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authorjacopograndi <jacopo.grandi@outlook.it>2022-01-04 13:35:02 +0100
committerjacopograndi <jacopo.grandi@outlook.it>2022-01-04 13:35:02 +0100
commitbb16c32bde58cba70e4877aa2d3ebd04332eb575 (patch)
treede3d82cca043c26cbaa64837a3b2c18efc6ddb64 /game/gst.cpp
parent411d2f6d6a6e5370d33f0f54b2f2de7147a9d977 (diff)
linux compile and imgs
Diffstat (limited to 'game/gst.cpp')
-rw-r--r--game/gst.cpp1208
1 files changed, 604 insertions, 604 deletions
diff --git a/game/gst.cpp b/game/gst.cpp
index 334844a..35f2b44 100644
--- a/game/gst.cpp
+++ b/game/gst.cpp
@@ -1,605 +1,605 @@
-#include "gst.h"
-
-#include <map>
-#include <iostream>
-
-
-Tech* Inv::get_tech (int id) {
- for (auto &tech : techs) {
- if (id == tech.id) return &tech;
- }
-}
-
-EntityInfo* Inv::get_info (std::string name) {
- for (EntityInfo &info : infos) {
- if (name == info.name) return &info;
- }
-}
-
-EntityInfo* Inv::get_info (int id) {
- for (EntityInfo &info : infos) {
- if (id == info.id) return &info;
- }
-}
-
-bool Inv::info_has_ability (EntityInfo* info, std::string name) {
- for (int ab : info->abilities) {
- if (abilities[ab].name == name) return true;
- }
- return false;
-}
-
-
-
-Player& Gst::get_player (int id) {
- for (auto &player : players) {
- if (id == player.id) return player;
- }
-}
-
-Entity& Gst::get_at (int x, int y) {
- for (Entity &e : entities) {
- if (e.x ==x && e.y == y) return e;
- }
-}
-
-std::vector<float> Gst::get_cost (EntityInfo *info, Player &player) {
- std::vector<float> cost = info->cost;
-
- std::cout << "cost : " << player.tech_lookup.id(info->id).cost[0] << " " << player.tech_lookup.id(info->id).cost[1] << "\n";
- for (int i=0; i<info->cost.size(); i++) {
- cost[i] *= 1+player.tech_lookup.id(info->id).cost[i];
- cost[i] += player.tech_lookup.id(info->id).cost_abs[i];
- }
- return cost;
-}
-
-float Gst::get_trade_rate (Player &player) {
- float rate = 250;
- rate -= player.tech_lookup.id(0).trade * 25;
- return rate;
-}
-
-float Gst::get_type_bonus (Entity &atk, Entity &def) {
- float b = 0;
- switch(atk.info->ent_class) {
- case EntityInfo::Class::inf:
- if (def.info->ent_class == EntityInfo::Class::bld) b += 1.0f/3.0f;
- if (def.info->ent_class == EntityInfo::Class::sie) b += 1.0f/3.0f;
- break;
-
- case EntityInfo::Class::cav:
- if (def.info->ent_class == EntityInfo::Class::bld) b += -0.5;
- if (def.info->ent_class == EntityInfo::Class::inf) b += 1.0f/3.0f;
- if (def.info->ent_class == EntityInfo::Class::ran) b += 1.0f/3.0f;
- break;
-
- case EntityInfo::Class::ran:
- if (def.info->ent_class == EntityInfo::Class::bld) b += -0.5f;
- break;
-
- case EntityInfo::Class::sie:
- if (def.info->ent_class == EntityInfo::Class::bld) b += +0.5f;
- break;
- }
- return b;
-}
-
-int Gst::get_vet_level (Entity &ent) { return std::min(3, ent.fights/3); }
-
-std::vector<Bonus> Gst::get_bonuses (Entity &atk, Entity &def) {
- auto &tiles = inv->tiles;
- auto &ground = inv->ground;
- std::vector<Bonus> bs;
- if (tiles[ground.tiles[ground.at(atk.x, atk.y)]].attack_bonus != 0) {
-
- bs.emplace_back(
- tiles[ground.tiles[ground.at(atk.x, atk.y)]].attack_bonus,
- Bonus::Id::ground, true);
- }
- if (tiles[ground.tiles[ground.at(def.x, def.y)]].defence_bonus != 0) {
- bs.emplace_back(
- tiles[ground.tiles[ground.at(def.x, def.y)]].defence_bonus,
- Bonus::Id::ground, false);
- }
-
- if (check_obstructed(def)) {
- for (Entity &e : entities) {
- if (&def != &e && e.x == def.x && def.y == e.y) {
- bs.emplace_back(e.info->defence_bonus,
- Bonus::Id::on_bld, false);
- }
- }
- }
-
- if (get_type_bonus(atk, def) != 0) {
- bs.emplace_back(get_type_bonus(atk, def), Bonus::Id::type, true);
- }
- /* only attack bonuses
- if (get_type_bonus(def, atk) != 0) {
- bs.emplace_back(get_type_bonus(def, atk), Bonus::Id::type, false);
- }*/
-
- if (inv->info_has_ability(atk.info, "Causes Fear"))
- bs.emplace_back(-1.0f/3, Bonus::Id::ability, false);
- if (inv->info_has_ability(def.info, "Causes Fear"))
- bs.emplace_back(-1.0f/3, Bonus::Id::ability, true);
-
- if (inv->info_has_ability(atk.info, "Anti-Cavalry"))
- bs.emplace_back(4.0f/3, Bonus::Id::ability, true);
- if (inv->info_has_ability(def.info, "Anti-Cavalry"))
