示例#1
0
void Colosseum::pushAllVillains(int r, int c, int dir)
{
    // pushes all villains at [r,c] in the given direction
    // Note that if r,c isn't a valid location, this will
    //      do nothing.  We could instead have checked
    //      to see if it's in range, and skipped the loop
    //      in that case.
    //	(or we could do bounds checking before calling, etc)
    for (int k = m_nVillains-1; k >= 0; k--)
    {
        Villain* vp = m_villains[k];
        if( vp->row() == r && vp->col() == c )
        {
            vp->push( dir );
            if (vp->isDead())
            {
                delete vp;

                // The order of Villain pointers in the m_villains array is
                // irrelevant, so it's easiest to move the last pointer to
                // replace the one pointing to the now-deleted villain.  Since
                // we are traversing the array from last to first, we know this
                // last pointer does not point to a dead villain.

                m_villains[k] = m_villains[m_nVillains-1];
                m_nVillains--;
            }
        }
    }
}
示例#2
0
int Colosseum::numberOfVillainsAt(int r, int c) const
{
    int count = 0;
    for (int k = 0; k < m_nVillains; k++)
    {
        Villain* vp = m_villains[k];
        if (vp->row() == r  &&  vp->col() == c)
            count++;
    }
    return count;
}
int Colosseum::numberOfVillainsAt(int r, int c) const
{
	//This function keeps track of the number of villains at each grid position (r, c)
	
	int countVillains = 0;	//Counter to keep track of number of villains

	for (int i = 0; i < m_nVillains; i++)	//Check each spot until we reach the total amount of villains in the game
	{
		Villain* vp = m_villains[i];
		if (vp->row() == r && vp -> col() == c)
			countVillains++;
	}

	return countVillains;
}
示例#4
0
void Colosseum::moveVillains()
{
    // Move all villains
    for (int k = m_nVillains-1; k >= 0; k--)
    {
        Villain* vp = m_villains[k];
        vp->move();

        if (m_player != NULL  &&
                vp->row() == m_player->row()  &&  vp->col() == m_player->col())
            m_player->setDead();

    }


    // Another turn has been taken
    m_turns++;
}
示例#5
0
void VillageControl::launchAttack(Villain& villain, vector<Creature*> attackers) {
  optional<int> ransom;
  int hisGold = villain.collective->numResource(CollectiveResourceId::GOLD);
  if (villain.ransom && hisGold >= villain.ransom->second)
    ransom = max<int>(villain.ransom->second,
        (Random.getDouble(villain.ransom->first * 0.6, villain.ransom->first * 1.5)) * hisGold);
  villain.collective->addAttack(CollectiveAttack(getCollective(), attackers, ransom));
  TeamId team = getCollective()->getTeams().createPersistent(attackers);
  getCollective()->getTeams().activate(team);
  getCollective()->freeTeamMembers(team);
  for (Creature* c : attackers)
    getCollective()->setTask(c, villain.getAttackTask(this));
  attackSizes[team] = attackers.size();
}