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creature.cpp
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505 lines (385 loc) · 11.9 KB
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#include <QPoint>
#include "creature.h"
Creature::Creature(CellType **m, unsigned mS, QObject *parent) : QObject(parent)
{
map = m;
mapSize = mS;
//get DNA information
HP = dna.getGenValue(DNA::HP);
actionpoints = dna.getGenValue(DNA::actionpoints);
position = QPoint(rand() % mapSize, rand() % mapSize);
isAlive = true;
DamageToPlayer = 0;
}
//------------------------------------------------------------
Creature::Creature(const Creature &creature) : QObject(creature.parent())
{
dna = creature.dna;
HP = creature.HP;
actionpoints = creature.actionpoints;
position = creature.position;
map = creature.map;
mapSize = creature.mapSize;
way = creature.way;
isAlive = creature.isAlive;
DamageToPlayer = creature.DamageToPlayer;
}
//------------------------------------------------------------
Creature::~Creature()
{
}
//------------------------------------------------------------
const QPoint Creature::getPosition() const
{
return position;
}
//------------------------------------------------------------
const std::vector<QPoint> Creature::getWay() const
{
return way;
}
//------------------------------------------------------------
const DNA Creature::getDNA() const
{
return dna;
}
//------------------------------------------------------------
DNA* Creature::getrDNA()
{
return &dna;
}
//------------------------------------------------------------
int Creature::getDamageToPlayer() const
{
return DamageToPlayer;
}
//------------------------------------------------------------
void Creature::resetDamageToPlayer()
{
DamageToPlayer = 0;
}
//------------------------------------------------------------
void Creature::storeDamage(int dmg)
{
DamageToPlayer += dmg;
}
//------------------------------------------------------------
void Creature::setAP(int ap)
{
actionpoints = ap;
}
//------------------------------------------------------------
int Creature::getAP() const
{
return actionpoints;
}
//------------------------------------------------------------
int Creature::getHP() const
{
return HP;
}
//------------------------------------------------------------
void Creature::liven()
{
HP = dna.getGenValue(DNA::HP);
isAlive = true;
}
//------------------------------------------------------------
void Creature::restoreAP()
{
actionpoints = dna.getGenValue(DNA::actionpoints);
/*if (actionpoints < 1)
actionpoints = 1;*/
}
//------------------------------------------------------------
bool Creature::move(Direction directionX, Direction directionY)
{
const int x = position.x();
const int y = position.y();
if (x + directionX < 0 || x + directionX >= mapSize)
return false;
if (y + directionY < 0 || y + directionY >= mapSize)
return false;
if (map[x + directionX][y + directionY] == CellType::wall)
return false;
position.rx() += directionX;
position.ry() += directionY;
actionpoints--;
return true;
}
//------------------------------------------------------------
bool Creature::moveTo(int x, int y)
{
if (!findWayTo(x,y))
return false;
while (!way.empty() && actionpoints > 0)
{
position.rx() = way.back().x();
position.ry() = way.back().y();
way.erase(way.end());
actionpoints--;
emit paint(50);
}
if (way.size() > actionpoints)
return false;
return true;
}
//------------------------------------------------------------
bool Creature::attack(Creature *creature, DamageType damageType)
{
if (actionpoints <= 0)
return false;
const QPoint enemyPos = creature->getPosition();
const int nearDamageDistance = 20;
const int longDamageDistance = 40;
float distance = sqrtf(powf(enemyPos.x() - position.x(), 2) +
powf(enemyPos.y() - position.y(), 2));
if (damageType & DamageType::Near)
{
if (distance >= nearDamageDistance)
return false;
int dmg = dna.getGenValue(DNA::damageNear) * logf(nearDamageDistance - distance);
if (damageType & DamageType::Fire)
dmg += dna.getGenValue(DNA::damageFire);
if (damageType & DamageType::Ice)
dmg += dna.getGenValue(DNA::damageIce);
creature->acceptDamage(dmg, damageType);
actionpoints--;
emit paintAttack(position, creature->position, damageType);
return true;
}
if (damageType & DamageType::Long)
{
if (distance >= longDamageDistance)
return false;
int dmg = dna.getGenValue(DNA::damageLong);
if (damageType & DamageType::Fire)
dmg += dna.getGenValue(DNA::damageFire);
if (damageType & DamageType::Ice)
dmg += dna.getGenValue(DNA::damageIce);
creature->acceptDamage(dmg, damageType);
actionpoints--;
emit paintAttack(position, creature->position, damageType);
return true;
}
return false;
}
//------------------------------------------------------------
void Creature::acceptDamage(int dmg, DamageType damageType)
{
if (dmg <= 0)
return;