- bs.emplace_back(4.0f/3, Bonus::Id::ability, false);
-
- if (inv->info_has_ability(atk.info, "Desert Charge")
- && !inv->info_has_ability(def.info, "Desert Charge")
- && tiles[ground.tiles[ground.at(def.x, def.y)]].name == "Desert")
- bs.emplace_back(1.0f/3, Bonus::Id::ability, true);
-
- if (inv->info_has_ability(atk.info, "Plains Charge")
- && !inv->info_has_ability(def.info, "Plains Charge")
- && tiles[ground.tiles[ground.at(def.x, def.y)]].name == "Plains")
- bs.emplace_back(1.0f/3, Bonus::Id::ability, true);
-
- if (inv->info_has_ability(atk.info, "Woodsman")
- && !inv->info_has_ability(def.info, "Woodsman")
- && tiles[ground.tiles[ground.at(def.x, def.y)]].name == "Forest")
- bs.emplace_back(1.0f/3, Bonus::Id::ability, true);
-
- if (inv->info_has_ability(atk.info, "Volley") && atk.hp >= 50)
- bs.emplace_back(1.0f/3, Bonus::Id::ability, true);
-
- if (inv->info_has_ability(atk.info, "Frenzy"))
- bs.emplace_back(1/atk.hp, Bonus::Id::ability, true);
-
- Player &player_atk = players[atk.owner];
- Player &player_def = players[def.owner];
- float tech_attack = player_atk.tech_lookup.id(atk.info->id).attack;
- if (tech_attack != 0)
- bs.emplace_back(tech_attack, Bonus::Id::tech, true);
- float tech_defence = player_def.tech_lookup.id(def.info->id).defence;
- if (tech_defence != 0)
- bs.emplace_back(tech_defence, Bonus::Id::tech, false);
-
- float atk_vet = get_vet_level(atk) * 0.15f;
- if (atk_vet > 0)
- bs.emplace_back(atk_vet, Bonus::Id::veteran, true);
- float def_vet = get_vet_level(def) * 0.15f;
- if (def_vet > 0)
- bs.emplace_back(def_vet, Bonus::Id::veteran, false);
-
- return bs;
-}
-
-float Gst::get_damage (Entity &atk, Entity &def, float atk_hp) {
- float atkmul = 1;
- float defmul = 1;
-
- auto bonuses = get_bonuses(atk, def);
- for (auto bonus : bonuses) {
- if (bonus.atk) { atkmul += bonus.amt; }
- else { defmul += bonus.amt; }
- }
-
- float dam = (atk.info->attack * atk_hp * atkmul)
- / (2.0f*def.info->defence * defmul);
-
- return dam;
-}
-
-float Gst::get_damage (Entity &atk, Entity &def) {
- return get_damage(atk, def, atk.hp);
-}
-
-bool Gst::get_first_strike (Entity &atk, Entity &def) {
- bool fs { false };
- fs = inv->info_has_ability(atk.info, "First Strike");
- return fs;
-}
-
-float clamp_hp (float hp) {
- if (hp > 100) hp = 100;
- if (hp < 0) hp = 0;
- return hp;
-}
-
-BattleResult Gst::battle_res (Entity &atk, Entity &def) {
- BattleResult result { atk.hp, def.hp };
- bool first_strike_atk = inv->info_has_ability(atk.info, "First Strike");
- bool first_strike_def = inv->info_has_ability(def.info, "First Strike");
- bool skirmish_atk = inv->info_has_ability(atk.info, "Skirmish");
- bool skirmish_def = inv->info_has_ability(def.info, "Skirmish");
- bool anticav_atk = inv->info_has_ability(atk.info, "Anti-Cavalry");
- bool anticav_def = inv->info_has_ability(def.info, "Anti-Cavalry");
- first_strike_atk = first_strike_atk
- || (skirmish_atk && def.info->range == 1);
- first_strike_def = first_strike_def
- || (skirmish_def && atk.info->range == 1);
- first_strike_atk = first_strike_atk
- || (anticav_atk && def.info->ent_class == EntityInfo::Class::cav);
- first_strike_def = first_strike_def
- || (anticav_def && atk.info->ent_class == EntityInfo::Class::cav);
-
- int dist = abs(atk.x-def.x) + abs(atk.y-def.y);
- bool def_inrange = (dist <= get_range(def)) ? true : false;
-
- bool swap = false;
- if (first_strike_def && !first_strike_atk) swap = true;
- if (swap) {
- if (def_inrange) {
- result.atk_hp = clamp_hp(
- result.atk_hp - get_damage(def, atk, result.def_hp));
- }
- if (!inv->info_has_ability(atk.info, "No Counter"))
- if (result.atk_hp > 0)
- result.def_hp = clamp_hp(
- result.def_hp - get_damage(atk, def, result.atk_hp));
- } else {
- result.def_hp = clamp_hp(
- result.def_hp - get_damage(atk, def, result.atk_hp));
- if (!inv->info_has_ability(def.info, "No Counter") && def_inrange)
- if (result.def_hp > 0)
- result.atk_hp = clamp_hp(
- result.atk_hp - get_damage(def, atk, result.def_hp));
- }
-
- if (inv->info_has_ability(atk.info, "Rapid Fire"))
- if (result.def_hp > 0)
- result.def_hp = clamp_hp(
- result.def_hp - get_damage(atk, def, result.def_hp));
-
- if (inv->info_has_ability(def.info, "Rapid Fire") && def_inrange)
