Пример #1
0
void FourTree::insert(Entity *ptr)
{
	if (isSpilt){
		Indexes indexes = getIndexes(ptr);

		if (!indexes.empty()){
			for (int i : indexes)
				mNodes[i]->insert(ptr);
			return;
		}
	}


	mEntities.push_back(ptr);
	//std::cout << "wee";
	//if this level reaches it max objects, seperate it into 4 more cells
	if (!isSpilt && mEntities.size() > mMaxObjects && mCurrentLevel < mMaxLevels){
		//if (mNodes[0] == NULL)
			//split();
		isSpilt = true;

		int i = 0;
		while (i < mEntities.size()){
			
			Indexes indexes = getIndexes(mEntities[i]);
			if (!indexes.empty()){
				Entity *newEntity = deleteFromContainer(mEntities[i]);
				for (int i : indexes)
					mNodes[i]->insert(newEntity);
			}
			else
				i++;

		}
	}
}
Пример #2
0
void FourTree::getObjects(std::vector<Entity*>& entities, const RotatedRect& rotatedRect,
	std::vector<sf::FloatRect>& finalIndexesWorldBound)
{
	Indexes indexes;
	if (isSpilt)
		indexes = getIndexes(rotatedRect);

	if (!isSpilt)
		finalIndexesWorldBound.push_back(this->getWorldBounds());
	

	if (!indexes.empty() && isSpilt){
		for (int i : indexes)
			mNodes[i]->getObjects(entities, rotatedRect, finalIndexesWorldBound);
		return;
	}

	for (Entity *entity : mEntities){
		if (std::find(entities.begin(), entities.end(), entity) == entities.end())
			entities.push_back(entity);
	}
}
Пример #3
0
void AI::BattleTurn(Arena & arena, const Unit & b, Actions & a)
{
    Board* board = Arena::GetBoard();

    // reset quality param for board
    board->Reset();

    // set quality for enemy troop
    board->SetEnemyQuality(b);

    const Unit* enemy = NULL;
    bool attack = false;

    if(b.isArchers() && !b.isHandFighting())
    {
	enemy = arena.GetEnemyMaxQuality(b.GetColor());
	if(BattleMagicTurn(arena, b, a, enemy)) return; /* repeat turn: correct spell ability */
	attack = true;
    }
    else
    if(b.isHandFighting())
    {
	enemy = AIGetEnemyAbroadMaxQuality(b);
	if(BattleMagicTurn(arena, b, a, enemy)) return; /* repeat turn: correct spell ability */
	attack = true;
    }
    else
    {
	s16 move = -1;

	if(b.Modes(SP_BERSERKER))
	{
	    const Indexes positions = board->GetNearestTroopIndexes(b.GetHeadIndex(), NULL);
	    if(positions.size()) move = *Rand::Get(positions);
	}
	else
	{
	    if(BattleMagicTurn(arena, b, a, NULL)) return; /* repeat turn: correct spell ability */

	    // set quality position from enemy
	    board->SetPositionQuality(b);

	    // get passable quality positions
	    const Indexes positions = board->GetPassableQualityPositions(b);
	    attack = true;

	    if(positions.size())
		move = AIAttackPosition(arena, b, positions);
	}

	if(Board::isValidIndex(move))
	{
	    if(b.isFly())
	    {
		enemy = AIGetEnemyAbroadMaxQuality(move, b.GetColor());
		if(BattleMagicTurn(arena, b, a, enemy)) return; /* repeat turn: correct spell ability */
	    	a.push_back(Battle::Command(MSG_BATTLE_MOVE, b.GetUID(), move));
		attack = true;
	    }
	    else
	    {
		Position dst = Position::GetCorrect(b, move);
		Indexes path = arena.GetPath(b, dst);

		if(path.empty())
		{
		    const u8 direction = b.GetPosition().GetHead()->GetPos().x > dst.GetHead()->GetPos().x ?
						RIGHT : LEFT;
		    // find near position
		    while(path.empty() &&
			Board::isValidDirection(dst.GetHead()->GetIndex(), direction))
		    {
			const s16 & pos = Board::GetIndexDirection(dst.GetHead()->GetIndex(), direction);
			if(b.GetHeadIndex() == pos) break;

			dst.Set(pos, b.isWide(), direction == RIGHT);
			path = arena.GetPath(b, dst);
		    }
		}

		if(path.size())
		{
		    if(b.isWide())
		    {
			const s16 & head = dst.GetHead()->GetIndex();
			const s16 & tail = dst.GetTail()->GetIndex();

			if(path.back() == head || path.back() == tail)
			{
			    enemy = AIGetEnemyAbroadMaxQuality(head, b.GetColor());

			    if(!enemy)
				enemy = AIGetEnemyAbroadMaxQuality(tail, b.GetColor());
			}
		    }

		    if(! enemy)
			enemy = AIGetEnemyAbroadMaxQuality(path.back(), b.GetColor());

	    	    a.push_back(Battle::Command(MSG_BATTLE_MOVE, b.GetUID(), path.back()));

		    // archers move and short attack only
		    attack = b.isArchers() ? false : true;
		}
	    }
	}
	else
	    enemy = AIGetEnemyAbroadMaxQuality(b);
    }

    if(enemy)
    {
	if(attack) a.push_back(Battle::Command(MSG_BATTLE_ATTACK, b.GetUID(), enemy->GetUID(), enemy->GetHeadIndex(), 0));
    }
    else
    {
	DEBUG(DBG_BATTLE, DBG_TRACE, "enemy: " << "is NULL" << ", board: " << board->AllUnitsInfo());
    }

    // end action
    a.push_back(Battle::Command(MSG_BATTLE_END_TURN, b.GetUID()));
}