Beispiel #1
0
std::string PlanetWarsGame::toString(Player* pov) const {
    std::stringstream gameState;
    const int numPlanets = static_cast<int>(m_planets.size());

    //Write the planets.
    for (int i = 0; i < numPlanets; ++i) {
        Planet* planet = m_planets[i];
        gameState << "P " << planet->getX()
                << " " << planet->getY()
                << " " << pov->povId(planet->getOwner())
                << " " << planet->getNumShips()
                << " " << planet->getGrowthRate()
                << std::endl;
    }

    //Write the fleets.
    for (FleetList::const_iterator it = m_fleets.begin(); it != m_fleets.end(); ++it) {
        Fleet* fleet = (*it);
        gameState << "F " << pov->povId(fleet->getOwner())
                << " " << fleet->getNumShips()
                << " " << fleet->getSource()->getId()
                << " " << fleet->getDestination()->getId()
                << " " << fleet->getTotalTripLength()
                << " " << fleet->getTurnsRemaining()
                << std::endl;
    }

    gameState << "go" << std::endl;

    return gameState.str();

}
Beispiel #2
0
void Planet::welcomeArrivedFleets() {
    const int ownerId = m_owner->getId();

    //Tally up the ships for each force.
    const int numArrivedFleets = static_cast<int>(m_landedFleets.size());

    if (numArrivedFleets == 0) {
        return;
    }

    int playerShips[3];
    playerShips[0] = (ownerId == 0) ? m_numShips : 0;
    playerShips[1] = (ownerId == 1) ? m_numShips : 0;
    playerShips[2] = (ownerId == 2) ? m_numShips : 0;

    for (int i = 0; i < numArrivedFleets; ++i) {
        Fleet* fleet = m_landedFleets[i];
        playerShips[fleet->getOwner()->getId()] += fleet->getNumShips();
    }

    m_landedFleets.clear();

    //Check who won.
    //Check whether the owner stays the same.
    if (playerShips[ownerId] >= std::max(playerShips[(ownerId+1)%3], playerShips[(ownerId+2)%3])) {
        this->setNumShips(playerShips[ownerId]
                          - std::max(playerShips[(ownerId+1)%3], playerShips[(ownerId+2)%3]));
        return;
    }

    //Otherwise, find the new owner.
    if (playerShips[1] > playerShips[2]) {
        this->setOwner(m_game->getFirstPlayer());
        const int remainingShips = playerShips[1] - std::max(playerShips[2], playerShips[0]);
        this->setNumShips(remainingShips);

    } else if (playerShips[2] > playerShips[1]) {
        this->setOwner(m_game->getSecondPlayer());
        const int remainingShips = playerShips[2] - std::max(playerShips[1], playerShips[0]);
        this->setNumShips(remainingShips);

    } else if (ownerId == 0 && playerShips[2] == playerShips[1]) {
        //The invading fleets are larger than the neutral planet, but equal in size.
        //Planet stays neutral.
        this->setNumShips(0);
    }

    //There should be no other cases.
}
Beispiel #3
0
void PlanetWarsGame::completeStep() {
    //Proceed only if there's an unfinished step.
    if (STEPPING != m_state) {
        return;
    }

    m_state = PROCESSING;

    //Clear the old new fleets.
    m_newFleets.clear();

    //Read and process the the responses from each of the players.
    std::string firstPlayerOutput(m_firstPlayer->readCommands());
    std::string secondPlayerOutput(m_secondPlayer->readCommands());

    bool isFirstPlayerRunning = this->processOrders(firstPlayerOutput, m_firstPlayer);
    bool isSecondPlayerRunning = this->processOrders(secondPlayerOutput, m_secondPlayer);

    //Check whether the players are still alive.
    if (!isFirstPlayerRunning || !isSecondPlayerRunning) {
        this->stop();
        return;
    }

    this->advanceGame();

    //Check each player's position.
    int firstPlayerShips = 0;
    int secondPlayerShips = 0;

    const int numPlanets = static_cast<int>(m_planets.size());

    for (int i = 0; i < numPlanets; ++i) {
        Planet* planet = m_planets[i];
        const int ownerId = planet->getOwner()->getId();

        if (1 == ownerId) {
            firstPlayerShips += planet->getNumShips();