- if (result.atk_hp > 0)
- result.atk_hp = clamp_hp(
- result.atk_hp - get_damage(def, atk, result.def_hp));
-
- if (result.atk_hp > 0 && inv->info_has_ability(atk.info, "Zeal"))
- result.atk_hp = clamp_hp(result.atk_hp + 20);
- if (result.def_hp > 0 && inv->info_has_ability(def.info, "Zeal"))
- result.def_hp = clamp_hp(result.def_hp + 20);
-
- return result;
-}
-
-void Gst::battle (Entity &atk, Entity &def) {
- /*std::cout << "! attack " << atk.info->name << "(hp:" << atk.hp << "), "
- << def.info->name << "(hp:" << def.hp << ") \n";*/
-
- auto result = battle_res(atk, def);
- atk.hp = result.atk_hp;
- def.hp = result.def_hp;
-
- if (atk.info->unit == 1) atk.fights += 1;
- if (def.info->unit == 1) def.fights += 1;
-
- /*std::cout << "! result " << atk.info->name << "(hp:" << atk.hp << "), "
- << def.info->name << "(hp:" << def.hp << ") \n";*/
- clear_dead();
-}
-
-void Gst::clear_dead() {
- auto i = std::begin(entities);
- while (i != std::end(entities)) {
- if (i->hp <= 0) {
- entities.erase(i);
- }
- else i++;
- }
-}
-
-int Gst::get_range (Entity &ent) {
- int range = ent.info->range;
- if (range > 1) {
- auto &tiles = inv->tiles;
- auto &ground = inv->ground;
- range += tiles[ground.tiles[ground.at(ent.x, ent.y)]].range_bonus;
- }
- if (range < 1) range = 1;
- return range;
-}
-
-
-void Gst::heal (Entity &atk, Entity &def) {
- Player &player = get_player(atk.owner);
- float amt = 20;
- if (atk.info->level == 3) { amt += 10; } // improved heal
- if (player.has_tech(52)) { amt += 10; } // tech illumination
- def.hp = clamp_hp(def.hp + amt);
-}
-
-void Gst::convert (Entity &atk, Entity &def) {
- Player &player = get_player(atk.owner);
- float amt = 0.20f;
- if (player.has_tech(53)) { amt += 0.10f; } // tech faith
- // caution, randomness
- std::uniform_real_distribution<float> odds(0, 1);
- float value = odds(inv->engine);
- std::cout << value << " / " << amt << " odds\n";
- if (value < amt) {
- def.owner = atk.owner;
- }
-}
-
-
-int Gst::get_nearest_enemy (Entity &ent, int &mindist) {
- auto &ground = inv->ground;
- int pos = -1; mindist = 9999999;
- for (Entity &oth : entities) {
- if (oth.owner == ent.owner) continue;
- int dist = abs(oth.x-ent.x) + abs(oth.y-ent.y);
- if (dist < mindist) {
- mindist = dist;
- pos = ground.at(oth.x, oth.y);
- }
- }
-}
-
-
-std::vector<int> Gst::get_possible_trains (Entity &ent) {
- Player &player = get_player(ent.owner);
- auto &cls = ent.info->train_class;
- std::vector<int> trains;
- if (ent.info->id == 107) { // market special case
- std::vector<int> candidates;
- for (EntityInfo &info : inv->infos) {
- if (info.id == 0) continue; // villager only in train_id
- if (info.level > player.level) continue;
- if (info.level < player.level && info.upgrade != -1) continue;
- if (std::find(cls.begin(), cls.end(), info.ent_class) != cls.end())
- {
- candidates.push_back(info.id);
- }
- }
- std::shuffle(candidates.begin(), candidates.end(), inv->engine);
- // pick 3 cands at random
- for (int i=0; i<3; i++) trains.push_back(candidates[i]);
- return trains;
- }
-
- for (int id : ent.info->train_id) {
- auto info = inv->get_info(id);
- if (info->level > player.level) continue;
- if (info->level < player.level && info->upgrade != -1) continue;
- trains.push_back(id);
- }
- /*
- // get all train class ids, highest upgrade level
- for (EntityInfo &info : infos) {
- if (info.id == 0) continue; // villager only in train_id
- if (info.level > player.level) continue;
- if (info.level < player.level && info.upgrade != -1) continue;
- if (std::find(cls.begin(), cls.end(), info.ent_class) != cls.end()) {
- if (std::find(trains.begin(), trains.end(), info.id)
- != trains.end())
- {
- trains.push_back(info.id);
- }
- }
- }*/
- return trains;
-}
-
-std::vector<int> Gst::get_possible_builds (Entity &ent) {
- std::vector<int> builds;
- for (int id : ent.info->build) {
- if (check_req_build(ent, inv->get_info(id))) {
- builds.push_back(id);
- }
- }
- return builds;
-}
-
-
-bool Gst::check_req_build(Entity &ent, EntityInfo *info) {
- auto &ground = inv->ground;
- Player &player = players[ent.owner];
- if (player.level < info->level) return false;
- for (int id : info->adjacent) {
