Пример #1
0
bool Game::GameState::PlayAtIndex(int idx, int player)
{
	assert(idx >= 0 && idx < boardDesc->nbCase);
	assert(player >= 0 && player < boardDesc->nbPlayer);

	GameDiff diff;

	if (board[idx] != -1) return false;

	int otherPlayer = 1 - player;
	int previousNb;

	PlayerState *stateMe = playerState[player];
	PlayerState *stateOther = playerState[otherPlayer];

	for (int &algt : boardDesc->alignementFromCase[idx]) {
		if (stateMe->PlayAlignement(algt)) {
			diff.aligntPlayed.push_back({ player, algt });
		}
		if (stateOther->LooseAlignement(algt, previousNb)) {
			diff.aligntLoosed.push_back({ otherPlayer, algt, previousNb });
		}
	}
	board[idx] = player;
	columnNbPlayed[idx % boardDesc->columns]++;
	diff.casePlayed = idx;

	gameDiff.push_back(diff);

	return true;
}
Пример #2
0
static int npmodule_listPlayers (lua_State *L)
{
    int tindex = 0; // will push ++tindex
    lua_newtable(L);

    for ( int n = 0; n < PlayerInterface::getMaxPlayers(); n++)
    {
        PlayerState *p = PlayerInterface::getPlayer(n);
        if ( ! p->isFree() )
        {
            lua_newtable(L);
            lua_pushinteger(L, n);
            lua_setfield(L, -2, "id");

            lua_pushstring(L, p->isAllocated() ? "<preconnect>" : p->getName().c_str());
            lua_setfield(L, -2, "name");

            lua_pushstring(L, PlayerInterface::isLocalPlayer(n) ? "local" : SERVER->getIP(n).c_str());
            lua_setfield(L, -2, "ip");

            lua_rawseti(L, -2, ++tindex);
        }
    }

    return 1;
}
Пример #3
0
void Inventory::UseItem( int iSlot )
{
	Attack* pInventory = m_pPlayerState->m_Inventory; //[NUM_INVENTORY_SLOTS]

	if( pInventory[iSlot].IsBlank() )
		return;

	PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
	Attack a = pInventory[iSlot];

	// remove the item
	pInventory[iSlot].MakeBlank();
	m_vpSoundUseItem[a.level]->Play(false);

	PlayerNumber pnToAttack = OPPOSITE_PLAYER[pn];
	PlayerState *pPlayerStateToAttack = GAMESTATE->m_pPlayerState[pnToAttack];
	pPlayerStateToAttack->LaunchAttack( a );

	float fPercentHealthToDrain = (a.level+1) / 10.f;
	ASSERT( fPercentHealthToDrain > 0 );
	GAMESTATE->m_fOpponentHealthPercent -= fPercentHealthToDrain;
	CLAMP( GAMESTATE->m_fOpponentHealthPercent, 0.f, 1.f );

	// play announcer sound
	SCREENMAN->SendMessageToTopScreen( ssprintf("SM_BattleDamageLevel%d",a.level+1) );
}
Пример #4
0
void ObjectManager::create_ships(PlayerState& player_state)
{
    for (int i = 1; i <= NUM_OF_POSSIBLE_PLAYERS; i++) {
        if (player_state.energy_max(i)) {

            std::string name = "Player " + std::to_string(i);

            int s = player_state.score(i);
            int e = player_state.energy_max(i);
            player_state.set_energy(i, e);  // reset energy to max

            ObjIndex player_index = Object::parse_player_index(i);
            sdlc::Surface& gfx = obj[player_index];
            sdlc::Surface& hit_gfx = obj_hit[player_index];

            auto w1 = create_main_weapon(i, player_state);
            auto w2 = create_extra_weapon(i, player_state);

            KeySet keyset(i);   // For now we don't set custom keys

            auto new_ship = std::make_shared<Ship>(name, e, s, gfx, hit_gfx, w1, w2, keyset);

            new_ship->set_locked_to_screen(false);
            new_ship->set_x((float)(213 * i - new_ship->width()));
            new_ship->set_y(480);
            new_ship->set_vel(0, -200.0f);
            queue.push_back(new_ship);
        }
    }
}
Пример #5
0
int PlayerHuman::operator()(GameState& game_state, PlayerState& player_state, int minimum_money) {
	CardMask cards;
	
