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player_state.pde
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player_state.pde
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class PlayerState {
final int STEP_FOOD_DEPLETION = 1000;
final int STEP_BIRTH = 2000;
final int HOVEL_CAPACITY = 2;
HashMap<BuildingCode, HashMap<ResourceCode, Integer>> BUILDING_COSTS = new BuildingCosts().costs;
HashMap<BuildingCode, ArrayList<Building>> buildings;
HashMap<HumanCode, ArrayList<Human>> humans;
double foodDepletionIndex;
double birthIndex;
int foodSupply;
int populationCapacity;
HashMap<ResourceCode, Integer> resourceSupply;
BuildingCode placingBuilding;
CombatMode combatMode;
PlayerState(int[] rgb, boolean humanLeft) {
// Assumes map has been generated
// Place town square, add initial Humans and supplies
buildings = new HashMap<BuildingCode, ArrayList<Building>>();
for (BuildingCode code : BuildingCode.values()) {
buildings.put(code, new ArrayList<Building>());
}
humans = new HashMap<HumanCode, ArrayList<Human>>();
for (HumanCode code : HumanCode.values()) {
humans.put(code, new ArrayList<Human>());
}
foodDepletionIndex = STEP_FOOD_DEPLETION;
birthIndex = 0;
// Add town center to random grass cell
Cell townCenterCell = null;
while (true) {
int townRow = int(random(5, 20));
int townCol = int(random(5, boardMap.numCols - 5));
if (humanLeft) {
townRow = int(random(boardMap.numRows - 20, boardMap.numRows - 5));
}
if (boardMap.cells[townRow][townCol].terraintype == 0) {
buildings.get(BuildingCode.TOWNSQUARE).add(new TownSquare(boardMap.cells[townRow][townCol], rgb));
townCenterCell = boardMap.cells[townRow][townCol];
break;
}
}
foodSupply = 12;
resourceSupply = new HashMap<ResourceCode, Integer>();
resourceSupply.put(ResourceCode.LUMBER, 64);
resourceSupply.put(ResourceCode.METAL, 12);
updatePopulationCapacity();
placingBuilding = BuildingCode.NONE;
combatMode = CombatMode.DEFENSIVE;
int cellSize = boardMap.gridsize;
int rows = boardMap.numRows;
int cols = boardMap.numCols;
humans.get(HumanCode.FREE).add(new FreeCitizen(townCenterCell, getTownSquare(), this));
humans.get(HumanCode.FREE).add(new FreeCitizen(townCenterCell, getTownSquare(), this));
}
void step(double gameStateIndex) {
// Iterate states of all Humans, update game stats (food levels, etc.)
// Food depletion
if (gameStateIndex >= foodDepletionIndex) {
int foodEaten = getCitizens().size() + (humans.get(HumanCode.SOLDIER).size() * 2);
foodSupply -= foodEaten;
foodDepletionIndex += STEP_FOOD_DEPLETION;
this.handleStarvation();
}
// Births
if (
getCitizens().size() + humans.get(HumanCode.SOLDIER).size() < populationCapacity && // population isn't at capacity
gameStateIndex >= birthIndex && // enough time has elapsed for a birth
buildings.get(BuildingCode.HOVEL).size() > 0 && // there is an existing hovel to spawn from
foodSupply > 0
) {
Hovel targetHovel = (Hovel) buildings.get(BuildingCode.HOVEL).get(rng.nextInt(buildings.get(BuildingCode.HOVEL).size()));
humans.get(HumanCode.FREE).add(new FreeCitizen(targetHovel.loc, this.getTownSquare(), this));
birthIndex += STEP_BIRTH;
}
this.handleBattleDamage();
gameStateIndex += 1;
}
void draw() {
for (Building building : getBuildings()) {
building.draw();
}
for (Human citizen : getCitizens()) {
citizen.draw();
}
for (Human soldier : getSoldiers()) {
soldier.draw();
}
}
void adjustResource(ResourceCode resource, int value) {
resourceSupply.put(resource, resourceSupply.get(resource) + value);
}
boolean requestPlacingBuilding(BuildingCode buildingCode) {
HashMap<ResourceCode, Integer> cost = BUILDING_COSTS.get(buildingCode);
for (ResourceCode c : ResourceCode.values()) {
if (resourceSupply.get(c) < cost.get(c)) {
userInterface.messageQueue.add(new Message("Not enough " + c.toString() + " to build a " + buildingCode.toString(), state.gameStateIndex+FRAME_RATE*5));
return false;
}
}
this.placingBuilding = buildingCode;
return true;
}
void setCombatMode(CombatMode cm) {
this.combatMode = cm;
}
/**
* If any of our people are in the same cell as an enemy soldier, take damage.
