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2 | |
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3 | |
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4 | #include "WagnisPlayer.h" |
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5 | #include <vector> |
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6 | #include <string> |
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7 | |
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8 | namespace orxonox |
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9 | { |
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10 | RegisterClass(WagnisPlayer); |
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11 | |
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12 | //Constructor |
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13 | WagnisPlayer::WagnisPlayer(Context* context) : HumanPlayer(context){ |
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14 | RegisterObject(WagnisPlayer); |
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15 | this->gameBoard = nullptr; |
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16 | this->is_active = false; |
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17 | this->origin_province = nullptr; |
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18 | this->target_province = nullptr; |
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19 | this->province_selection_changed = false; |
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20 | this->gameStage = NOT_READY; |
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21 | } |
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22 | //Destructor |
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23 | WagnisPlayer::~WagnisPlayer(){ |
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24 | |
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25 | } |
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26 | //Tick |
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27 | void WagnisPlayer::tick(float dt){ |
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28 | SUPER(WagnisPlayer, tick, dt); |
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29 | |
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30 | if(this->is_active) |
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31 | { |
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32 | |
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33 | for(WagnisProvince* prov:this->gameBoard->provs){ |
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34 | //orxout()<<"province health: "<<prov->getHealth()<<endl; |
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35 | if(prov->getHealth() < prov->getMaxHealth()){ |
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36 | //Check if next-player-button was hit |
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37 | if(prov->getID() == 1000){ |
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38 | master->playerFinishedStageCallback(this); |
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39 | prov->setHealth(prov->getMaxHealth()); |
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40 | break; |
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41 | } |
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42 | //Check left/right click |
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43 | if(prov->getHealth() <= prov->getMaxHealth()-1000.0f){ |
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44 | this->target_province = prov; |
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45 | this->province_selection_changed = true; |
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46 | }else{ |
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47 | this->origin_province = prov; |
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48 | this->province_selection_changed = true; |
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49 | } |
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50 | prov->setHealth(prov->getMaxHealth()); |
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51 | } |
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52 | } |
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53 | |
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54 | if((this->province_selection_changed && this->origin_province != nullptr && this->target_province != nullptr) |
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55 | ||(this->province_selection_changed && this->target_province != nullptr && ((gameStage == CHOOSE_PROVINCE_STAGE)||(gameStage == REINFORCEMENT_STAGE)))){ |
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56 | |
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57 | this->province_selection_changed = false; |
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58 | switch(gameStage){ |
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59 | case CHOOSE_PROVINCE_STAGE: |
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60 | { |
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61 | if (checkMove(SET_TROOPS_INITIAL)){ |
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62 | this->target_province->owner_ID = this->Player_ID; |
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63 | this->target_province->setTroops(this->target_province->getTroops()+1); |
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64 | orxout()<<"Province "<<this->target_province->ID<<" owned by Player "<<this->target_province->owner_ID<<" troops: "<<this->target_province->getTroops()<<endl; |
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65 | master->playerFinishedStageCallback(this); |
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66 | }else{ |
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67 | orxout()<<"Sorry, someone already owns this provice"<<endl; |
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68 | } |
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69 | |
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70 | break; |
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71 | } |
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72 | |
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73 | case REINFORCEMENT_STAGE: |
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74 | { |
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75 | if (checkMove(SET_TROOPS)){ |
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76 | this->target_province->setTroops(this->target_province->getTroops()+1); |
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77 | orxout()<<"Province "<<this->target_province->ID<<" owned by Player "<<this->target_province->owner_ID<<" troops: "<<this->target_province->getTroops()<<endl; |
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78 | } |
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79 | |
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80 | break; |
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81 | } |
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82 | case ATTACK_STAGE:{ |
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83 | |
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84 | if (checkMove(ATTACK)) |
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85 | { |
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86 | while ((this->origin_province->getTroops() > 1) && (this->target_province->getTroops() > 0)) //still troops available |
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87 | { |
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88 | while ((this->origin_province->getTroops() >= 4) && (this->target_province->getTroops() >= 2)) |
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89 | { |
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90 | //normal fight, 3 attackers, 2 defenders |
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91 | } |
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92 | |
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93 | if ((this->origin_province->getTroops() == 3) && (this->target_province->getTroops() >= 2)) |
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94 | { |
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95 | //2 attackers, 2 defenders |
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96 | } |
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97 | |
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98 | if((this->origin_province->getTroops() == 2) && (this->target_province->getTroops() >= 2)) |
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99 | { |
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100 | //1 attacker, 2 defenders |
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101 | } |
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102 | |
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103 | //TODO: implement other cases |
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104 | } |
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105 | |
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106 | if (this->target_province->getTroops() == 0) //attacker won |
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107 | { |
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108 | this->target_province->owner_ID = this->Player_ID; |
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109 | this->target_province->setTroops(this->origin_province->getTroops() - 1); |