	CardMask_OR(cards, game_state.flop, player_state.cards());	
	
	cout << endl;
	cout << "Player " << player_state.get_number() << " (min/max : " << minimum_money << "/" << player_state.get_money() << ")";
	
	if (StdDeck_numCards(cards) >= 5) {
		cout << "  [ "; 
		int eval = StdDeck_StdRules_EVAL_N(cards, StdDeck_numCards(cards));
		HandVal_print(eval); 
		cout << " ]";
	}
	cout << endl;                
	
	cout << "(-1 to fold, 0 to check, number to raise)" << endl;
	cout << " > ";
	
	
	
	int x;
	cin >> x; 
	cout << endl;
	
	return x;
}
    virtual void enter()
    {
        player = PlayerInterface::getPlayer(connect_client->getPlayerIndex());

        sync_count = 0;
        sync_done = 0;
        sync_end = 0;
        sync_total = UnitInterface::getTotalUnitCount();

        if ( sync_total )
        {
            sync_end = UnitInterface::getUnits().rbegin()->first;
        }

        sync_end += 1;

        ConnectProcessStateMessage state_mesg;
        state_mesg.setMessageEnum(_connect_state_message_sync_units);
        connect_client->sendMessage( &state_mesg,
                                     sizeof(ConnectProcessStateMessage));

        SERVER->addClientToSendList( connect_client );

        PlayerState *p = PlayerInterface::getPlayer(connect_client->getPlayerIndex());
        PlayerStateSync player_state_update( p->getNetworkPlayerState() );
        SERVER->broadcastMessage(&player_state_update, sizeof(PlayerStateSync));

        sendunitpercent_timer.reset();
        time_out_timer.reset();
    }
    virtual T process()
    {
        ObjectiveInterface::syncObjectives( connect_client );

        PowerUpInterface::syncPowerUps( connect_client );

        
        PlayerState * player = PlayerInterface::getPlayer(connect_client->getPlayerIndex());

        player->setStateSelectingFlag();

        PlayerFlagSync pfs;
        pfs.player_id = connect_client->player_id;
        ResourceManager::getFlag(connect_client->player_id)->frameToBuffer(pfs.player_flag, sizeof(pfs.player_flag));
        SERVER->broadcastMessage(&pfs, sizeof(pfs));

        PlayerStateSync player_state_update
            (player->getNetworkPlayerState());

        SERVER->broadcastMessage( &player_state_update, sizeof(PlayerStateSync));

        ConnectProcessStateMessage state_mesg;
        state_mesg.setMessageEnum(_connect_state_sync_complete);
        connect_client->sendMessage( &state_mesg,
                                     sizeof(ConnectProcessStateMessage));


        sendConnectionAlert( connect_client );
        if (GameControlRulesDaemon::getGameState() == _game_state_prepare_team)
        {
            GameControlCyclePrepareTeam prepare_team_mesg;
            SERVER->sendMessage(connect_client->player_id, &prepare_team_mesg, sizeof(GameControlCyclePrepareTeam));
        }
        return connect_state_idle;
    }
Пример #8
0
void ScoreKeeperRave::LaunchAttack( AttackLevel al )
{
	PlayerNumber pn = m_pPlayerState->m_PlayerNumber;

	RString* asAttacks = GAMESTATE->m_pCurCharacters[pn]->m_sAttacks[al];	// [NUM_ATTACKS_PER_LEVEL]
	RString sAttackToGive;

	if (GAMESTATE->m_pCurCharacters[pn] != NULL)		
		sAttackToGive = asAttacks[ RandomInt(NUM_ATTACKS_PER_LEVEL) ];
	else
	{
		// "If you add any noteskins here, you need to make sure they're cached, too." -?
		// Noteskins probably won't work here anymore. -aj
		RString DefaultAttacks[8] = { "1.5x", "2.0x", "0.5x", "reverse", "sudden", "boost", "brake", "wave" };
		sAttackToGive = DefaultAttacks[ RandomInt(8) ];
	}