- bool adj = false;
- for (Entity &e : entities) {
- if (e.info->id == id && ent.owner == e.owner) {
- int dist = abs(e.x-ent.x) + abs(e.y-ent.y);
- if (dist == 1) {
- adj = true;
- }
- }
- }
- if (!adj) return false;
- }
- for (int id : info->diagonal) {
- bool diag = false;
- for (Entity &e : entities) {
- if (e.info->id == id && ent.owner == e.owner) {
- int dx = abs(e.x-ent.x), dy = abs(e.y-ent.y);
- int dist = dx + dy;
- if (dx == 1 && dy == 1) {
- diag = true;
- }
- }
- }
- if (!diag) return false;
- }
- if (info->id == 100) {
- for (Resource &r : ground.resources) {
- if (r.pos == ground.at(ent.x, ent.y)) {
- return false;
- }
- }
- int mindist = 9999;
- for (Entity &e : entities) {
- if (e.info->id == 100 && ent.owner == e.owner) {
- int dist = abs(e.x-ent.x) + abs(ent.y-e.y);
- if (dist < mindist) {
- mindist = dist;
- }
- }
- }
- if (mindist < 5) {
- return false;
- }
- return true;
- }
- if (info->id == 101) {
- for (Resource &r : ground.resources) {
- if (r.kind == Resource::Type::food
- && r.pos == ground.at(ent.x, ent.y)) {
- return true;
- }
- }
- return false;
- }
- if (info->id == 102) {
- for (Resource &r : ground.resources) {
- if (r.kind == Resource::Type::gold
- && r.pos == ground.at(ent.x, ent.y)) {
- return true;
- }
- }
- return false;
- }
- return true;
-}
-
-
-bool Gst::check_req_tech (Tech *tech, Player &player) {
- if (player.leveling_up == 1) return false;
- if (tech->level > player.level) {
- return false;
- }
- if (tech->cost[0] > player.res[0]
- || tech->cost[1] > player.res[1] )
- {
- return false;
- }
- if (player.has_tech(tech->id)) {
- return false;
- }
- bool req_id = false;
- for (auto &ent : entities) {
- if (ent.owner == turn // WARNING: turn is not player.id
- && ent.info->id == tech->req_id
- && ent.building == 0)
- {
- req_id = true;
- break;
- }
- }
- if (!req_id) {
- return false;
- }
- return true;
-}
-
-bool Gst::check_req_level (Player &player) {
- if (player.leveling_up == 1) return false;
-
- for (float v : player.res) {
- if (v <= (player.level+1)*500) return false;
- }
-
- std::map<int, int> lv_techs;
- for (int id : player.techs) lv_techs[inv->get_tech(id)->level] ++;
- if (player.level == 0) {
- if (lv_techs[0] >= 3) return true;
- }
- if (player.level == 1) {
- if (lv_techs[1] >= 7) return true;
- }
- if (player.level == 2) {
- if (lv_techs[2] >= 11) return true;
- }
- return false;
-}
-
-bool Gst::check_obstructed (Entity &ent) {
- for (Entity &e : entities) {
- if (&ent != &e && e.x == ent.x && ent.y == e.y) return true;
- }
- return false;
-}
-
-void Gst::end_day () {
- turn++;
- if (turn >= players.size()) {
- turn = 0;
- day++;
- }
- Player &player = players[turn];
- if (player.leveling_up != -1) {
- level_upgrade(player);
- player.level ++;
- player.leveling_up = -1;
- }
- for (Entity &e : entities) {
- e.done = false;
- e.moved = 0;
- if (get_player(e.owner) == player) {
- for (int i=0; i<player.res.size(); i++) {
- player.res[i] += e.info->prod[i] *
- (1+player.tech_lookup.id(e.info->id).prod[i]);
- }
- if (e.building < 0) {
- e.building++;
- if (e.building == 0) {
- e.hp = clamp_hp(e.hp + 50);
- }
- }
- if (e.info->unit == 1 && check_obstructed(e)) {
- e.hp = clamp_hp(e.hp + 20);
- }
- }
- }
- if (player.researching != -1) {
- player.techs.push_back(player.researching);
- update_tech_lookup(player);
- player.researching = -1;
- }
-}
-
-void Gst::level_upgrade (Player &player) {
- for (Entity &e : entities) {
- if (get_player(e.owner) == player) {
- if (e.info->upgrade != -1 && e.info->level == player.level) {
- e.info = inv->get_info(e.info->upgrade);
- }
- }
- }
-}
-
-
-void Gst::update_tech_lookup (Player &player) {
- player.tech_lookup.map_id.clear();
- for (int i : player.techs) {
- Tech *tech = inv->get_tech(i);
- std::vector<int> ids { };
- bool noaff = true;
- if (tech->bonus.aff_id.size() > 0) {
- ids = tech->bonus.aff_id;
- noaff = false;
- } else {
- if (tech->bonus.aff_level != -1) {
- for (EntityInfo info : inv->infos) {
- if (info.level == tech->bonus.aff_level) {
- ids.push_back(info.id);
- }
- }
- noaff = false;
- }
- if (tech->bonus.aff_class.size() > 0) {
- for (EntityInfo info : inv->infos) {
- auto &cls = tech->bonus.aff_class;