        } else if (2 == ownerId) {
            secondPlayerShips += planet->getNumShips();
        }
    }

    for (FleetList::iterator it = m_fleets.begin(); it != m_fleets.end(); ++it) {
        Fleet* fleet = *it;

        if (1 == fleet->getOwner()->getId()) {
            firstPlayerShips += fleet->getNumShips();

        } else {
            secondPlayerShips += fleet->getNumShips();
        }
    }

    emit turnEnded();

    //Check for game end conditions.
    bool isGameOver = false;

    if (firstPlayerShips == 0 && secondPlayerShips == 0) {
        this->logMessage("Draw.");
        isGameOver = true;

    } else if (firstPlayerShips == 0) {
        this->logMessage("Player 2 wins.");
        isGameOver = true;

    } else if (secondPlayerShips == 0) {
        this->logMessage("Player 1 wins.");
        isGameOver = true;

    } else if (m_turn >= m_maxTurns) {
        if (firstPlayerShips > secondPlayerShips) {
            this->logMessage("Player 1 wins.");
            isGameOver = true;

        } else if (firstPlayerShips < secondPlayerShips) {
            this->logMessage("Player 2 wins.");
            isGameOver = true;

        } else {
            this->logMessage("Draw.");
            isGameOver = true;
        }
    }

    if (isGameOver) {
        this->stop();
        return;
    }

    //Game is not over.
    m_state = READY;
    this->continueRunning();
}
void GameController::onChangeTurn()
{
  currentTurn++;

  /* impose production on owned planets */
  for(int i=0; i<players.size(); i++)
    {
      Player* tempP = players[i];
      for(int j=0; j<players[i]->getPlanets().size(); j++)
	{
	  Planet* tempPl = tempP->getPlanets()[j];
	  tempPl->setShips( tempPl->getShips() +  tempPl->getProduction());
	}
    }

  for(int k=0; k<fleets.size(); k++)
    {
      Fleet* tempF = fleets[k];
      /* fleet has arrived */
      if(fleets[k]->getArrivalTurn() == currentTurn)
	{
	  /* fleet owner same as destination owner, so reinforcing a planet */
	  if(tempF->getOwner() == tempF->getDestination()->getOwner())
	    {
	      tempF->getDestination()->setShips(tempF->getDestination()->getShips() + tempF->getNumShips());
	    }
	  else /* attacking planet */
	    {
	      double attackScore, defenseScore;

	      attackScore = tempF->getNumShips()*tempF->getKillPercent();
	      defenseScore = tempF->getDestination()->getShips()*tempF->getDestination()->getKillPercent();

	      if(attackScore >= defenseScore) /* attackers win */
		{
		  if(tempF->getDestination()->getOwner() != NULL)
		    tempF->getDestination()->getOwner()->removeFromPlanets(tempF->getDestination());

		  tempF->getOwner()->addToPlanets(tempF->getDestination());
		  tempF->getDestination()->setOwner(tempF->getOwner());
		  
		  tempF->getDestination()->setShips((int)attackScore-defenseScore);
		  emit displayInfo(QString("Turn %1: Planet %2 has fallen to %3").arg(currentTurn).arg(tempF->getDestination()->getName()).arg(tempF->getOwner()->getName()));
		  
		}
	      else /* defense wins */
		{
		  tempF->getDestination()->setShips((int)defenseScore-attackScore);
		  emit displayInfo(QString("Turn %1: Planet %2 has held against an attack from %3.").arg(currentTurn).arg(tempF->getDestination()->getName()).arg(tempF->getOwner()->getName()));
		}
	    }
	  /* processed fleet, so remove it */
	  fleets.removeAt(k);
	}
    }
     

  if(currentPlayer < players.size() - 1)
    currentPlayer++;
  else
    currentPlayer = 0;

  emit displayControl(QString("<font color=%1>%2</font>:Select source planet").arg(players[currentPlayer]->getColor().name()).arg(players[currentPlayer]->getName()));
}