	PlayerNumber pnToAttack = OPPOSITE_PLAYER[pn];
	PlayerState *pPlayerStateToAttack = GAMESTATE->m_pPlayerState[pnToAttack];

	Attack a;
	a.level = al;
	a.fSecsRemaining = ATTACK_DURATION_SECONDS;
	a.sModifiers = sAttackToGive;

	// remove current attack (if any)
	pPlayerStateToAttack->RemoveActiveAttacks();

	// apply new attack
	pPlayerStateToAttack->LaunchAttack( a );

//	SCREENMAN->SystemMessage( ssprintf( "attacking %d with %s", pnToAttack, sAttackToGive.c_str() ) );
}
    virtual T message(const NetMessage* msg)
    {
        if ( msg->message_id == _net_message_id_connect_client_settings )
        {
            ConnectClientSettings *client_setting;

            client_setting = (ConnectClientSettings *) msg;

            player->setName( client_setting->player_name );

            ResourceManager::updateFlagData(player->getID(),
                                            client_setting->player_flag,
                                            sizeof(client_setting->player_flag) );

            player->setStateConnecting();

            // ** send server game setting map, units, player, etc.
            ConnectMesgServerGameSettings* server_game_setup
                = GameManager::getServerGameSetup();

            connect_client->sendMessage( server_game_setup,
                                         sizeof(ConnectMesgServerGameSettings));
            connect_client->sendRemaining();
            delete server_game_setup;

            return connect_state_wait_for_client_game_setup_ack;
        }
        return State<T>::state;
    }
Пример #10
0
    virtual T message(const NetMessage* msg)
    {
        T new_state = connect_state_drop_bad_connecting_client;
        if ( msg->message_id == _net_message_id_client_connect_request )
        {
            ClientConnectResult connect_result;

            if ((GameConfig::game_allowmultiip == false) && 
               (SERVER->isAlreadyConnected(connect_client) == true))
            {
                connect_result.result_code = _connect_result_server_already_connected;
                LOGGER.warning("Client already connected!!!!, die");
            }
            else
            {
                PlayerState * player = PlayerInterface::allocateNewPlayer();
                if ( player == 0 )
                {
                    connect_result.result_code = _connect_result_server_full;
                }
                else
                {
                    connect_result.result_code = _connect_result_success;
                    connect_client->player_id = player->getID();
                    new_state = connect_state_wait_for_client_settings;
                }
            }

            connect_client->sendMessage( &connect_result,
                                         sizeof(ClientConnectResult));
            connect_client->sendRemaining();
        }

        return new_state;
    }
UnitBase * UnitInterface::newUnit( unsigned short unit_type,
                                   const iXY &location,
                                   unsigned short player_index,
                                   UnitID id)
{
    UnitBase* unit = 0;
    bool color_flag;
    unsigned char unit_flag;

    if ( player_index == PlayerInterface::getLocalPlayerIndex() ) {
        color_flag = true;
    } else {
        color_flag = false;
    }

    PlayerState* player = PlayerInterface::getPlayer( player_index );
    unit_flag = player->getFlag();

    if ( unit_type < UnitProfileInterface::getNumUnitTypes() )
    {
        unit = new Vehicle(player, unit_type, id, location);        
    }
    else
    {   // XXX change for a error window
        assert("unknown unit_type" == 0);        
    }

    return unit;
}
Пример #12
0
void PlayerUpdater::operator()(osg::Node* node, osg::NodeVisitor* nv)
{
    PlayerState *playerState = _player->getPlayerState();
    osg::Vec3 newPosition = calculateNextPosition(playerState);
    _player->setPosition(newPosition);
    _player->setAngles(playerState->getAngleX(), playerState->getAngleY());

    traverse(node, nv);
}
void ServerConnectDaemon::netPacketClientDisconnect(const NetPacket *packet)
{
    // Note: this invalidates the ConnectMesgNetPanzerClientDisconnect playerID
    // value, just use the networkID, this way avoid possible fake packet
    // to kick other player.
    // In a future protocol version PlayerID should be removed from this packet.
    PlayerState *player = PlayerInterface::getPlayerByNetworkID(packet->fromID);
    if (player)
        startDisconnectionProcess(player->getPlayerID());
}
void CDynamicProgrammingStrategy::calculatePaths() {
    while (!stateQueue.empty()) {
        PlayerState currentState = stateQueue.front();

