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#include "gamecore.h"
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#include "gamecore.moc"
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#include <stddef.h>
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#include <math.h>
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#include <config.h>
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//*******************************************************************
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// Game Core Logic
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//*******************************************************************
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bool CoreLogic::class_init = false;
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CoreLogic::CoreLogic()
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{
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random.setSeed(0);
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}
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void
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CoreLogic::generatePlanetCoordinates( int &x, int &y )
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{
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// 0 - 15
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x = random.getLong(16);
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y = random.getLong(16);
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}
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double
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CoreLogic::generateKillPercentage()
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{
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// 0.30 - 0.90
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return 0.30 + random.getDouble()*0.60;
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}
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int
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CoreLogic::generatePlanetProduction()
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{
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// 5 - 15
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return 5 + random.getLong(10);
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}
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double
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CoreLogic::generateMorale()
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{
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// constant
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return 0.50;
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}
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double
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CoreLogic::distance( Planet *p1, Planet *p2 )
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{
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int k = (p1->getSector().getRow() - p2->getSector().getRow()) / 2;
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int l = (p1->getSector().getColumn() - p2->getSector().getColumn()) / 2;
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return sqrt(double((k*k) + (l*l)));
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}
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double
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CoreLogic::roll()
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{
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// 0.00 - 1.00
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return random.getDouble();
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}
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//---------------------------------------------------------------------------
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// class Map
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//---------------------------------------------------------------------------
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Map::Map()
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: TQObject( 0, 0 ), freezeUpdates( false ),
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rows( BOARD_ROWS ), columns( BOARD_COLS ),
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hasSelectedSector( false )
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{
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// initialize the grid of Sectors
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for( int x = 0; x < rows; x++ )
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{
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for( int y = 0; y < columns; y++ )
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{
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grid[x][y] = Sector( this, x, y );
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connect( &grid[x][y], TQ_SIGNAL( update() ), this, TQ_SLOT( childSectorUpdate() ));
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}
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}
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}
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Map::~Map()
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{
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}
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void
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Map::populateMap( PlayerList &players, Player *neutral,
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int numNeutralPlanets, PlanetList &thePlanets )
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{
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Freeze();
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int index = 0;
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TQString names( "ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890!@#$%^&*(),.<>;:[]{}/?-+\\|" );
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// Create a planet for each player
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Player *plr;
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for( plr = players.first(); plr != 0; plr = players.next() )
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{
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TQString newName( names.mid( index++, 1 ) );
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Sector § = findRandomFreeSector();
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Planet *plrPlanet = Planet::createPlayerPlanet( sect, plr, newName );
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thePlanets.append( plrPlanet );
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}
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for( int x = 0; x < numNeutralPlanets; x++ )
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{
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TQString newName( names.mid( index++, 1 ) );
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Sector § = findRandomFreeSector();
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Planet *neutralPlanet = Planet::createNeutralPlanet( sect, neutral, newName );
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thePlanets.append( neutralPlanet );
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}
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Thaw();
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emit update();
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}
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void
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Map::clearMap()
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{
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Freeze();
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int x,y;
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for( x = 0; x < rows; x++ )
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for( y = 0; y < columns; y++ )
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{
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grid[x][y].removePlanet();
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}
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Thaw();
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emit update();
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}
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Sector &
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Map::findRandomFreeSector()
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{
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CoreLogic cl;
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bool found = false;
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while( !found )
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{
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int x,y;
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cl.generatePlanetCoordinates( x,y );
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if( !grid[x][y].hasPlanet() )
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{
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return grid[x][y];
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}
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}
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// TODO: get rid of this
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return grid[0][0];
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}
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bool
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Map::selectedSector( int &x, int &y ) const
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{
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if( hasSelectedSector)
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{
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x = sel_x;
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y = sel_y;
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}
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return hasSelectedSector;
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}
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void
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Map::setSelectedSector( int x, int y )
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{
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hasSelectedSector = true;
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sel_x = x;
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sel_y = y;
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emit update();
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}
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void
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Map::setSelectedSector( const Planet &planet )
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{
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hasSelectedSector = true;
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sel_x = planet.getSector().getRow();
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sel_y = planet.getSector().getColumn();
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emit update();
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}
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void
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Map::setSelectedSector()
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{
