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