        for (int xDeviation = -1; xDeviation <= 1; ++xDeviation) {
            for (int yDeviation = -1; yDeviation <= 1; ++yDeviation) {
                PlayerState newState(
                        currentState.GetX() + currentState.GetXVelocity() + xDeviation,
                        currentState.GetY() + currentState.GetYVelocity() + yDeviation,
                        currentState.GetXVelocity() + xDeviation,
                        currentState.GetYVelocity() + yDeviation
                );

                if (newState.GetX() < 0 || newState.GetX() >= map.sizeOnXaxis()
                        || newState.GetY() < 0 || newState.GetY() >= map.sizeOnYaxis()
                        || !map.canPlayerStayOnCell(newState.GetX(), newState.GetY())
                        || map.hasBarrierOnPath(currentState.GetX(), currentState.GetY(),
                                newState.GetX(), newState.GetY())) {
                    continue;
                }

                if (minPath.GetStepCount(newState) == -1 ||
                        minPath.GetStepCount(newState) > minPath.GetStepCount(currentState) + 1) {
                    minPath.SetStepCount(newState, minPath.GetStepCount(currentState) + 1);
                    minPath.SetPreviousState(newState, currentState);
                    stateQueue.push(newState);
                }
            }
        }

        stateQueue.pop();
    }
}
Пример #15
0
void ObjectManager::update_player_state(std::shared_ptr<IObject>& object, 
                                        PlayerState& player_state)
{
    assert(object->type() == ObjType::player);

    // Get the player number from the name
    std::string name = object->name();
    int player_id = name[name.length() - 1] - (int)'0';

    player_state.set_energy(player_id, object->energy());
    player_state.set_energy_max(player_id, object->energy_max());
    player_state.set_score(player_id, object->score());

    //Ship* s = (Ship*)object;
    std::shared_ptr<Ship> s = std::dynamic_pointer_cast<Ship>(object);
    if (s->main_weapon_) {
        player_state.set_main_weapon(player_id, s->main_weapon_->name);
        player_state.set_main_weapon_level(player_id, s->main_weapon_->level());
    }
    if (s->extra_weapon_) {
        player_state.set_extra_weapon(player_id, s->extra_weapon_->name);
        player_state.set_extra_weapon_count(player_id, s->extra_weapon_->count());
    } else player_state.set_extra_weapon(player_id, "none");

    if (object->energy() == 0)
        player_state.set_energy_max(player_id, 0);
}
Пример #16
0
GameRules::EGR_result GameRules::pay(int& amt)
{
	PlayerState& plr = fState->get_player(fState->get_current_turn());
	PlayerState* onr = NULL; 
	unsigned pay = 0;

	// check to see if we are dealing with an ownable property
	if (fState->get_property(fMoveTo).has_owner())
		onr = &(fState->get_player(fState->get_property(fMoveTo).get_owner()));

	// figure out how much the player owes
	switch (fBase.type(fMoveTo))
	{
		case Game_Base::kITax:		// percentage tax
			pay = plr.get_money() * fBase.price(fMoveTo) / 100;
			break;
		case Game_Base::kLTax:		// flat tax
			pay = fBase.price(fMoveTo);
			break;
		case Game_Base::kUtil:		// utility
			pay = fRoll * count_mems(*onr, fMoveTo) * 4;
			break;
		case Game_Base::kRRoad:	// rail road
			pay = fBase.rent(fMoveTo, count_mems(*onr, fMoveTo) - 1);
			break;
		case Game_Base::kProp:		// property
			pay = fBase.rent(fMoveTo, fState->get_property(fMoveTo).get_level());
			if (fState->get_property(fMoveTo).get_level() == 0 &&
				owns_group((unsigned)onr->get_id(), fBase.group(fMoveTo)))
				pay *= 2;

			break;
	}

	// return the amount to be paid
	amt = pay;

	// check for insufficient assets
	if (plr.get_money() < pay)
		if (!free(plr.get_id(), pay))	// if still insufficient
		{
			if (Game_Base::kUtil <= fBase.type(fMoveTo))
				onr->add_money(plr.get_money());		// tranfer whatever they have
			return kConcede;						// and send concede signal
		}