- if (std::find(cls.begin(), cls.end(),
- info.ent_class) != cls.end())
- {
- ids.push_back(info.id);
- }
- }
- noaff = false;
- }
- }
- if (noaff) { for (auto info : inv->infos) ids.push_back(info.id); }
- for (int id : ids) {
- player.tech_lookup.map_id[id] =
- player.tech_lookup.map_id[id] + tech->bonus;
- }
- }
+#include "gst.h"
+
+#include <map>
+#include <iostream>
+
+
+Tech* Inv::get_tech (int id) {
+ for (auto &tech : techs) {
+ if (id == tech.id) return &tech;
+ }
+}
+
+EntityInfo* Inv::get_info (std::string name) {
+ for (EntityInfo &info : infos) {
+ if (name == info.name) return &info;
+ }
+}
+
+EntityInfo* Inv::get_info (int id) {
+ for (EntityInfo &info : infos) {
+ if (id == info.id) return &info;
+ }
+}
+
+bool Inv::info_has_ability (EntityInfo* info, std::string name) {
+ for (int ab : info->abilities) {
+ if (abilities[ab].name == name) return true;
+ }
+ return false;
+}
+
+
+
+Player& Gst::get_player (int id) {
+ for (auto &player : players) {
+ if (id == player.id) return player;
+ }
+}
+
+Entity& Gst::get_at (int x, int y) {
+ for (Entity &e : entities) {
+ if (e.x ==x && e.y == y) return e;
+ }
+}
+
+std::vector<float> Gst::get_cost (EntityInfo *info, Player &player) {
+ std::vector<float> cost = info->cost;
+
+ std::cout << "cost : " << player.tech_lookup.id(info->id).cost[0] << " " << player.tech_lookup.id(info->id).cost[1] << "\n";
+ for (int i=0; i<info->cost.size(); i++) {
+ cost[i] *= 1+player.tech_lookup.id(info->id).cost[i];
+ cost[i] += player.tech_lookup.id(info->id).cost_abs[i];
+ }
+ return cost;
+}
+
+float Gst::get_trade_rate (Player &player) {
+ float rate = 250;
+ rate -= player.tech_lookup.id(0).trade * 25;
+ return rate;
+}
+
+float Gst::get_type_bonus (Entity &atk, Entity &def) {
+ float b = 0;
+ switch(atk.info->ent_class) {
+ case EntityInfo::Class::inf:
+ if (def.info->ent_class == EntityInfo::Class::bld) b += 1.0f/3.0f;
+ if (def.info->ent_class == EntityInfo::Class::sie) b += 1.0f/3.0f;
+ break;
+
+ case EntityInfo::Class::cav:
+ if (def.info->ent_class == EntityInfo::Class::bld) b += -0.5;
+ if (def.info->ent_class == EntityInfo::Class::inf) b += 1.0f/3.0f;
+ if (def.info->ent_class == EntityInfo::Class::ran) b += 1.0f/3.0f;
+ break;
+
+ case EntityInfo::Class::ran:
+ if (def.info->ent_class == EntityInfo::Class::bld) b += -0.5f;
+ break;
+
+ case EntityInfo::Class::sie:
+ if (def.info->ent_class == EntityInfo::Class::bld) b += +0.5f;
+ break;
+ }
+ return b;
+}
+
+int Gst::get_vet_level (Entity &ent) { return std::min(3, ent.fights/3); }
+
+std::vector<Bonus> Gst::get_bonuses (Entity &atk, Entity &def) {
+ auto &tiles = inv->tiles;
+ auto &ground = inv->ground;
+ std::vector<Bonus> bs;
+ if (tiles[ground.tiles[ground.at(atk.x, atk.y)]].attack_bonus != 0) {
+
+ bs.emplace_back(
+ tiles[ground.tiles[ground.at(atk.x, atk.y)]].attack_bonus,
+ Bonus::Id::ground, true);
+ }
+ if (tiles[ground.tiles[ground.at(def.x, def.y)]].defence_bonus != 0) {
+ bs.emplace_back(
+ tiles[ground.tiles[ground.at(def.x, def.y)]].defence_bonus,
+ Bonus::Id::ground, false);
+ }
+
+ if (check_obstructed(def)) {
+ for (Entity &e : entities) {
+ if (&def != &e && e.x == def.x && def.y == e.y) {
+ bs.emplace_back(e.info->defence_bonus,
+ Bonus::Id::on_bld, false);
+ }
+ }
+ }
+
+ if (get_type_bonus(atk, def) != 0) {
+ bs.emplace_back(get_type_bonus(atk, def), Bonus::Id::type, true);
+ }
+ /* only attack bonuses
+ if (get_type_bonus(def, atk) != 0) {
+ bs.emplace_back(get_type_bonus(def, atk), Bonus::Id::type, false);
+ }*/
+
+ if (inv->info_has_ability(atk.info, "Causes Fear"))
+ bs.emplace_back(-1.0f/3, Bonus::Id::ability, false);
+ if (inv->info_has_ability(def.info, "Causes Fear"))
+ bs.emplace_back(-1.0f/3, Bonus::Id::ability, true);
+
+ if (inv->info_has_ability(atk.info, "Anti-Cavalry"))
+ bs.emplace_back(4.0f/3, Bonus::Id::ability, true);
+ if (inv->info_has_ability(def.info, "Anti-Cavalry"))
+ bs.emplace_back(4.0f/3, Bonus::Id::ability, false);
+
+ if (inv->info_has_ability(atk.info, "Desert Charge")
+ && !inv->info_has_ability(def.info, "Desert Charge")
+ && tiles[ground.tiles[ground.at(def.x, def.y)]].name == "Desert")
+ bs.emplace_back(1.0f/3, Bonus::Id::ability, true);
+
+ if (inv->info_has_ability(atk.info, "Plains Charge")
