Exemple #1
0
    unsigned char GameProgress::getWeakestWeapon() const {
        unsigned char weakest = 0;

        for(unsigned char i = 0; i < getWeaponCount(); ++i) {
            if(getWeaponEnergy(i) < getWeaponEnergy(weakest)) {
                weakest = i;
            }
        }

        return weakest;
    }
Exemple #2
0
bool BaseAI::startTurn()
{
  int count = 0;
  count = getWallCount();
  walls.clear();
  walls.resize(count);
  for(int i = 0; i < count; i++)
  {
    walls[i] = Wall(getWalls()+i);
  }
  count = getCrateCount();
  crates.clear();
  crates.resize(count);
  for(int i = 0; i < count; i++)
  {
    crates[i] = Crate(getCrates()+i);
  }
  count = getWeaponCount();
  weapons.clear();
  weapons.resize(count);
  for(int i = 0; i < count; i++)
  {
    weapons[i] = Weapon(getWeapons()+i);
  }
  count = getHumanCount();
  humans.clear();
  humans.resize(count);
  for(int i = 0; i < count; i++)
  {
    humans[i] = Human(getHumans()+i);
  }
  count = getZombieCount();
  zombies.clear();
  zombies.resize(count);
  for(int i = 0; i < count; i++)
  {
    zombies[i] = Zombie(getZombies()+i);
  }
  count = getAirstrikeCount();
  airstrikes.clear();
  airstrikes.resize(count);
  for(int i = 0; i < count; i++)
  {
    airstrikes[i] = Airstrike(getAirstrikes()+i);
  }
  count = getSpawnzoneCount();
  spawnzones.clear();
  spawnzones.resize(count);
  for(int i = 0; i < count; i++)
  {
    spawnzones[i] = Spawnzone(getSpawnzones()+i);
  }

  if(turnNum() == 1)
  {
    init();
    if(!isHuman())
    {
      return true;
     }
  }

  if(isHuman())
  {
    return runHuman();
  }
  else
  {
    return runZombie();
  }
}
Exemple #3
0
 int GameProgress::getWeaponEnergy(unsigned char weapon) const {
     if(weapon < getWeaponCount()) {
         return weaponEnergies[weapon];
     }
     return 0;
 }
Exemple #4
0
 void GameProgress::resetWeaponEnergyToDefault() {
     for(unsigned char i = 0; i < getWeaponCount(); ++i) {
         setWeaponEnergy(i, DEFAULT_WEAPON_ENERGY);
     }
 }
Exemple #5
0
 void GameProgress::enableWeapon(unsigned char weapon, bool enable) {
     if(weapon < getWeaponCount()) {
         weaponsEnabled[weapon] = enable;
     }
 }
Exemple #6
0
 void GameProgress::setWeaponEnergy(unsigned char weapon, int value) {
     if(weapon < getWeaponCount()) {
         value = std::max(0, value);
         weaponEnergies[weapon] = value;
     }
 }
Exemple #7
0
 bool GameProgress::weaponIsEnabled(unsigned char weapon) const {
     if(weapon < getWeaponCount()) {
         return weaponsEnabled[weapon];
     }
     return false;
 }