	// if they have enough, transfer funds to owner
	plr.sub_money(pay);
	if (Game_Base::kUtil <= fBase.type(fMoveTo)) onr->add_money(pay);

	return kDone;
}
Пример #17
0
void BehaviorHoldPlanner::Plan(std::list<ActiveBehavior> & behavior_list)
{
	if (!mSelfState.IsKickable()) return;
	if (mSelfState.IsGoalie()) return;
	if(mStrategy.GetSureOppInterCycle() <= 2 &&
			mStrategy.GetSureOppInterCycle() != 0 ){

		ActiveBehavior hold(mAgent, BT_Hold);
		double        dDist;
		Vector   		posAgent = mSelfState.GetPos();
		PlayerState   objOpp = mWorldState.GetOpponent(mPositionInfo.GetClosestOpponentToBall());
		Vector  	 	posOpp   = objOpp.GetPos();
		dDist = (posOpp - posAgent).Mod();
		AngleDeg      angOpp   = objOpp.GetBodyDir();
		AngleDeg      ang      = 0.0;

		if(dDist < 5 )
		{
			ang = ( posAgent - posOpp ).Dir();
			int iSign = (GetNormalizeAngleDeg( angOpp - ang )) >0 ? -1:1;
			ang +=  iSign*45 - mSelfState.GetBodyDir();
			ang = GetNormalizeAngleDeg( ang );
		}

		if( mBallState.GetPos().Dist(posAgent + Polar2Vector(0.7,ang))< 0.3 )
		{

			Vector   posBallPred = mBallState.GetPredictedPos(1);
			Vector   posPred     = mSelfState.GetPredictedPos(1);
			if( posPred.Dist( posBallPred )< 0.85 * mSelfState.GetKickableArea() )
			{
				hold.mDetailType = BDT_Hold_Turn;
				hold.mEvaluation = 1.0 + FLOAT_EPS;
				hold.mAngle = (Vector(ServerParam::instance().PITCH_LENGTH / 2.0, 0.0) - mSelfState.GetPos()).Dir();
				mActiveBehaviorList.push_back(hold);
			}
		}
		else
		{
			hold.mDetailType = BDT_Hold_Kick;
			hold.mAngle = ang;
			hold.mEvaluation = 1.0 + FLOAT_EPS;
			mActiveBehaviorList.push_back(hold);
		}

		if (!mActiveBehaviorList.empty()) {
			mActiveBehaviorList.sort(std::greater<ActiveBehavior>());
			behavior_list.push_back(mActiveBehaviorList.front());
		}
	}

}
Пример #18
0
std::unique_ptr<Weapon> 
ObjectManager::create_extra_weapon(int player, PlayerState player_state)
{
    std::unique_ptr<Weapon> w;

    if (player_state.extra_weapon(player) == "Rocket Weapon") {
        sdlc::Sound& sfx = snd[ObjSnd::rocket];
        Owner own = Object::parse_owner(player);
        w = std::unique_ptr<Weapon>(new WeaponRocket(sfx, own));
        w->set_count(player_state.extra_weapon_count(player));
    }

    return w;
}
Пример #19
0
Uint16
BotManager::addBot()
{
    PlayerState *p = PlayerInterface::allocateNewPlayer();
    if ( p )
    {
        Bot * b = new BotPlayer(p->getID());
        bot_list.push_back(b);

        ResourceManagerSyncFlagMessage flagmsg;
        ResourceManager::getFlagData("bot.bmp",(Uint8*)&flagmsg.flagdata);
        flagmsg.setFlagID(ResourceManager::registerFlagFromData((Uint8*)&flagmsg.flagdata));

        p->setName("Bot");
        p->setFlag(flagmsg.getFlagID());
        p->setStatus(_player_state_active);

        NetworkServer::broadcastMessage(&flagmsg, sizeof(flagmsg));

        PlayerStateSync updatemsg(p->getNetworkPlayerState());
        NetworkServer::broadcastMessage( &updatemsg, sizeof(updatemsg));