+ && !inv->info_has_ability(def.info, "Plains Charge")
+ && tiles[ground.tiles[ground.at(def.x, def.y)]].name == "Plains")
+ bs.emplace_back(1.0f/3, Bonus::Id::ability, true);
+
+ if (inv->info_has_ability(atk.info, "Woodsman")
+ && !inv->info_has_ability(def.info, "Woodsman")
+ && tiles[ground.tiles[ground.at(def.x, def.y)]].name == "Forest")
+ bs.emplace_back(1.0f/3, Bonus::Id::ability, true);
+
+ if (inv->info_has_ability(atk.info, "Volley") && atk.hp >= 50)
+ bs.emplace_back(1.0f/3, Bonus::Id::ability, true);
+
+ if (inv->info_has_ability(atk.info, "Frenzy"))
+ bs.emplace_back(1/atk.hp, Bonus::Id::ability, true);
+
+ Player &player_atk = players[atk.owner];
+ Player &player_def = players[def.owner];
+ float tech_attack = player_atk.tech_lookup.id(atk.info->id).attack;
+ if (tech_attack != 0)
+ bs.emplace_back(tech_attack, Bonus::Id::tech, true);
+ float tech_defence = player_def.tech_lookup.id(def.info->id).defence;
+ if (tech_defence != 0)
+ bs.emplace_back(tech_defence, Bonus::Id::tech, false);
+
+ float atk_vet = get_vet_level(atk) * 0.15f;
+ if (atk_vet > 0)
+ bs.emplace_back(atk_vet, Bonus::Id::veteran, true);
+ float def_vet = get_vet_level(def) * 0.15f;
+ if (def_vet > 0)
+ bs.emplace_back(def_vet, Bonus::Id::veteran, false);
+
+ return bs;
+}
+
+float Gst::get_damage (Entity &atk, Entity &def, float atk_hp) {
+ float atkmul = 1;
+ float defmul = 1;
+
+ auto bonuses = get_bonuses(atk, def);
+ for (auto bonus : bonuses) {
+ if (bonus.atk) { atkmul += bonus.amt; }
+ else { defmul += bonus.amt; }
+ }
+
+ float dam = (atk.info->attack * atk_hp * atkmul)
+ / (2.0f*def.info->defence * defmul);
+
+ return dam;
+}
+
+float Gst::get_damage (Entity &atk, Entity &def) {
+ return get_damage(atk, def, atk.hp);
+}
+
+bool Gst::get_first_strike (Entity &atk, Entity &def) {
+ bool fs { false };
+ fs = inv->info_has_ability(atk.info, "First Strike");
+ return fs;
+}
+
+float clamp_hp (float hp) {
+ if (hp > 100) hp = 100;
+ if (hp < 0) hp = 0;
+ return hp;
+}
+
+BattleResult Gst::battle_res (Entity &atk, Entity &def) {
+ BattleResult result { atk.hp, def.hp };
+ bool first_strike_atk = inv->info_has_ability(atk.info, "First Strike");
+ bool first_strike_def = inv->info_has_ability(def.info, "First Strike");
+ bool skirmish_atk = inv->info_has_ability(atk.info, "Skirmish");
+ bool skirmish_def = inv->info_has_ability(def.info, "Skirmish");
+ bool anticav_atk = inv->info_has_ability(atk.info, "Anti-Cavalry");
+ bool anticav_def = inv->info_has_ability(def.info, "Anti-Cavalry");
+ first_strike_atk = first_strike_atk
+ || (skirmish_atk && def.info->range == 1);
+ first_strike_def = first_strike_def
+ || (skirmish_def && atk.info->range == 1);
+ first_strike_atk = first_strike_atk
+ || (anticav_atk && def.info->ent_class == EntityInfo::Class::cav);
+ first_strike_def = first_strike_def
+ || (anticav_def && atk.info->ent_class == EntityInfo::Class::cav);
+
+ int dist = abs(atk.x-def.x) + abs(atk.y-def.y);
+ bool def_inrange = (dist <= get_range(def)) ? true : false;
+
+ bool swap = false;
+ if (first_strike_def && !first_strike_atk) swap = true;
+ if (swap) {
+ if (def_inrange) {
+ result.atk_hp = clamp_hp(
+ result.atk_hp - get_damage(def, atk, result.def_hp));
+ }
+ if (!inv->info_has_ability(atk.info, "No Counter"))
+ if (result.atk_hp > 0)
+ result.def_hp = clamp_hp(
+ result.def_hp - get_damage(atk, def, result.atk_hp));
+ } else {
+ result.def_hp = clamp_hp(
+ result.def_hp - get_damage(atk, def, result.atk_hp));
+ if (!inv->info_has_ability(def.info, "No Counter") && def_inrange)
+ if (result.def_hp > 0)
+ result.atk_hp = clamp_hp(
+ result.atk_hp - get_damage(def, atk, result.def_hp));
+ }
+
+ if (inv->info_has_ability(atk.info, "Rapid Fire"))
+ if (result.def_hp > 0)
+ result.def_hp = clamp_hp(
+ result.def_hp - get_damage(atk, def, result.def_hp));
+
+ if (inv->info_has_ability(def.info, "Rapid Fire") && def_inrange)
+ if (result.atk_hp > 0)
+ result.atk_hp = clamp_hp(
+ result.atk_hp - get_damage(def, atk, result.def_hp));
+
+ if (result.atk_hp > 0 && inv->info_has_ability(atk.info, "Zeal"))
+ result.atk_hp = clamp_hp(result.atk_hp + 20);
+ if (result.def_hp > 0 && inv->info_has_ability(def.info, "Zeal"))
