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#include "gst.h"
#include <map>
#include <iostream>
Player& Gst::get_player (int id) {
for (auto &player : players) {
if (id == player.id) return player;
}
}
Tech* Gst::get_tech (int id) {
for (auto &tech : techs) {
if (id == tech.id) return &tech;
}
}
EntityInfo* Gst::get_info (std::string name) {
for (EntityInfo &info : infos) {
if (name == info.name) return &info;
}
}
EntityInfo* Gst::get_info (int id) {
for (EntityInfo &info : infos) {
if (id == info.id) return &info;
}
}
bool Gst::info_has_ability (EntityInfo* info, std::string name) {
for (int ab : info->abilities) {
if (abilities[ab].name == name) return true;
}
return false;
}
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;
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) {
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 (info_has_ability(atk.info, "Causes Fear"))
bs.emplace_back(-1.0f/3, Bonus::Id::ability, false);
if (info_has_ability(def.info, "Causes Fear"))
bs.emplace_back(-1.0f/3, Bonus::Id::ability, true);
if (info_has_ability(atk.info, "Anti-Cavalry"))
bs.emplace_back(4.0f/3, Bonus::Id::ability, true);
if (info_has_ability(def.info, "Anti-Cavalry"))
bs.emplace_back(4.0f/3, Bonus::Id::ability, false);
if (info_has_ability(atk.info, "Desert Charge")
&& !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 (info_has_ability(atk.info, "Plains Charge")
&& !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 (info_has_ability(atk.info, "Woodsman")
&& !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 (info_has_ability(atk.info, "Volley") && atk.hp >= 50)
bs.emplace_back(1.0f/3, Bonus::Id::ability, true);
if (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 = 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 = info_has_ability(atk.info, "First Strike");
bool first_strike_def = info_has_ability(def.info, "First Strike");
bool skirmish_atk = info_has_ability(atk.info, "Skirmish");
bool skirmish_def = info_has_ability(def.info, "Skirmish");
bool anticav_atk = info_has_ability(atk.info, "Anti-Cavalry");
bool anticav_def = 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 (!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 (!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 (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 (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 && info_has_ability(atk.info, "Zeal"))
result.atk_hp = clamp_hp(result.atk_hp + 20);
if (result.def_hp > 0 && 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) {
range += tiles[ground.tiles[ground.at(ent.x, ent.y)]].range_bonus;
}
if (range < 1) range = 1;
return range;
}
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 : 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(), 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) {
if (get_info(id)->level > player.level) {
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, get_info(id))) {
builds.push_back(id);
}
}
return builds;
}
bool Gst::check_req_build(Entity &ent, EntityInfo *info) {
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;
}
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[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 = 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 = get_tech(i);
std::vector<int> ids { };
if (tech->bonus.aff_id.size() > 0) {
ids = tech->bonus.aff_id;
} else {
if (tech->bonus.aff_level != -1) {
for (EntityInfo info : infos) {
if (info.level == tech->bonus.aff_level) {
ids.push_back(info.id);
}
}
}
if (tech->bonus.aff_class.size() > 0) {
for (EntityInfo info : infos) {
auto &cls = tech->bonus.aff_class;
if (std::find(cls.begin(), cls.end(),
info.ent_class) != cls.end())
{
ids.push_back(info.id);
}
}
}
if (tech->bonus.aff_all == 1) {
for (EntityInfo info : infos) {
ids.push_back(info.id);
}
}
}
for (int id : ids) {
player.tech_lookup.map_id[id] =
player.tech_lookup.map_id[id] + tech->bonus;
}
}
}
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