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source: code/branches/Merge_HS18/src/modules/wagnis/Wagnis.cc @ 12219

Last change on this file since 12219 was 12173, checked in by stadlero, 6 years ago

Continent color Billboards and arrows added.

File size: 8.1 KB
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4#include "Wagnis.h"
5
6
7
8namespace orxonox{
9
10RegisterClass(Wagnis);
11
12//Constructor
13Wagnis::Wagnis(Context* context) : Deathmatch(context){
14    RegisterObject(Wagnis);
15    this->gameBoard = nullptr;
16    this->gameStage = NOT_READY;
17    this->active_player = 1;
18    this->initial_reinforcements_left = 2; //changed here
19
20    int n = 4;
21    for(int i = 0;i < n;i++){
22        WagnisPlayer* p = new WagnisPlayer(context);
23        p->Player_ID = i+1;
24        p->master = this;
25        this->players.push_back(p);
26    }
27}
28//Destructor
29Wagnis::~Wagnis(){}
30
31
32//Runs the game
33void Wagnis::start(){
34    Deathmatch::start();
35    if(this->gameStage == NOT_READY){
36        this->createGame();
37
38        for(WagnisPlayer* ptr: this->players){
39            ptr->gameBoard = this->gameBoard;
40        }
41    }
42
43    this->gameStage = CHOOSE_PROVINCE_STAGE;
44    this->players.at(0)->gameStage = this->gameStage;
45    this->players.at(0)->setActive(true);
46    this->players.at(0)->reinforcements = 0;
47    orxout()<<"Player "<<1<<"\'s turn. Please choose province."<<endl;
48}
49
50//Tick
51void Wagnis::tick(float dt){
52    SUPER(Wagnis,tick,dt);
53}
54
55
56
57/**
58 * Callback function for Player classes. Needs to be called for the game to go on.
59 * arg: player: pointer to the player which finished his stage.
60 * (used to deactivate player after finishing)
61 * enum GameStage { NOT_READY, CHOOSE_PROVINCE_STAGE, REINFORCEMENT_STAGE, ATTACK_STAGE, MOVE_STAGE };
62 **/
63void Wagnis::playerFinishedStageCallback(WagnisPlayer* player){
64
65    player->resetProvinceSelection();
66
67    if(this->active_player != player->Player_ID){
68        orxout()<<"shit happend. This player should not be activ. Wagnis::playerFinishedStage was called from wrong player"<<endl;
69    }
70    switch(this->gameStage){
71        case CHOOSE_PROVINCE_STAGE:{
72            player->setActive(false);
73            if(this->unoccupiedProvinces() > 0){
74                //Still empty provinces left
75
76                if(this->active_player < (int)this->players.size()){
77                    this->active_player++;
78                }else{
79                    this->active_player = 1;
80                }
81
82                WagnisPlayer* next = this->players[this->active_player - 1];
83                next->gameStage = CHOOSE_PROVINCE_STAGE;
84                next->setActive(true);
85                next->reinforcements = 0;
86                orxout()<<"Player "<<next->Player_ID<<"\'s turn. Please choose province."<<endl;
87            }else{
88                //no empty provinces left
89                this->active_player = 1;
90                WagnisPlayer* next = this->players[this->active_player - 1];
91                next->gameStage = REINFORCEMENT_STAGE;
92                this->gameStage = REINFORCEMENT_STAGE;
93                next->setActive(true);
94                next->reinforcements = 1;
95                orxout()<<"Player "<<next->Player_ID<<"\'s turn. Reinforcement."<<endl;
96            }
97            break;
98        }
99        case REINFORCEMENT_STAGE:{
100           
101            if(this->initial_reinforcements_left > 0){
102                player->setActive(false);
103                if(this->active_player == (int)this->players.size()){
104                    //Last player finished this round of initial troops.
105                    this->initial_reinforcements_left -= 1;
106                    WagnisPlayer* next = this->players.at(0);
107                    this->active_player = 1;
108                    next->setActive(true);
109                    next->gameStage = REINFORCEMENT_STAGE;
110                    if(this->initial_reinforcements_left > 0){
111                        //Still more troops left to place and player 1 is next.
112                        next->reinforcements = 1;
113                    }else{
114                        //No more troops left to place and player 1 is next.
115                        next->reinforcements = this->reinforcementsCounter(1);
116                    }
117                }else{
118                    //Player who finished was not the last player
119                    WagnisPlayer* next = this->players.at(this->active_player);
120                    this->active_player += 1;