* If any of our people reach health 0, they die.
*/
void handleBattleDamage() {
ArrayList<Cell> enemySoldierLocs = new ArrayList<Cell>();
for (Human soldier : state.getSoldiers()) {
if (!this.getSoldiers().contains(soldier)) {
enemySoldierLocs.add(soldier.loc);
}
}
ArrayList<Human> deadHumans = new ArrayList<Human>();
int occurrences = 0;
for (Human h : this.getAllHumans()) {
occurrences = Collections.frequency(enemySoldierLocs, h.loc);
h.health -= 0.5 * occurrences;
if (h.health <= 0) {
deadHumans.add(h);
}
}
for (Human h : deadHumans) {
this.removeHuman(h);
}
}
/**
* Starves your population based on how negative your food supply is
*/
void handleStarvation() {
if (foodSupply < 0) {
int mealsMissed = -foodSupply;
int citizenCount = getCitizens().size();
int soldierCount = getSoldiers().size();
while (mealsMissed > 0) {
if (citizenCount < 1) {
this.starveSoldier();
mealsMissed -= 2;
continue;
}
if (soldierCount < 1 || mealsMissed < 2) {
this.starveCitizen();
mealsMissed -= 1;
continue;
}
float citizenOrSoldier = rng.nextFloat();
if (citizenOrSoldier > 0.5) {
this.starveCitizen();
mealsMissed -= 1;
} else {
this.starveSoldier();
mealsMissed -= 2;
}
}
}
}
void removeHuman(Human h) {
if (h.assignedBuilding instanceof Farm) {
Crop cropToRemove = null;
for (Building b : buildings.get(BuildingCode.CROP)) {
Crop crop = (Crop) b;
if (crop.farmer == h) {
cropToRemove = crop;
break;
}
}
if (cropToRemove != null) {
buildings.get(BuildingCode.CROP).remove(cropToRemove);
}
}
h.unassignFromBuilding();
this.humans.get(h.type).remove(h);
}
/**
* Starves a random citizen
*/
void starveCitizen() {
int whichCitizen = rng.nextInt(getCitizens().size());
getCitizens().get(whichCitizen).starve();
}
/**
* Starves a random soldier
*/
void starveSoldier() {
int whichSoldier = rng.nextInt(getSoldiers().size());
getSoldiers().get(whichSoldier).starve();
}
void placeBuilding(Cell loc) {
this.placeBuilding(loc, this.placingBuilding);
this.placingBuilding = BuildingCode.NONE;
}
void placeBuilding(Cell loc, BuildingCode buildingType) {
HashMap<ResourceCode, Integer> cost = BUILDING_COSTS.get(buildingType);
for (ResourceCode c : ResourceCode.values()) {
adjustResource(c, -cost.get(c));
}
this.addBuilding(buildingType, loc);
}
Building addBuilding(BuildingCode b, Cell loc) {
Building newBuilding;
switch (b) {
case FARM:
newBuilding = new Farm(loc);
break;
case HOVEL:
newBuilding = new Hovel(loc);
break;
case SAWMILL:
newBuilding = new Sawmill(loc);
break;
case STOCKPILE:
newBuilding = new Stockpile(loc);
break;
case TOWNSQUARE:
newBuilding = new TownSquare(loc, new int[] { 255, 255, 255 });
break;
case CROP:
newBuilding = new Crop(loc);
break;
case FOUNDRY:
newBuilding = new Foundry(loc);
break;
case BARRACKS:
newBuilding = new Barracks(loc);
break;
default:
return null;
}
this.buildings.get(b).add(newBuilding);
updatePopulationCapacity();
return newBuilding;
}
ArrayList<Building> getBuildings() {
ArrayList<Building> result = new ArrayList<Building>();
for (BuildingCode code : BuildingCode.values()) {
result.addAll(buildings.get(code));
}
return result;
}
Building getTownSquare() {
return buildings.get(BuildingCode.TOWNSQUARE).get(0);
}
ArrayList<Human> getAllHumans() {
ArrayList<Human> result = new ArrayList<Human>();
for (HumanCode code : HumanCode.values()) {
result.addAll(humans.get(code));
}
return result;
}
ArrayList<Human> getCitizens() {
ArrayList<Human> result = new ArrayList<Human>();
for (HumanCode code : HumanCode.values()) {
if (code != HumanCode.SOLDIER) {
result.addAll(humans.get(code));
}
}
return result;
}
ArrayList<Human> getSoldiers() {
return humans.get(HumanCode.SOLDIER);
}
// Get the first unoccupied citizen, else null
Citizen getFreeCitizen() {
