == NEUTRAL_PLAYER_NUMBER ) { return true; } else { return false; } } bool Player::isInPlay() { return inPlay; } void Player::setInPlay( bool status ) { inPlay = status; } AttackFleetList & Player::getAttackList() { return attackList; } bool Player::NewAttack( Planet *sourcePlanet, Planet *destPlanet, int shipCount, int turn ) { CoreLogic cl; double arrival = cl.distance( sourcePlanet, destPlanet ) + turn; AttackFleet *fleet = sourcePlanet->getFleet().spawnAttackFleet( destPlanet, shipCount, arrival ); if( fleet ) { attackList.append(fleet); statFleetsLaunched( 1 ); return true; } return false; } // Player Statistics collection void Player::statShipsBuilt( int x ) { shipsBuilt += x; } void Player::statPlanetsConquered( int x ) { planetsConquered += x; } void Player::statFleetsLaunched( int x ) { fleetsLaunched += x; } void Player::statEnemyFleetsDestroyed( int x ) { enemyFleetsDestroyed += x; } void Player::statEnemyShipsDestroyed( int x ) { enemyShipsDestroyed += x; } bool Player::isAiPlayer() { return aiPlayer; } //--------------------------------------------------------------------------- // class Fleet // \---class AttackFleet // \---class DefenseFleet //--------------------------------------------------------------------------- Fleet::Fleet( int initialShipCount ) : shipCount( initialShipCount ) { } int Fleet::getShipCount() { return shipCount; } void Fleet::removeShips( int lostShips ) { shipCount -= lostShips; } AttackFleet::AttackFleet( Planet *source, Planet *dest, int initialCount, double arrival ) : Fleet( initialCount ), owner( source->getPlayer() ), destination( dest ), arrivalTurn( arrival ), killPercentage( source->getKillPercentage() ) { } DefenseFleet::DefenseFleet( Planet *newHome, int initialCount ) : Fleet( initialCount ), home( newHome ) { } void DefenseFleet::absorb( AttackFleet *fleet ) { shipCount += fleet->getShipCount(); } void DefenseFleet::become( AttackFleet *fleet ) { shipCount = fleet->getShipCount(); } AttackFleet * DefenseFleet::spawnAttackFleet( Planet *dest, int count, double arrivalTurn ) { if( shipCount < count ) { return NULL; } AttackFleet *newFleet = new AttackFleet( home, dest, count, arrivalTurn ); removeShips( count ); return newFleet; } void DefenseFleet::addShips( int newShips ) { shipCount += newShips; }