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110 | this->origin_province->setTroops(1); |
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111 | } |
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112 | } |
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113 | |
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114 | break; |
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115 | } |
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116 | case MOVE_STAGE:{ |
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117 | |
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118 | if (checkMove(MOVE)) |
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119 | { |
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120 | this->target_province->setTroops(this->origin_province->getTroops()-1); |
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121 | this->origin_province->setTroops(1); |
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122 | } |
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123 | break; |
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124 | } |
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125 | |
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126 | default: break; |
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127 | } |
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128 | } |
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129 | } |
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130 | } |
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131 | |
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132 | |
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133 | |
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134 | //Manages a Players turn |
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135 | void WagnisPlayer::playerTurn(){ |
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136 | |
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137 | } |
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138 | //checks if a move is valid, possible MoveTypes: ATTACK, MOVE, SET_TROOPS, SET_TROOPS_INITIAL |
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139 | bool WagnisPlayer::checkMove(MoveType move_type) |
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140 | { |
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141 | if (move_type == ATTACK) |
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142 | { |
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143 | if (isNeighbour(this->origin_province, this->target_province))//provinces neighbours |
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144 | { |
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145 | if (this->origin_province->getOwner_ID() == this->Player_ID) //origin belongs to player |
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146 | { |
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147 | if (this->target_province->getOwner_ID() != this->Player_ID)//target belongs to enemy |
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148 | return true; |
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149 | } |
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150 | } |
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151 | } |
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152 | |
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153 | if (move_type == MOVE) |
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154 | { |
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155 | if (existPath(this->origin_province, this->target_province))//path exists, all belong to same player |
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156 | { |
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157 | if (this->origin_province->getOwner_ID() == this->Player_ID)//origin belongs to player |
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158 | return true; |
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159 | } |
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160 | |
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161 | } |
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162 | |
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163 | if (move_type == SET_TROOPS) |
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164 | { |
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165 | if (this->target_province->getOwner_ID() == this->Player_ID)//target belongs to player |
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166 | return true; |
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167 | } |
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168 | |
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169 | if (move_type == SET_TROOPS_INITIAL) |
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170 | { |
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171 | if (this->target_province->getOwner_ID() == -1)//target belongs to nobody |
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172 | return true; |
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173 | } |
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174 | |
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175 | return false; |
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176 | } |
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177 | |
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178 | // |
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179 | void WagnisPlayer::setTroops(WagnisProvince*){ |
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180 | |
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181 | } |
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182 | void WagnisPlayer::attack(WagnisProvince*,WagnisProvince*){ |
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183 | |
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184 | } |
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185 | void WagnisPlayer::moveTroops(WagnisProvince*,WagnisProvince*){ |
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186 | |
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187 | } |
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188 | //Return a "Player x" String |
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189 | std::string WagnisPlayer::toString(){ |
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190 | std::string str = "Player "; |
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191 | str.append(std::to_string(Player_ID)); |
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192 | return str; |
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193 | } |
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194 | |
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195 | //private function for CheckMove |
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196 | //checks if provinces are neighbours for move |
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197 | bool WagnisPlayer::isNeighbour(WagnisProvince* origin, WagnisProvince* target) |
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198 | { |
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199 | for (unsigned int i = 0; i < origin->neighbors.size(); ++i) |
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200 | { |
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201 | if (target == origin->neighbors[i]) |
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202 | return true; |
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203 | } |
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204 | |
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205 | return false; |
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206 | } |
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207 | |
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208 | //private function for CheckMove |
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209 | //checks if path is complete with provinces owned by player |
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210 | bool WagnisPlayer::existPath(WagnisProvince* origin, WagnisProvince* target) |
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211 | { |
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212 | if (origin->getOwner_ID() == target->getOwner_ID() && isNeighbour(origin, target)) |
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213 | return true; |
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214 | |
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215 | for (unsigned int i = 0; i < origin->neighbors.size(); ++i) |
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216 | { |
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217 | if (origin->getOwner_ID() == origin->neighbors[i]->getOwner_ID()) |
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218 | return existPath(origin->neighbors[i], target); |
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219 | } |
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220 | |
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221 | return false; |
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222 | } |
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223 | } |
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