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#include "gst.h"
#include <iostream>
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;
}
}
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;
}
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 (get_type_bonus(atk, def) != 0) {
bs.emplace_back(get_type_bonus(atk, def), Bonus::Id::type, true);
}
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);
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 (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(
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(
result.def_hp - get_damage(atk, def, result.atk_hp));
} else {
result.def_hp = clamp(
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(
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(
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(
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(result.atk_hp + 20);
if (result.def_hp > 0 && info_has_ability(def.info, "Zeal"))
result.def_hp = clamp(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;
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_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) {
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;
}
}
}
std::cout << " " << mindist;
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_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++;
}
for (Entity &e : entities) {
e.done = false;
e.moved = 0;
if (e.owner == turn) {
Player &player = players[e.owner];
for (int i=0; i<player.res.size(); i++) {
player.res[i] += e.info->prod[i];
}
// todo heal when on top of building
if (e.building < 0) {
e.building++;
if (e.building == 0) {
e.hp += 50; if (e.hp > 100) e.hp = 100;
}
}
}
}
}
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