+ result.def_hp = clamp_hp(result.def_hp + 20);
+
+ return result;
+}
+
+void Gst::battle (Entity &atk, Entity &def) {
+ /*std::cout << "! attack " << atk.info->name << "(hp:" << atk.hp << "), "
+ << def.info->name << "(hp:" << def.hp << ") \n";*/
+
+ auto result = battle_res(atk, def);
+ atk.hp = result.atk_hp;
+ def.hp = result.def_hp;
+
+ if (atk.info->unit == 1) atk.fights += 1;
+ if (def.info->unit == 1) def.fights += 1;
+
+ /*std::cout << "! result " << atk.info->name << "(hp:" << atk.hp << "), "
+ << def.info->name << "(hp:" << def.hp << ") \n";*/
+ clear_dead();
+}
+
+void Gst::clear_dead() {
+ auto i = std::begin(entities);
+ while (i != std::end(entities)) {
+ if (i->hp <= 0) {
+ entities.erase(i);
+ }
+ else i++;
+ }
+}
+
+int Gst::get_range (Entity &ent) {
+ int range = ent.info->range;
+ if (range > 1) {
+ auto &tiles = inv->tiles;
+ auto &ground = inv->ground;
+ range += tiles[ground.tiles[ground.at(ent.x, ent.y)]].range_bonus;
+ }
+ if (range < 1) range = 1;
+ return range;
+}
+
+
+void Gst::heal (Entity &atk, Entity &def) {
+ Player &player = get_player(atk.owner);
+ float amt = 20;
+ if (atk.info->level == 3) { amt += 10; } // improved heal
+ if (player.has_tech(52)) { amt += 10; } // tech illumination
+ def.hp = clamp_hp(def.hp + amt);
+}
+
+void Gst::convert (Entity &atk, Entity &def) {
+ Player &player = get_player(atk.owner);
+ float amt = 0.20f;
+ if (player.has_tech(53)) { amt += 0.10f; } // tech faith
+ // caution, randomness
+ std::uniform_real_distribution<float> odds(0, 1);
+ float value = odds(inv->engine);
+ std::cout << value << " / " << amt << " odds\n";
+ if (value < amt) {
+ def.owner = atk.owner;
+ }
+}
+
+
+int Gst::get_nearest_enemy (Entity &ent, int &mindist) {
+ auto &ground = inv->ground;
+ int pos = -1; mindist = 9999999;
+ for (Entity &oth : entities) {
+ if (oth.owner == ent.owner) continue;
+ int dist = abs(oth.x-ent.x) + abs(oth.y-ent.y);
+ if (dist < mindist) {
+ mindist = dist;
+ pos = ground.at(oth.x, oth.y);
+ }
+ }
+}
+
+
+std::vector<int> Gst::get_possible_trains (Entity &ent) {
+ Player &player = get_player(ent.owner);
+ auto &cls = ent.info->train_class;
+ std::vector<int> trains;
+ if (ent.info->id == 107) { // market special case
+ std::vector<int> candidates;
+ for (EntityInfo &info : inv->infos) {
+ if (info.id == 0) continue; // villager only in train_id
+ if (info.level > player.level) continue;
+ if (info.level < player.level && info.upgrade != -1) continue;
+ if (std::find(cls.begin(), cls.end(), info.ent_class) != cls.end())
+ {
+ candidates.push_back(info.id);
+ }
+ }
+ std::shuffle(candidates.begin(), candidates.end(), inv->engine);
+ // pick 3 cands at random
+ for (int i=0; i<3; i++) trains.push_back(candidates[i]);
+ return trains;
+ }
+
+ for (int id : ent.info->train_id) {
+ auto info = inv->get_info(id);
+ if (info->level > player.level) continue;
+ if (info->level < player.level && info->upgrade != -1) continue;
+ trains.push_back(id);
+ }
+ /*
+ // get all train class ids, highest upgrade level
+ for (EntityInfo &info : infos) {
+ if (info.id == 0) continue; // villager only in train_id
+ if (info.level > player.level) continue;
+ if (info.level < player.level && info.upgrade != -1) continue;
+ if (std::find(cls.begin(), cls.end(), info.ent_class) != cls.end()) {
+ if (std::find(trains.begin(), trains.end(), info.id)
+ != trains.end())
+ {
+ trains.push_back(info.id);
+ }
+ }
+ }*/
+ return trains;
+}
+
+std::vector<int> Gst::get_possible_builds (Entity &ent) {
+ std::vector<int> builds;
+ for (int id : ent.info->build) {
+ if (check_req_build(ent, inv->get_info(id))) {
+ builds.push_back(id);
+ }
+ }
+ return builds;
+}
+
+
+bool Gst::check_req_build(Entity &ent, EntityInfo *info) {
+ auto &ground = inv->ground;
+ Player &player = players[ent.owner];
+ if (player.level < info->level) return false;
+ for (int id : info->adjacent) {
+ bool adj = false;
+ for (Entity &e : entities) {
+ if (e.info->id == id && ent.owner == e.owner) {
+ int dist = abs(e.x-ent.x) + abs(e.y-ent.y);
+ if (dist == 1) {
+ adj = true;
+ }
+ }
+ }
+ if (!adj) return false;
+ }
+ for (int id : info->diagonal) {
+ bool diag = false;
+ for (Entity &e : entities) {
