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Map.cpp
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Map.cpp
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//
// Map.cpp
// PlanetWars
//
// Created by Philip Dougherty on 12/5/11.
// Copyright 2011 UW Madison. All rights reserved.
//
#include "Map.h"
Map::Map(int numNodes)
{
this->nodeArray = Model::getSelf()->nodeArray;
this->selector = Model::getSelf()->selector;
createNodeMap(numNodes);
}
Map::~Map()
{
delete nodeArray;
delete selector;
}
Node * Map::getNodeAt(int row, int col)
{
for(int i = 0; i < Model::getSelf()->numNodes; i++)
{
if(nodeArray[i]->row == row && nodeArray[i]->column == col)
return nodeArray[i];
}
return Model::getSelf()->nullNode;
}
void Map::selectSelected()
{
Node *n;
n = getNodeAt(selector->row, selector->column);
if(n != Model::getSelf()->nullNode)
{
n->select(true);
if(n->ship != Model::getSelf()->nullShip)
{
if(Model::getSelf()->playerArray[0]->fleet->hasShip(n->ship))
Model::getSelf()->selectedShip = n->ship;
}
else
{
if(Model::getSelf()->selectedShip != NULL)
{
Model::getSelf()->selectedShip->moveToNode(n);
Model::getSelf()->selectedShip = Model::getSelf()->nullShip;
}
}
}
else
{
Model::getSelf()->selectedNode->select(false);
Model::getSelf()->selectedShip = Model::getSelf()->nullShip;
}
}
void Map::linkNodeToNeighbors(Node * node)
{
int col;
int row;
for(int i = 0; i < 6; i++)
{
switch (i) {
case 0:
col = node->column;
row = node->row+2;
break;
case 1:
col = node->column+1;
row = node->row+1;
break;
case 2:
col = node->column+1;
row = node->row-1;
break;
case 3:
col = node->column;
row = node->row-2;
break;
case 4:
col = node->column-1;
row = node->row-1;
break;
case 5:
col = node->column-1;
row = node->row+1;
break;
default:
throw new std::string("PICKED NEIGHBOR OUTSIDE BOUNDS");
break;
}
for(int j = 0; j < Model::getSelf()->numNodes; j++)
{
if(nodeArray[j]->column == col && nodeArray[j]->row == row)
{
node->neighborNodes[i] = nodeArray[j];
nodeArray[j]->neighborNodes[(i+3)%6] = node;
node->numNeighborNodes++;
nodeArray[j]->numNeighborNodes++;
}
}
}
}
void Map::createNodeMap(int numNodes)
{
// Two important nodes in this algorithm- sourceNode and newNeighbor.
// sourceNode is the node currently looking to add a neighbor (and should already be assigned a location).
// newNeighbor is the node that is looking to be placed, and will be placed next to sourceNode.
Node* sourceNode;
Node* nodeToBeAssigned;
Node* centerNode;
int nodesLeftToBeAssigned = numNodes;
int rNode; //Random node from copy array
int rNeighbor; //Random neighbor to be assigned
int mapDensity;
int numAssignAttempts;
bool sourceEligible;
int rowMin = 0;
int rowMax = 0;
int colMin = 0;
int colMax = 0;
Node** copyArray = new Node*[numNodes];
for(int i = 0; i < numNodes-1; i++)
{
copyArray[i] = nodeArray[i];
}
centerNode = nodeArray[numNodes-1];
centerNode->row = 0;
centerNode->column = 0;
nodesLeftToBeAssigned--;
bool nodeAssigned = false;
//Assign each node a location
while(nodesLeftToBeAssigned > 0)
{
//Pick a random node from copyArray
sourceNode = centerNode;
numAssignAttempts = 0;
mapDensity = MAP_DENSITY;
rNode = (int)(Model::random()*nodesLeftToBeAssigned);
nodeToBeAssigned = copyArray[rNode];
nodeAssigned = false;
while(!nodeAssigned)
{
//If already tried more than 5 times, loosen the MAP_DENSITY rule
if(numAssignAttempts > MAP_DENSITY_STRICTNESS)
{
mapDensity++;
numAssignAttempts = 0;
}
sourceEligible = ((sourceNode->numNeighborNodes <= mapDensity) && ((rNeighbor = sourceNode->getRandomFreeNeighbor()) != -1));
//If the current source node is eligible to have a neighbor
if(sourceEligible)
{
//Assign the new node a location coordinate
switch (rNeighbor) {
case 0:
nodeToBeAssigned->row = sourceNode->row+2;
nodeToBeAssigned->column = sourceNode->column;
break;
case 1:
nodeToBeAssigned->row = sourceNode->row+1;
nodeToBeAssigned->column = sourceNode->column+1;
break;
case 2:
nodeToBeAssigned->row = sourceNode->row-1;
nodeToBeAssigned->column = sourceNode->column+1;
break;
case 3:
nodeToBeAssigned->row = sourceNode->row-2;
nodeToBeAssigned->column = sourceNode->column;
break;
case 4:
nodeToBeAssigned->row = sourceNode->row-1;
nodeToBeAssigned->column = sourceNode->column-1;
break;
case 5:
nodeToBeAssigned->row = sourceNode->row+1;
nodeToBeAssigned->column = sourceNode->column-1;
break;
default:
throw new std::string("PICKED NEIGHBOR OUTSIDE BOUNDS");
break;
}
//Uncomment for debugging info
//std::cout << "SourceNode: " << sourceNode->column << "," << sourceNode->row << std::endl;
//std::cout << "NeighborNode: " << newNeighbor->column << "," << newNeighbor->row << "\n" << std::endl;
//Link new node to all other neighbors based on coordinate
linkNodeToNeighbors(nodeToBeAssigned);
//Remove node from copyArray
for(int i = rNode; i < nodesLeftToBeAssigned-1; i++)
{
copyArray[i] = copyArray[i+1];
}
nodesLeftToBeAssigned--;
if(nodeToBeAssigned->row < rowMin)
rowMin = nodeToBeAssigned->row;
if(nodeToBeAssigned->row > rowMax)
rowMax = nodeToBeAssigned->row;
if(nodeToBeAssigned->column < colMin)
colMin = nodeToBeAssigned->column;
if(nodeToBeAssigned->column > colMax)
colMax = nodeToBeAssigned->column;
nodeAssigned = true;
}
//Otherwise assign a current neighbor of the source node as the new source node
else
{
sourceNode = sourceNode->neighborNodes[sourceNode->getRandomNeighbor()];
numAssignAttempts++;
}
}
}
Model::getSelf()->rowMin = rowMin;
Model::getSelf()->rowMax = rowMax;
Model::getSelf()->colMin = colMin;
Model::getSelf()->colMax = colMax;
Model::getSelf()->setCameraParams();
delete copyArray;
}
void Map::tick()
{
for(int i = 0; i < Model::getSelf()->numNodes; i++)
Model::getSelf()->nodeArray[i]->tick();
}
void Map::draw()
{
selector->set(Model::getSelf()->mouseX, Model::getSelf()->mouseY);
selector->drawAtPosition();
for(int i = 0; i < Model::getSelf()->numNodes; i++)
{
nodeArray[i]->drawAtPosition();
}
}