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hasSelectedSector = false;
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emit update();
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}
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void Map::childSectorUpdate()
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{
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if( !freezeUpdates )
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emit update();
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}
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void Map::Freeze()
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{
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freezeUpdates = true;
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}
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void Map::Thaw()
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{
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freezeUpdates = false;
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}
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Sector &Map::getSector( int x, int y )
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{
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return grid[x][y];
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}
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const int Map::getRows() const
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{
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return rows;
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}
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const int Map::getColumns() const
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{
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return columns;
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}
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//---------------------------------------------------------------------------
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// class Sector
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//---------------------------------------------------------------------------
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Sector::Sector()
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: TQObject(0,0), planet( NULL ), parentMap(NULL ), x(0), y(0)
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{}
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Sector::Sector( Map *newParentMap, int xPos, int yPos )
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: TQObject(0,0), planet(NULL), parentMap( newParentMap ), x(xPos), y(yPos)
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{
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}
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Sector::Sector( const Sector & other )
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: TQObject(0,0), planet(other.planet), parentMap(other.parentMap), x(other.x), y(other.y)
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{
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}
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bool Sector::hasPlanet() const
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{
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return (planet != NULL);
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}
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void Sector::setPlanet( Planet *newPlanet )
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{
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planet = newPlanet;
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connect( planet, TQ_SIGNAL( update() ), this, TQ_SLOT( childPlanetUpdate() ) );
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emit update();
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}
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Planet *Sector::getPlanet()
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{
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return planet;
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}
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void Sector::removePlanet()
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{
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planet = NULL;
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emit update();
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}
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void Sector::childPlanetUpdate()
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{
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emit update();
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}
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Sector &
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Sector::operator=( const Sector &other )
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{
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x = other.x;
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y = other.y;
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planet = other.planet;
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parentMap = other.parentMap;
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return *this;
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}
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void
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Sector::select()
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{
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parentMap->setSelectedSector( x, y );
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emit selected();
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}
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int Sector::getRow()
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{
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return x;
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}
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int Sector::getColumn()
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{
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return y;
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}
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//---------------------------------------------------------------------------
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// class Planet
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//---------------------------------------------------------------------------
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Planet::Planet( TQString planetName, Sector &newParentSector, Player *initialOwner,
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int newProd, double newKillP, double newMorale )
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: TQObject(0,0), name(planetName), owner(initialOwner), parentSector(newParentSector),
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homeFleet( this, newProd ), killPercentage(newKillP), morale( newMorale ), productionRate(newProd)
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{
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parentSector.setPlanet( this );
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}
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Planet::~Planet() {}
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Planet *
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Planet::createPlayerPlanet( Sector &parentSector, Player *initialOwner, TQString planetName )
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{
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CoreLogic clogic;
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double morale = clogic.generateMorale();
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return new Planet( planetName, parentSector, initialOwner,
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10, 0.400, morale );
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}
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Planet *
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Planet::createNeutralPlanet( Sector &parentSector, Player *initialOwner, TQString planetName )
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{
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CoreLogic clogic;
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double morale = clogic.generateMorale();
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double killP = clogic.generateKillPercentage();
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int productionRate = (int)clogic.generatePlanetProduction();
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return new Planet( planetName, parentSector,
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initialOwner, productionRate, killP, morale );
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}
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double
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Planet::getKillPercentage()
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{
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return killPercentage;
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}
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void
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Planet::setKillPercentage( double newValue )
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{
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killPercentage = newValue;
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emit update();
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}
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double
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Planet::getMorale()
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{
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return morale;
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}
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void
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Planet::setMorale( double newMorale )
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{
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morale = newMorale;
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}
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int
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Planet::getProduction()
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{
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return productionRate;
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}
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void
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Planet::setProduction( int newProduction )
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{
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productionRate = newProduction;
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}
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void
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Planet::select()
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{
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parentSector.select();
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emit selected();
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}
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DefenseFleet &Planet::getFleet()
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{
