-
-class OrderCompare {
- public:
- OrderCompare(BattleState *battle) : battle(battle) { }
- bool operator ()(const BattleState::Order &lhs, const BattleState::Order &rhs) {
- int lagl(lhs.isMonster ? battle->MonsterAt(lhs.index).GetStats().Agility() : battle->HeroAt(lhs.index).GetStats().Agility());
- int ragl(rhs.isMonster ? battle->MonsterAt(rhs.index).GetStats().Agility() : battle->HeroAt(rhs.index).GetStats().Agility());
- return lagl > ragl;
- }
- private:
- BattleState *battle;
-};
-
-void BattleState::CalculateAttackOrder() {
- attackOrder.reserve(monsters.size() + NumHeroes());
- for (int i(0); i < NumHeroes(); ++i) {
- attackOrder.push_back(Order(i, false));
- }
- for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
- attackOrder.push_back(Order(i, true));
- MonsterAt(i).GetAttackChoice() = AttackChoice(this);
- }
- std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this));
-}
-
-void BattleState::NextAttack() {
- if (Victory() || Defeat()) {
- attackCursor = attackOrder.size();
- return;
- }
- ++attackCursor;
- while (attackCursor < int(attackOrder.size())) {
- if (attackOrder[attackCursor].isMonster) {
- if (MonsterAt(attackOrder[attackCursor].index).Health() > 0) break;
- } else {
- if (HeroAt(attackOrder[attackCursor].index).Health() > 0) break;
- }
- ++attackCursor;
- }
-}
-
-bool BattleState::AttacksFinished() const {
- return attackCursor >= int(attackOrder.size())
- || Victory() || Defeat();
-}
-
-void BattleState::CalculateDamage() {
- if (CurrentAttack().isMonster) {
- DecideMonsterAttack(MonsterAt(CurrentAttack().index));
- }
- AttackChoice &ac(CurrentAttack().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice());
- if (ac.GetType() == AttackChoice::DEFEND) return;
- TargetSelection &ts(ac.Selection());
-
- // TODO: this only evaluates SWORD type attacks
- if (CurrentAttack().isMonster) {
- const Stats &attackerStats(MonsterAt(CurrentAttack().index).GetStats());
- if (ts.TargetsMonsters()) {
- for (int i(0); i < MaxMonsters(); ++i) {
- if (ts.IsSelected(i)) {
- if (MonsterAt(i).Health() > 0) {
- const Stats &defenderStats(MonsterAt(i).GetStats());
- Uint16 damage(CalculateDamage(attackerStats, defenderStats));
- ts.SetBad(i, damage);
- } else {
- ts.Unselect(i);
- }
- }
- }
- } else {
- for (int i(0); i < NumHeroes(); ++i) {
- if (ts.IsSelected(i)) {
- if (HeroAt(i).Health() > 0) {
- const Stats &defenderStats(HeroAt(i).GetStats());
- Uint16 damage(CalculateDamage(attackerStats, defenderStats));
- ts.SetBad(i, damage);
- } else {
- ts.Unselect(i);
- }
- }
- }
- }
- } else {
- const Stats &attackerStats(HeroAt(CurrentAttack().index).GetStats());
- bool hitSome(false);
- if (ts.TargetsMonsters()) {
- for (int i(0); i < MaxMonsters(); ++i) {
- if (ts.IsSelected(i)) {
- if (MonsterAt(i).Health() > 0) {
- const Stats &defenderStats(MonsterAt(i).GetStats());
- Uint16 damage(CalculateDamage(attackerStats, defenderStats));
- ts.SetBad(i, damage);
- hitSome = true;
- } else {
- ts.Unselect(i);
- }
- }
- }
- if (hitSome) return;
- for (int i(0); i < MaxMonsters(); ++i) {
- if (MonsterAt(i).Health() > 0) {
- const Stats &defenderStats(MonsterAt(i).GetStats());
- Uint16 damage(CalculateDamage(attackerStats, defenderStats));
- ts.SetBad(i, damage);
- break;
- }
- }
- } else {
- for (int i(0); i < NumHeroes(); ++i) {
- if (ts.IsSelected(i)) {
- if (HeroAt(i).Health() > 0) {
- const Stats &defenderStats(HeroAt(i).GetStats());
- Uint16 damage(CalculateDamage(attackerStats, defenderStats));
- ts.SetBad(i, damage);
- hitSome = true;
- } else {
- ts.Unselect(i);
- }
- }
- }
- if (hitSome) return;
- for (int i(0); i < NumHeroes(); ++i) {
- if (HeroAt(i).Health() > 0) {
- const Stats &defenderStats(HeroAt(i).GetStats());
- Uint16 damage(CalculateDamage(attackerStats, defenderStats));
- ts.SetBad(i, damage);
- break;
- }
- }
- }
- }
-}
-
-void BattleState::DecideMonsterAttack(Monster &m) {
- AttackChoice &ac(m.GetAttackChoice());
- TargetSelection &ts(ac.Selection());
- ac.Reset();
- // TODO: run monster's attack script
- int target(rand() % NumHeroes());
- while (!HeroPositionOccupied(target)) {
- target = rand() % NumHeroes();
- }
- ac.SetType(AttackChoice::SWORD);
- ts.SelectHeroes();
- ts.SetSingle();
- ts.Select(target);
-}
-
-Uint16 BattleState::CalculateDamage(const Stats &attacker, const Stats &defender) const {
- // TODO: find out real formula and add some randomness
- return attacker.Attack() / 2 - defender.Defense() / 4;
-}
-
-void BattleState::ApplyDamage() {
- if (attackCursor < 0) return;
- AttackChoice &ac(CurrentAttack().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice());
- TargetSelection &ts(ac.Selection());
- if (ts.TargetsMonsters()) {
- for (int i(0); i < MaxMonsters(); ++i) {
- Monster &monster(MonsterAt(i));
- if (ts.IsBad(i)) {
- monster.SubtractHealth(ts.GetAmount(i));
- if (monster.Health() == 0) {
- expReward += monster.ExpReward();
- goldReward += monster.GoldReward();
- }
- }
- }
- } else {
- for (int i(0); i < NumHeroes(); ++i) {
- Hero &hero(HeroAt(i));
- if (ts.IsBad(i)) {
- hero.SubtractHealth(ts.GetAmount(i));
- }
- }
- }
-}
-
-AttackChoice &BattleState::CurrentAttackAttackChoice() {
- if (CurrentAttack().isMonster) {
- return MonsterAt(CurrentAttack().index).GetAttackChoice();
- } else {
- return HeroAt(CurrentAttack().index).GetAttackChoice();
- }
-}
-
-void BattleState::ClearAllAttacks() {
- attackCursor = -1;
- activeHero = -1;
- for (int i(0); i < NumHeroes(); ++i) {
- HeroAt(i).GetAttackChoice() = AttackChoice(this);
- }
- for (int i(0); i < MaxMonsters(); ++i) {
- MonsterAt(i).GetAttackChoice() = AttackChoice(this);
- }
- attackOrder.clear();
-}
-
-