        SystemConnectAlert connect_alert;
        connect_alert.set( p->getID(), _connect_alert_mesg_connect );
        NetworkServer::broadcastMessage( &connect_alert, sizeof(SystemConnectAlert));
        NetworkClient::sendMessage(&connect_alert, sizeof(SystemConnectAlert));
        
        return p->getID();
    }
    return 0xffff;
}
Пример #20
0
void tPlayerStateBox::onPaint(Surface &dst, const DataItem& data)
{
    char statBuf[256];
    int StartX = 1;
    PlayerState *state = (PlayerState*)(data.Data);
    if (DrawFlags)
    {
        Surface * flag = 0;
        flag = ResourceManager::getFlag(state->getFlag());
        flag->blt(dst, 0, 0);
        StartX = flag->getWidth()+4;
    }
    snprintf(statBuf, sizeof(statBuf), "%-20s", state->getName().c_str());
    dst.bltString(StartX , 4, statBuf, ctTexteNormal);
}
Пример #21
0
/**
 * 通过传入kick的参数,计算kick后球的位置和速度
 * Calculate ball position and velocity after a kick action.
 * \param kick_power.
 * \param kick_angle.
 * \param player_state state of the player who is performing kick.
 * \param ball_state ball state before the kick action is performed.
 * \param ball_pos will be set to ball position after kick.
 * \param ball_vel will be set to ball velocity after kick.
 * \param is_self if the action is performed by the agent this process represents.
 */
void ActionEffector::ComputeInfoAfterKick(const double kick_power, const double kick_angle,
		const PlayerState &player_state, const BallState &ball_state, Vector &ball_pos, Vector &ball_vel, bool is_self)
{
	double power = GetNormalizeKickPower(kick_power);
	double dir = GetNormalizeMoment(kick_angle);

	Vector ball_2_player = (ball_state.GetPos() - player_state.GetPos()).Rotate(-player_state.GetBodyDir());
    double eff_power = power *
        (is_self ? player_state.GetKickRate() : GetKickRate(ball_2_player, player_state.GetPlayerType()));
	Vector accel = Polar2Vector(eff_power, player_state.GetBodyDir() + dir);

	ball_vel = ball_state.GetVel() + accel;
	ball_pos = ball_state.GetPos() + ball_vel;
	ball_vel *= ServerParam::instance().ballDecay();
}
Пример #22
0
void Team::addPlayer(PlayerID new_player)
{
    for ( PlayerID player_id = 0; player_id < PlayerInterface::getMaxPlayers(); ++player_id )
    {
        PlayerState* state = PlayerInterface::getPlayer(player_id);
        if (state->isActive())
        {
            if (state->getTeamID() == teamID
                    && (player_id != new_player))
            {
                PlayerInterface::allyplayers( player_id, new_player);
            }
        }
    }
    PlayerInterface::getPlayer(new_player)->setTeamID(teamID);
}
Пример #23
0
std::unique_ptr<Weapon> 
ObjectManager::create_main_weapon(int player, PlayerState player_state) 
{
    std::unique_ptr<Weapon> w;

    if (player_state.main_weapon(player) == "Blaster Weapon") {
        sdlc::Sound& sfx = snd[ObjSnd::blaster];
        Owner own = Object::parse_owner(player);
        w = std::unique_ptr<Weapon>(new WeaponBlaster(sfx, own));
    }

    for (int j = 1; j < player_state.main_weapon_level(player); ++j)
        w->upgrade();

    return w;
}
Пример #24
0
/**
* player 跑到 target 的所需的最小周期数
* This function returns the minimum cycles for a player to go to a target position.
* @param player the player to caculate.
* @param target the target position to go to.
* @param can_inverse true means consider running backwards.
* @param buffer
* @return an integer to show the minimum cycles caculated.
*/
int Dasher::CycleNeedToPoint(const PlayerState & player, Vector target, bool can_inverse, double *buf)
{
	const Vector & pos = player.GetPos();
	const Vector & vel = player.GetVel();

	const double dir = (target - pos).Dir();

	double facing;
	if (player.IsBodyDirValid()) {
		facing = player.GetBodyDir();
	}
	else if (vel.Mod() > 0.26){
		facing = vel.Dir();
	}
	else {
		facing = dir; //认为不用转身
	}

	double diffang = fabs(GetNormalizeAngleDeg(dir - facing));