121                    next->setActive(true);
122                    next->gameStage = REINFORCEMENT_STAGE;
123                    next->reinforcements = 1;
124                }
125                break;
126            }
127            //Standard Reinforcement
128
129            player->gameStage = ATTACK_STAGE;
130            this->gameStage = ATTACK_STAGE;
131            orxout()<<"Player "<<player->Player_ID<<"\'s turn. Attack."<<endl;
132            break;
133        }
134        case ATTACK_STAGE:{
135            player->gameStage = MOVE_STAGE;
136            this->gameStage = MOVE_STAGE;
137            orxout()<<"Player "<<player->Player_ID<<"\'s turn. Move."<<endl;
138            break;
139        }
140        case MOVE_STAGE:{
141            player->setActive(false);
142            int tc;
143            do{
144                if(this->active_player < (int)this->players.size()){
145                    this->active_player++;
146                }else{
147                    this->active_player = 1;
148                }
149               
150                tc = 0;
151                for(WagnisProvince* p: this->gameBoard->provs){
152                    if(p->getOwner_ID() == this->active_player){
153                        tc++;
154                    }
155                }
156            }while(tc == 0); //Skip players without provinces.
157
158            if(player->Player_ID == this->active_player){
159                //If all players except one got skipped, we got a winner
160                this->gameStage = WINNER_STAGE;
161                player->gameStage = WINNER_STAGE;
162            }else{
163                WagnisPlayer* next = this->players[this->active_player - 1];
164                orxout()<<"Player "<<next->Player_ID<<"\'s turn. Reinforcement."<<endl;
165                next->gameStage = REINFORCEMENT_STAGE;
166                this->gameStage = REINFORCEMENT_STAGE;
167                next->setActive(true);
168                next->reinforcements = reinforcementsCounter(next->Player_ID);
169            }
170           
171            break;
172        }
173        default:{}
174    }
175}
176
177
178
179
180//Creates and links all needed classes
181void Wagnis::createGame(){
182    orxout() << "Game creation started" << endl;
183
184    if(!findGameBoard()){
185        orxout() << "Error: GameBoard not found" << endl;
186    }
187
188    this->gameBoard->initializeNeighbors();
189    this->gameBoard->initializeContinents();
190   
191    orxout() << "Game creation finished" << endl;
192}
193
194//Finds the pointer to the gameBoard
195bool Wagnis::findGameBoard(){
196    for (WagnisGameboard* gb : ObjectList<WagnisGameboard>()){
197        this->gameBoard = gb;
198        orxout()<<"Gameboard pointer found and added"<<endl;
199        return true;
200    }
201    return false;
202}
203
204//Counts legit provinces(not including buttons)
205int Wagnis::provinceCount(){
206    int n = 0;
207    for(WagnisProvince* p: this->gameBoard->provs){
208        if(p != nullptr){
209            if(p->ID < 1000){
210                n++;
211            }
212        }else{
213            orxout()<<"Nullpointer found in provinces!!!"<<endl;
214        }
215    }
216    return n;
217}
218
219int Wagnis::unoccupiedProvinces(){
220    int n = 0;
221    for(WagnisProvince* p: this->gameBoard->provs){
222        if(p != nullptr){
223            if(p->getOwner_ID() == -1 && p->ID < 1000){
224                n++;
225            }
226        }
227    }
228    return n;
229}
230
231int Wagnis::reinforcementsCounter(int player){
232    int n = 0;
233    for(WagnisProvince* p:this->gameBoard->provs){
234        if(p != nullptr){
235            if(p->getOwner_ID() == player){
236                n++;
237            }
238        }else{
239            orxout()<<"Nullpointer found in provinces!!!"<<endl;
240        }
241    }
242
243    n = n/3;
244    if(n<3)n=3;
245
246    int i = 0;
247    bool b = true;
248
249    for(std::vector<WagnisProvince*>* cont_vec:this->gameBoard->continents){
250        for(WagnisProvince* p: *(cont_vec)){
251            if(p->getOwner_ID() != player) b = false;
252        }
253
254        if(b) n += this->getContinentValue(i);
255        b = true; i++;
256    }
257
258    return n;
259}
260
261int Wagnis::getContinentValue(int cont){
262    switch(cont){
263        case 1: return 7;
264        case 2: return 5;
265        case 3: return 5;
266        case 4: return 3;
267        case 5: return 2;
268        case 6: return 2;
269        default: return 0;
270    }
271    return 0;   
272}
273
274
275}
276
277
278       
279   
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