-
Notifications
You must be signed in to change notification settings - Fork 2
/
aibrain.h
107 lines (85 loc) · 3.65 KB
/
aibrain.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* *
* Copyright (C) 2015 Simon Stuerz <stuerz.simon@gmail.com> *
* *
* This file is part of Monster Wars. *
* *
* Monster Wars is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, version 3 of the License. *
* *
* Monster Wars is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with Monster Wars. If not, see <http://www.gnu.org/licenses/>. *
* *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
#ifndef AIBRAIN_H
#define AIBRAIN_H
#include <QObject>
#include <QTimer>
#include "board.h"
#include "player.h"
#include "monster.h"
#include "attack.h"
class AiBrain : public QObject
{
Q_OBJECT
public:
explicit AiBrain(Board *board, Player *player, double strengthStepWidth, double defenseStepWidth, QObject *parent = 0);
void start();
void stop();
private:
Board *m_board;
Player *m_player;
QTimer *m_timer;
Attack *m_attack;
void calculateAttack();
int calculateIntervall();
double m_strengthStepWidth;
double m_defenseStepWidth;
signals:
void startAttack(Attack *attack);
private slots:
void timeout();
};
class VirtualAttack
{
public:
VirtualAttack(Board *board, Monster *sourceMonster, Monster *destinationMonster, double strengthStepWidth, double defenseStepWidth);
VirtualAttack(Board *board, QList<Monster *>sourceMonsters, Monster *destinationMonster, double strengthStepWidth, double defenseStepWidth);
QList<Monster *> sourceMonsters();
Monster *destinationMonster();
int sourcePoints();
int valueAfterImpact();
int percentageAfterImpact();
double distance();
int canConquer();
private:
Board *m_board;
QList<Monster *> m_sourceMonsters;
Monster *m_destinationMonster;
double m_strengthStepWidth;
double m_defenseStepWidth;
int m_attackPoints;
int m_sourcePoints;
int m_valueAfterImpact;
int m_percentageAfterImpact;
double m_distance;
int m_canConquer;
double calculateDistance();
int calculateDestinationPointsAfterAttack();
int calculatePercentageAfterAttack();
};
bool compareMonsterValue(Monster *monster1, Monster *monster2);
bool compareDistance(VirtualAttack *attack1, VirtualAttack *attack2);
bool compareSourceValue(VirtualAttack *attack1, VirtualAttack *attack2);
bool compareDestinationValue(VirtualAttack *attack1, VirtualAttack *attack2);
bool compareDestinationSize(VirtualAttack *attack1, VirtualAttack *attack2);
bool compareDestinationValueAfterImpact(VirtualAttack *attack1, VirtualAttack *attack2);
bool comparePercentageAfterImpact(VirtualAttack *attack1, VirtualAttack *attack2);
bool compareConquere(VirtualAttack *attack1, VirtualAttack *attack2);
#endif // AIBRAIN_H