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return homeFleet;
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}
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Player *
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Planet::getPlayer() const
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{
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return owner;
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}
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const TQString &
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Planet::getName() const
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{
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return name;
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}
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Sector &
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Planet::getSector() const
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{
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return parentSector;
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}
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void
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Planet::conquer( AttackFleet *conqueringFleet )
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{
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owner = conqueringFleet->owner;
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owner->statPlanetsConquered(1);
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homeFleet.become( conqueringFleet );
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}
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void
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Planet::coup( Player *luckyPlayer )
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{
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owner = luckyPlayer;
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}
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void
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Planet::turn()
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{
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if( !(owner->isNeutral()) ) {
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homeFleet.addShips( productionRate );
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owner->statShipsBuilt( productionRate );
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} else {
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homeFleet.addShips( 1 );
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}
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}
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//---------------------------------------------------------------------------
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// class Player
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//---------------------------------------------------------------------------
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Player::Player( TQString newName, TQColor newColor, int newPlrNum, bool isAi ) : name( newName ), color( newColor ),
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playerNum( newPlrNum ), inPlay( true ), aiPlayer( isAi ), shipsBuilt(0), planetsConquered(0), fleetsLaunched(0),
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enemyFleetsDestroyed(0), enemyShipsDestroyed(0)
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{
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}
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Player::~Player()
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{
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}
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bool
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Player::operator==( const Player &otherPlayer ) const
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{
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if( playerNum == otherPlayer.playerNum )
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return true;
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else
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return false;
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}
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TQString &
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Player::getName()
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{
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return name;
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}
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TQString
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Player::getColoredName()
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{
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return TQString("<font color=\"%1\">%2</font>").arg(color.name(), name);
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}
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Player *Player::createPlayer( TQString newName, TQColor color, int playerNum, bool isAi )
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{
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return new Player( newName, color, playerNum, isAi );
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}
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Player *Player::createNeutralPlayer()
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{
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return new Player( TQString(), gray, NEUTRAL_PLAYER_NUMBER, false );
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}
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TQColor &Player::getColor()
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{
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return color;
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}
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bool
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Player::isNeutral()
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{
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if( playerNum == NEUTRAL_PLAYER_NUMBER ) {
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return true;
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} else {
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return false;
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}
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}
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bool Player::isInPlay()
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{
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return inPlay;
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}
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void Player::setInPlay( bool status )
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{
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inPlay = status;
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}
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AttackFleetList &
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Player::getAttackList()
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{
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return attackList;
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}
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bool
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Player::NewAttack( Planet *sourcePlanet, Planet *destPlanet, int shipCount, int turn )
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{
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CoreLogic cl;
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double arrival = cl.distance( sourcePlanet, destPlanet ) + turn;
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AttackFleet *fleet = sourcePlanet->getFleet().spawnAttackFleet( destPlanet, shipCount, arrival );
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if( fleet ) {
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attackList.append(fleet);
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statFleetsLaunched( 1 );
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|
return true;
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}
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|
return false;
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|
}
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|
|
// Player Statistics collection
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|
|
void Player::statShipsBuilt( int x )
|
|
|
|
{
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|
|
shipsBuilt += x;
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|
}
|
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|
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|
void Player::statPlanetsConquered( int x )
|
|
|
|
{
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|
|
planetsConquered += x;
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|
|
}
|
|
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|
void Player::statFleetsLaunched( int x )
|
|
|
|
{
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|
|
|
fleetsLaunched += x;
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|
|
|
}
|
|
|
|
|
|
|
|
void Player::statEnemyFleetsDestroyed( int x )
|
|
|
|
{
|
|
|
|
enemyFleetsDestroyed += x;
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|
|
|
}
|
|
|
|
|
|
|
|
void Player::statEnemyShipsDestroyed( int x )
|
|
|
|
{
|
|
|
|
enemyShipsDestroyed += x;
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|
|
|
}
|
|
|
|
|
|
|
|
bool Player::isAiPlayer() {
|
|
|
|
return aiPlayer;
|
|
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
// class Fleet
|
|
|
|
// \---class AttackFleet
|
|
|
|
// \---class DefenseFleet
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
|
|
Fleet::Fleet( int initialShipCount )
|
|
|
|
: shipCount( initialShipCount )
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
Fleet::getShipCount()
|
|
|
|
{
|
|
|
|
return shipCount;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
Fleet::removeShips( int lostShips )
|
|
|
|
{
|
|
|
|
shipCount -= lostShips;
|
|
|
|
}
|
|
|
|
|
|
|
|
AttackFleet::AttackFleet( Planet *source, Planet *dest, int initialCount, double arrival )
|
|
|
|
: Fleet( initialCount ), owner( source->getPlayer() ), destination( dest ), arrivalTurn( arrival ),
|
|
|
|
killPercentage( source->getKillPercentage() )
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
DefenseFleet::DefenseFleet( Planet *newHome, int initialCount ) : Fleet( initialCount ), home( newHome )
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
DefenseFleet::absorb( AttackFleet *fleet )
|
|
|
|
{
|
|
|
|
shipCount += fleet->getShipCount();
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
DefenseFleet::become( AttackFleet *fleet )
|
|
|
|
{
|
|
|
|
shipCount = fleet->getShipCount();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
AttackFleet *
|
|
|
|
DefenseFleet::spawnAttackFleet( Planet *dest, int count, double arrivalTurn )
|
|
|
|
{
|
|
|
|
if( shipCount < count ) {
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
AttackFleet *newFleet = new AttackFleet( home, dest, count, arrivalTurn );
|
|
|
|
|
|
|
|
removeShips( count );
|
|
|
|
|
|
|
|
return newFleet;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
DefenseFleet::addShips( int newShips )
|
|
|
|
{
|
|
|
|
shipCount += newShips;
|
|
|
|
}
|
|
|
|
|