if ((damageType & DamageType::Long) &&
(damageType & DamageType::Near))
return;
if (damageType & DamageType::Fire)
dmg = dmg * (100 - dna.getGenValue(DNA::defenceFire)) / 100;
if (damageType & DamageType::Ice)
dmg = dmg * (100 - dna.getGenValue(DNA::defenceIce)) / 100;
if (damageType & DamageType::Long)
dmg = dmg * (100 - dna.getGenValue(DNA::defenceLong)) / 100;
if (damageType & DamageType::Near)
dmg = dmg * (100 - dna.getGenValue(DNA::defenceNear)) / 100;
HP -= dmg;
if (dmg > 0)
emit damaged(dmg);
if (HP <= 0)
{
HP = 0;
isAlive = false;
}
}
//------------------------------------------------------------
bool Creature::isDead() const
{
return !isAlive;
}
//------------------------------------------------------------
void Creature::updateVariables()
{
HP = dna.getGenValue(DNA::HP);
actionpoints = dna.getGenValue(DNA::actionpoints);
liven();
}
//------------------------------------------------------------
bool Creature::findWayTo(int x, int y)
{
if (map[x][y] == CellType::wall)
return false;
//find way using Lee algorithm
//Initialisation
int myX = position.x();
int myY = position.y();
int ** labelMap = new int*[mapSize];
for (int i = 0; i < mapSize; i++)
labelMap[i] = new int[mapSize];
for (int i = 0; i < mapSize; i++)
for (int j = 0; j < mapSize; j++)
labelMap[i][j] = -2;
labelMap[myX][myY] = 0;
int step = 0;
bool canMove = true;
//Wave expansion
while (labelMap[x][y] == -2 && canMove)
{
canMove = false;
for (int i = 0; i < mapSize; i++)
for (int j = 0; j < mapSize; j++)
if (labelMap[i][j] == step)
for (int k = -1; k <= 1; k++)
for (int l = -1; l <= 1; l++)
{
int tx = i + k; //temporary x and y
int ty = j + l;
if (tx >= mapSize || tx < 0 ||
ty >= mapSize || ty < 0)
continue;
if (labelMap[tx][ty] == -2)
{
if (map[tx][ty] == CellType::wall)
labelMap[tx][ty] = -1;
else
{
labelMap[tx][ty] = step + 1;
canMove = true;
}
}
}
step++;
}
//Backtrace
way.clear();
way.push_back(QPoint(x, y));
while (step > 0)
{
int tx = way.back().x();
int ty = way.back().y();
bool found = false;
bool optimalDirection = false;
//calculate direction vector
int xDirection = myX - tx;
int yDirection = myY - ty;
calculateDirection(QPoint(way.back()), position, xDirection, yDirection);
if (abs(xDirection) > abs(yDirection))
{
yDirection = 0;
xDirection /= abs(xDirection);
}
else
if (abs(xDirection) < abs(yDirection))
{
xDirection = 0;
yDirection /= abs(yDirection);
}
else
{
xDirection /= abs(xDirection);
yDirection /= abs(yDirection);
}
//search next cell,
//cell in the right direction is prioritized
for (int i = -1; i <= 1; i++)
for (int j = -1; j <= 1; j++)
{
if (optimalDirection ||
tx + i >= mapSize || tx + i < 0 ||
ty + j >= mapSize || ty + j < 0)
continue;
if (labelMap[tx + i][ty + j] < labelMap[tx][ty] &&
labelMap[tx + i][ty + j] >= 0)
{
if (xDirection == i && yDirection == j)
{
if (found)
way.back() = QPoint(tx + i, ty + j);
else
way.push_back(QPoint(tx + i, ty + j));
optimalDirection = true;
found = true;
}
if (!found)
{
way.push_back(QPoint(tx + i, ty + j));
found = true;
}
}
}
step--;
}
//Clearance
for (int i = 0; i < mapSize; i++)
delete[] labelMap[i];
delete [] labelMap;
for (QPoint p :way)
if (p.x() < 0 || p.x() > mapSize ||
p.y() < 0 || p.y() > mapSize)
{
way.clear();
return false;
}
return true;
}
//------------------------------------------------------------
void Creature::calculateDirection(QPoint myPos, QPoint targetPos,
int & xDir,
int & yDir)
{
int xDirection = targetPos.x() - myPos.x();
int yDirection = targetPos.y() - myPos.y();
if (abs(xDirection) > abs(yDirection))
{
yDirection = 0;
xDirection /= abs(xDirection);
}
else
if (abs(xDirection) < abs(yDirection))
{
xDirection = 0;
yDirection /= abs(yDirection);
}
else
{
xDirection /= abs(xDirection);
yDirection /= abs(yDirection);
}
xDir = xDirection;
yDir = yDirection;
}
//------------------------------------------------------------
int Creature::stepByWay()
{
if (way.empty())
return -3;
if (abs(way.front().x() - position.x()) > 1 ||
abs(way.front().y() - position.y()) > 1)
return -2;
if (way.front().x() == position.x() &&
way.front().y() == position.y())
return -1;
position.rx() = way.front().x();
position.ry() = way.front().y();
way.erase(way.begin());
return 0;
}
//------------------------------------------------------------
bool Creature::operator <(const Creature & creature) const
{
if (DamageToPlayer > creature.DamageToPlayer)
return true;
else
return false;
}
//------------------------------------------------------------
void Creature::operator =(const Creature & creature)
{
dna = creature.dna;
HP = creature.HP;
actionpoints = creature.actionpoints;
position = creature.position;
map = creature.map;
mapSize = creature.mapSize;
way = creature.way;
isAlive = creature.isAlive;
DamageToPlayer = creature.DamageToPlayer;
}
//------------------------------------------------------------