	if (diffang < 90.0){
		can_inverse = false; //没有必要倒着跑
	}

	if (can_inverse){
		if (buf != 0) {
			double tmp;

			int cycle1 = CycleNeedToPointWithCertainPosture(player, target, true, buf);
			int cycle2 = CycleNeedToPointWithCertainPosture(player, target, false, &tmp);

			if (cycle2 <= cycle1) {
				*buf = tmp;
			}

			return Min(cycle1, cycle2);
		}
		else {
			int cycle1 = CycleNeedToPointWithCertainPosture(player, target, true);
			int cycle2 = CycleNeedToPointWithCertainPosture(player, target, false);
			return Min(cycle1, cycle2);
		}
	}
	else {
		return CycleNeedToPointWithCertainPosture(player, target, false, buf);
	}
}
Пример #25
0
// drawPlayerStats
//---------------------------------------------------------------------------
// Purpose:
//---------------------------------------------------------------------------
void RankView::drawPlayerStats(Surface &dest)
{
    char statBuf[256];

    ObjectiveInterface::updatePlayerObjectiveCounts();

    std::vector<const PlayerState*> states;
    for(size_t i = 0; i < PlayerInterface::getMaxPlayers(); ++i) {
        PlayerState* state = PlayerInterface::getPlayerState(i);
        if(state->getStatus() != _player_state_active)
            continue;
        states.push_back(state);
    }

    switch(gameconfig->gametype) {
    case _gametype_objective:
        std::sort(states.begin(), states.end(), StatesSortByObjectives());
        break;
    case _gametype_timelimit:
    case _gametype_fraglimit:
        std::sort(states.begin(), states.end(), StatesSortByFrags());
        break;
    }

    unsigned int CHAR_YPIX = Surface::getFontHeight();
    unsigned int entryHeight = std::max(CHAR_YPIX, UNIT_FLAGS_SURFACE.getHeight()) + 2;
    iXY offset(2, 40);
    iXY flagOffset(162, 40 + (int(CHAR_YPIX - UNIT_FLAGS_SURFACE.getHeight()))/2);

    for(std::vector<const PlayerState*>::iterator i = states.begin();
            i != states.end(); ++i) {
        const PlayerState* state = *i;

        snprintf(statBuf, sizeof(statBuf),
                 "%-20s%10i%7i%6i%10i", state->getName().substr(0,20).c_str(),
                 state->getKills(), state->getLosses(), state->getTotal(),
                 state->getObjectivesHeld());
        dest.bltString(offset.x, offset.y, statBuf, state->getColor());
        UNIT_FLAGS_SURFACE.setFrame(state->getFlag());
        UNIT_FLAGS_SURFACE.blt( dest, flagOffset.x, flagOffset.y );

        offset.y += entryHeight;
        flagOffset.y += entryHeight;
    }

} // end RankView::drawPlayerStats
Пример #26
0
/**
* 主要是为了调整power用,为了避免power过大而跑过可
* 目标点。原则视为了更高层协调,power只可能减小不可
* 能增大。为了不必要到dash,power也可可能为零。也就
* dash不执行
* power 的正负由外面给定
* This funcition is mainly used to adjust ( usually decrease ) the dash power 
* to avoid run over the target position by using a big power. The final power 
* could be 0 to avoid an unnecessary dash.
* The sign of power is given outside the function.
* @param player the player to caculate.
* @param target the target position to go to.
* @param buffer
* @param power orignal power given.
* @return power adjusted.
*/
double Dasher::AdjustPowerForDash(const PlayerState & player, Vector target, double buffer, double power)
{
	const double & speedmax = player.GetEffectiveSpeedMax();
	const double & effort = player.GetEffort();
	const double & accrate = player.GetDashPowerRate();
	const Vector & pos = player.GetPos();
	const Vector & vel = player.GetVel();

	const double & facing = player.GetBodyDir();

	if (pos.Dist(target) > speedmax + buffer){ //怎么跑的都不会跑过
		return power;
	}

	if((pos + vel).Dist(target) < buffer) { //不跑也能到到达,就不用跑了
		return 0.0;
	}

	Line dash_line(Ray(pos, player.GetBodyDir()));
	Vector projective_target = dash_line.GetProjectPoint(target);
	Vector acc = projective_target - pos - vel;
	double dash_power = acc.Mod() / (effort * accrate);
	if (GetAngleDegDiffer(acc.Dir(), facing) > 90.0){
		dash_power = -dash_power;
	}