+ if (e.info->id == id && ent.owner == e.owner) {
+ int dx = abs(e.x-ent.x), dy = abs(e.y-ent.y);
+ int dist = dx + dy;
+ if (dx == 1 && dy == 1) {
+ diag = true;
+ }
+ }
+ }
+ if (!diag) return false;
+ }
+ if (info->id == 100) {
+ for (Resource &r : ground.resources) {
+ if (r.pos == ground.at(ent.x, ent.y)) {
+ return false;
+ }
+ }
+ int mindist = 9999;
+ for (Entity &e : entities) {
+ if (e.info->id == 100 && ent.owner == e.owner) {
+ int dist = abs(e.x-ent.x) + abs(ent.y-e.y);
+ if (dist < mindist) {
+ mindist = dist;
+ }
+ }
+ }
+ if (mindist < 5) {
+ return false;
+ }
+ return true;
+ }
+ if (info->id == 101) {
+ for (Resource &r : ground.resources) {
+ if (r.kind == Resource::Type::food
+ && r.pos == ground.at(ent.x, ent.y)) {
+ return true;
+ }
+ }
+ return false;
+ }
+ if (info->id == 102) {
+ for (Resource &r : ground.resources) {
+ if (r.kind == Resource::Type::gold
+ && r.pos == ground.at(ent.x, ent.y)) {
+ return true;
+ }
+ }
+ return false;
+ }
+ return true;
+}
+
+
+bool Gst::check_req_tech (Tech *tech, Player &player) {
+ if (player.leveling_up == 1) return false;
+ if (tech->level > player.level) {
+ return false;
+ }
+ if (tech->cost[0] > player.res[0]
+ || tech->cost[1] > player.res[1] )
+ {
+ return false;
+ }
+ if (player.has_tech(tech->id)) {
+ return false;
+ }
+ bool req_id = false;
+ for (auto &ent : entities) {
+ if (ent.owner == turn // WARNING: turn is not player.id
+ && ent.info->id == tech->req_id
+ && ent.building == 0)
+ {
+ req_id = true;
+ break;
+ }
+ }
+ if (!req_id) {
+ return false;
+ }
+ return true;
+}
+
+bool Gst::check_req_level (Player &player) {
+ if (player.leveling_up == 1) return false;
+
+ for (float v : player.res) {
+ if (v <= (player.level+1)*500) return false;
+ }
+
+ std::map<int, int> lv_techs;
+ for (int id : player.techs) lv_techs[inv->get_tech(id)->level] ++;
+ if (player.level == 0) {
+ if (lv_techs[0] >= 3) return true;
+ }
+ if (player.level == 1) {
+ if (lv_techs[1] >= 7) return true;
+ }
+ if (player.level == 2) {
+ if (lv_techs[2] >= 11) return true;
+ }
+ return false;
+}
+
+bool Gst::check_obstructed (Entity &ent) {
+ for (Entity &e : entities) {
+ if (&ent != &e && e.x == ent.x && ent.y == e.y) return true;
+ }
+ return false;
+}
+
+void Gst::end_day () {
+ turn++;
+ if (turn >= players.size()) {
+ turn = 0;
+ day++;
+ }
+ Player &player = players[turn];
+ if (player.leveling_up != -1) {
+ level_upgrade(player);
+ player.level ++;
+ player.leveling_up = -1;
+ }
+ for (Entity &e : entities) {
+ e.done = false;
+ e.moved = 0;
+ if (get_player(e.owner) == player) {
+ for (int i=0; i<player.res.size(); i++) {
+ player.res[i] += e.info->prod[i] *
+ (1+player.tech_lookup.id(e.info->id).prod[i]);
+ }
+ if (e.building < 0) {
+ e.building++;
+ if (e.building == 0) {
+ e.hp = clamp_hp(e.hp + 50);
+ }
+ }
+ if (e.info->unit == 1 && check_obstructed(e)) {
+ e.hp = clamp_hp(e.hp + 20);
+ }
+ }
+ }
+ if (player.researching != -1) {
+ player.techs.push_back(player.researching);
+ update_tech_lookup(player);
+ player.researching = -1;
+ }
+}
+
+void Gst::level_upgrade (Player &player) {
+ for (Entity &e : entities) {
+ if (get_player(e.owner) == player) {
+ if (e.info->upgrade != -1 && e.info->level == player.level) {
+ e.info = inv->get_info(e.info->upgrade);
+ }
+ }
+ }
+}
+
+
+void Gst::update_tech_lookup (Player &player) {
+ player.tech_lookup.map_id.clear();
+ for (int i : player.techs) {
+ Tech *tech = inv->get_tech(i);
+ std::vector<int> ids { };
+ bool noaff = true;
+ if (tech->bonus.aff_id.size() > 0) {
+ ids = tech->bonus.aff_id;
+ noaff = false;
+ } else {
+ if (tech->bonus.aff_level != -1) {
+ for (EntityInfo info : inv->infos) {
+ if (info.level == tech->bonus.aff_level) {
+ ids.push_back(info.id);
+ }
+ }
+ noaff = false;
+ }
+ if (tech->bonus.aff_class.size() > 0) {
+ for (EntityInfo info : inv->infos) {
+ auto &cls = tech->bonus.aff_class;
+ if (std::find(cls.begin(), cls.end(),
+ info.ent_class) != cls.end())
+ {
+ ids.push_back(info.id);
+ }
+ }
+ noaff = false;
+ }
+ }
+ if (noaff) { for (auto info : inv->infos) ids.push_back(info.id); }
+ for (int id : ids) {
+ player.tech_lookup.map_id[id] =
+ player.tech_lookup.map_id[id] + tech->bonus;
+ }
+ }
} \ No newline at end of file