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7 | #include "WagnisPlayer.h" |
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8 | #include <vector> |
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9 | #include <string> |
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10 | |
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11 | namespace orxonox |
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12 | { |
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13 | RegisterClass(WagnisPlayer); |
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14 | |
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15 | //Constructor |
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16 | WagnisPlayer::WagnisPlayer(Context* context) : HumanPlayer(context){ |
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17 | RegisterObject(WagnisPlayer); |
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18 | this->gameBoard = nullptr; |
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19 | this->is_active = false; |
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20 | this->origin_province = nullptr; |
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21 | this->target_province = nullptr; |
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22 | this->province_selection_changed = false; |
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23 | this->gameStage = NOT_READY; |
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24 | } |
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25 | //Destructor |
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26 | WagnisPlayer::~WagnisPlayer(){ |
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27 | |
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28 | } |
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29 | //Tick |
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30 | void WagnisPlayer::tick(float dt){ |
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31 | SUPER(WagnisPlayer, tick, dt); |
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32 | |
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33 | if(this->is_active) |
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34 | { |
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35 | |
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36 | for(WagnisProvince* prov:this->gameBoard->provs){ |
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37 | //orxout()<<"province health: "<<prov->getHealth()<<endl; |
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38 | if(prov->getHealth() < prov->getMaxHealth()){ |
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39 | //Check if next-player-button was hit |
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40 | if(prov->getID() == 1000){ |
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41 | master->playerFinishedStageCallback(this); |
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42 | break; |
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43 | } |
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44 | //Check left/right click |
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45 | if(prov->getHealth() <= prov->getMaxHealth()-1000.0f){ |
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46 | this->target_province = prov; |
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47 | this->province_selection_changed = true; |
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48 | }else{ |
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49 | this->origin_province = prov; |
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50 | this->province_selection_changed = true; |
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51 | } |
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52 | prov->setHealth(prov->getMaxHealth()); |
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53 | } |
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54 | } |
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55 | |
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56 | if((this->province_selection_changed && this->origin_province != nullptr && this->target_province != nullptr) |
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57 | ||(this->province_selection_changed && this->target_province != nullptr && ((gameStage == CHOOSE_PROVINCE_STAGE)||(gameStage == REINFORCEMENT_STAGE)))){ |
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58 | |
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59 | this->province_selection_changed = false; |
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60 | switch(gameStage){ |
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61 | case CHOOSE_PROVINCE_STAGE: |
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62 | { |
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63 | if (checkMove(SET_TROOPS_INITIAL)) |
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64 | this->target_province->owner_ID = this->Player_ID; |
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65 | |
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66 | break; |
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67 | } |
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68 | |
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69 | case REINFORCEMENT_STAGE: |
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70 | { |
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71 | if (checkMove(SET_TROOPS)) |
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72 | this->target_province->troops += 1; |
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73 | |
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74 | break; |
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75 | } |
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76 | case ATTACK_STAGE:{ |
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77 | |
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78 | if (checkMove(ATTACK)) |
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79 | { |
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80 | while ((this->origin_province->troops > 1) && (this->target_province->troops > 0)) //still troops available |
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81 | { |
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82 | while ((this->origin_province->troops >= 4) && (this->target_province->troops >= 2)) |
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83 | { |
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84 | //normal fight, 3 attackers, 2 defenders |
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85 | } |
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86 | |
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87 | if ((this->origin_province->troops == 3) && (this->target_province->troops >= 2)) |
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88 | { |
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89 | //2 attackers, 2 defenders |
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90 | } |
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91 | |
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92 | if((this->origin_province->troops == 2) && (this->target_province->troops >= 2)) |
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93 | { |
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94 | //1 attacker, 2 defenders |
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95 | } |
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96 | |
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97 | //TODO: implement other cases |
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98 | } |
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99 | |
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100 | if (this->target_province->troops == 0) //attacker won |
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101 | { |
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102 | this->target_province->owner_ID = this->Player_ID; |
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103 | this->target_province->troops = (this->origin_province->troops - 1); |
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104 | this->origin_province->troops = 1; |
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105 | } |
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106 | } |
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107 | |
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108 | break; |
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109 | } |
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110 | case MOVE_STAGE:{ |
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111 | |