	if (power > 0){
		return MinMax(ServerParam::instance().minDashPower(), dash_power, power);
	}
	else {
		return MinMax(power, dash_power, ServerParam::instance().maxDashPower());
	}
}
Пример #27
0
 virtual T process()
 {
     if ( time_out_timer.count() )
     {
         player->setStateFree();
         return connect_state_drop_bad_connecting_client;
     }
     return State<T>::state;
 }
Пример #28
0
short Team::getTeamObjective() const
{
    short TeamObjective = 0;
    PlayerID player_id;
 
    for ( player_id = 0; player_id < PlayerInterface::getMaxPlayers(); ++player_id )
    {
        PlayerState* state = PlayerInterface::getPlayer(player_id);
        if (state->isActive())
        {
            if (state->getTeamID() == teamID)
            {
                TeamObjective += state->getObjectivesHeld();
            }
        }
    }
    return TeamObjective;
}
 virtual T process()
 {
     if ( time_out_timer.count() )
     {
         player->setStateFree();
         return connect_state_idle;
     }
     return State<T>::state;
 }
Пример #30
0
AngleDeg PositionInfo::GetShootAngle(AngleDeg left,AngleDeg right, const PlayerState & state , AngleDeg & interval)
{
	vector< pair<Unum, AngleDeg> > tmp;
	for (vector<PlayerState*>::const_iterator it = mpWorldState->GetPlayerList().begin(); it != mpWorldState->GetPlayerList().end(); ++it){
    if ((*it)->IsAlive() && (*it)->GetPosConf() > FLOAT_EPS && (*it)->GetUnum() != state.GetUnum() &&((*it)->GetPos()-state.GetPos()).Dir() + Rad2Deg(1/10) >left&&((*it)->GetPos()-state.GetPos()).Dir() - Rad2Deg(1/10) <right){//介于左右门柱之间
		tmp.push_back(pair<Unum, AngleDeg>((*it)->GetUnum(), ((*it)->GetPos()-state.GetPos()).Dir()));
	}
	}
	if(tmp.size()!=0){
		sort(tmp.begin(),tmp.end(),PlayerDirCompare());
			vector<pair<int,AngleDeg> > dis;
			int i=0;
	vector<pair<int,AngleDeg> >::const_iterator it;
	for(it = tmp.begin(); it != tmp.end();++it){
			if(i==0){
				dis.push_back(pair<int,AngleDeg>(i++,((*it).second-left/* - Rad2Deg(1/10) - Rad2Deg(1/3)*/)));
				}
			else{
				dis.push_back(pair<int,AngleDeg>(i++,((*it).second-(*(it-1)).second)/*- 2*Rad2Deg(1/10) - Rad2Deg(1/3)*/));
			}
			}
				dis.push_back(pair<int,AngleDeg>(i,(right-(*(it-1)).second)/*- Rad2Deg(1/10) - Rad2Deg(1/3)*/));
		sort(dis.begin(),dis.end(),PlayerDirCompare());

		if(dis.back().first==0){
			interval = dis.back().second-Rad2Deg(1.0/10.0)-Rad2Deg(1.0/4.0);
			return MinMax(left + 1,dis.back().second/2+left-Rad2Deg(1.0/10.0)-Rad2Deg(1.0/4.0),right -1 );
		}
		else if(dis.back().first == i){
			interval = dis.back().second-Rad2Deg(1.0/10.0)-Rad2Deg(1.0/4.0);
			return MinMax(left + 1,right -dis.back().second/2+Rad2Deg(1.0/10.0)+Rad2Deg(1.0/4.0),right -1);
		}
		else{
			interval = dis.back().second  - 2* Rad2Deg(1.0/10.0) - Rad2Deg(1.0/4.0);
			return MinMax(left +1,(*(tmp.begin()+dis.back().first-1)).second + dis.back().second/2 ,right -1);
		}
	}
	else {
		interval = right-left  ;
		return (left+right)/2;
	}
}