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112 | if (checkMove(MOVE)) |
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113 | { |
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114 | this->target_province->troops += ((this->origin_province->troops) - 1); |
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115 | this->origin_province->troops = 1; |
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116 | } |
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117 | break; |
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118 | } |
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119 | |
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120 | default: break; |
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121 | } |
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122 | } |
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123 | } |
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124 | } |
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125 | |
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126 | |
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127 | |
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128 | //Manages a Players turn |
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129 | void WagnisPlayer::playerTurn(){ |
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130 | |
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131 | } |
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132 | //checks if a move is valid, possible MoveTypes: ATTACK, MOVE, SET_TROOPS, SET_TROOPS_INITIAL |
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133 | bool WagnisPlayer::checkMove(MoveType move_type) |
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134 | { |
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135 | if (move_type == ATTACK) |
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136 | { |
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137 | if (isNeighbour(this->origin_province, this->target_province))//provinces neighbours |
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138 | { |
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139 | if (this->origin_province->getOwner_ID() == this->Player_ID) //origin belongs to player |
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140 | { |
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141 | if (this->target_province->getOwner_ID() != this->Player_ID)//target belongs to enemy |
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142 | return true; |
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143 | } |
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144 | } |
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145 | } |
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146 | |
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147 | if (move_type == MOVE) |
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148 | { |
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149 | if (existPath(this->origin_province, this->target_province))//path exists, all belong to same player |
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150 | { |
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151 | if (this->origin_province->getOwner_ID() == this->Player_ID)//origin belongs to player |
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152 | return true; |
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153 | } |
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154 | |
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155 | } |
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156 | |
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157 | if (move_type == SET_TROOPS) |
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158 | { |
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159 | if (this->target_province->getOwner_ID() == this->Player_ID)//target belongs to player |
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160 | return true; |
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161 | } |
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162 | |
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163 | if (move_type == SET_TROOPS_INITIAL) |
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164 | { |
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165 | if (this->target_province->getOwner_ID() == -1)//target belongs to nobody |
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166 | return true; |
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167 | } |
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168 | |
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169 | return false; |
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170 | } |
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171 | |
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172 | // |
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173 | void WagnisPlayer::setTroops(WagnisProvince*){ |
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174 | |
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175 | } |
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176 | void WagnisPlayer::attack(WagnisProvince*,WagnisProvince*){ |
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177 | |
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178 | } |
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179 | void WagnisPlayer::moveTroops(WagnisProvince*,WagnisProvince*){ |
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180 | |
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181 | } |
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182 | //Return a "Player x" String |
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183 | std::string WagnisPlayer::toString(){ |
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184 | std::string str = "Player "; |
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185 | str.append(std::to_string(Player_ID)); |
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186 | return str; |
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187 | } |
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188 | |
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189 | //private function for CheckMove |
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190 | //checks if provinces are neighbours for move |
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191 | bool WagnisPlayer::isNeighbour(WagnisProvince* origin, WagnisProvince* target) |
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192 | { |
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193 | for (unsigned int i = 0; i < origin->neighbors.size(); ++i) |
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194 | { |
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195 | if (target == origin->neighbors[i]) |
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196 | return true; |
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197 | } |
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198 | |
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199 | return false; |
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200 | } |
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201 | |
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202 | //private function for CheckMove |
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203 | //checks if path is complete with provinces owned by player |
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204 | bool WagnisPlayer::existPath(WagnisProvince* origin, WagnisProvince* target) |
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205 | { |
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206 | if (origin->getOwner_ID() == target->getOwner_ID() && isNeighbour(origin, target)) |
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207 | return true; |
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208 | |
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209 | for (unsigned int i = 0; i < origin->neighbors.size(); ++i) |
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210 | { |
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211 | if (origin->getOwner_ID() == origin->neighbors[i]->getOwner_ID()) |
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212 | return existPath(origin->neighbors[i], target); |
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213 | } |
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214 | |
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215 | return false; |
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216 | } |
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217 | } |
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