if (humans.get(HumanCode.FREE).size() > 0) {
return (Citizen) humans.get(HumanCode.FREE).get(0);
}
return null;
}
Building getLeastAssigned(BuildingCode type) {
if (buildings.get(type).size() == 0) {
return null;
}
Collections.sort(buildings.get(type));
return buildings.get(type).get(0);
}
void addLumberjack() {
Citizen freeCitizen = getFreeCitizen();
Building targetSawmill = getLeastAssigned(BuildingCode.SAWMILL);
if (freeCitizen == null) {
userInterface.messageQueue.add(new Message("Can't add a lumberjack: Not enough free citizens!", state.gameStateIndex+FRAME_RATE*5));
} else if (targetSawmill == null) {
userInterface.messageQueue.add(new Message("Can't add a lumberjack: Need a sawmill!", state.gameStateIndex+FRAME_RATE*5));
} else if (targetSawmill.numFreeAssignments() == 0) {
userInterface.messageQueue.add(new Message("Can't add a lumberjack: No free sawmills!", state.gameStateIndex+FRAME_RATE*5));
} else {
humans.get(HumanCode.LUMBERJACK).add(new Lumberjack(freeCitizen.loc, targetSawmill, this));
this.removeHuman(freeCitizen);
}
}
void removeLumberjack() {
if (humans.get(HumanCode.LUMBERJACK).size() > 0) {
Human lumberJackToRemove = humans.get(HumanCode.LUMBERJACK).get(0);
humans.get(HumanCode.FREE).add(new FreeCitizen(lumberJackToRemove.loc, getTownSquare(), this));
this.removeHuman(lumberJackToRemove);
}
}
void addFarmer() {
Citizen freeCitizen = getFreeCitizen();
Building targetFarm = getLeastAssigned(BuildingCode.FARM);
if (freeCitizen == null) {
userInterface.messageQueue.add(new Message("Can't add a farmer: Not enough free citizens!", state.gameStateIndex+FRAME_RATE*5));
} else if (targetFarm == null) {
userInterface.messageQueue.add(new Message("Can't add a farmer: Need a farm!", state.gameStateIndex+FRAME_RATE*5));
} else if (targetFarm.numFreeAssignments() == 0) {
userInterface.messageQueue.add(new Message("Can't add a farmer: No free farms!", state.gameStateIndex+FRAME_RATE*5));
} else {
humans.get(HumanCode.FARMER).add(new Farmer(freeCitizen.loc, targetFarm, this));
this.removeHuman(freeCitizen);
}
}
void removeFarmer() {
if (humans.get(HumanCode.FARMER).size() > 0) {
Human farmerToRemove = humans.get(HumanCode.FARMER).get(0);
humans.get(HumanCode.FREE).add(new FreeCitizen(farmerToRemove.loc, getTownSquare(), this));
this.removeHuman(farmerToRemove);
}
}
void addSoldier() {
Citizen freeCitizen = getFreeCitizen();
Building targetBarracks = getLeastAssigned(BuildingCode.BARRACKS);
if (freeCitizen == null) {
userInterface.messageQueue.add(new Message("Can't add a soldier: Not enough free citizens!", state.gameStateIndex+FRAME_RATE*5));
} else if (targetBarracks == null) {
userInterface.messageQueue.add(new Message("Can't add a soldier: Need a barracks!", state.gameStateIndex+FRAME_RATE*5));
} else if (targetBarracks.numFreeAssignments() == 0) {
userInterface.messageQueue.add(new Message("Can't add a soldier: No free barracks!", state.gameStateIndex+FRAME_RATE*5));
} else {
humans.get(HumanCode.SOLDIER).add(new Soldier(freeCitizen.loc, targetBarracks, this));
this.removeHuman(freeCitizen);
}
}
void removeSoldier() {
Human soldierToRemove = humans.get(HumanCode.SOLDIER).get(0);
humans.get(HumanCode.FREE).add(new FreeCitizen(soldierToRemove.loc, getTownSquare(), this));
this.removeHuman(soldierToRemove);
}
void addMiner() {
Citizen freeCitizen = getFreeCitizen();
Building targetFoundry = getLeastAssigned(BuildingCode.FOUNDRY);
if (freeCitizen == null) {
userInterface.messageQueue.add(new Message("Can't add a miner: Not enough free citizens!", state.gameStateIndex+FRAME_RATE*5));
} else if (targetFoundry == null) {
userInterface.messageQueue.add(new Message("Can't add a miner: Need a foundry!", state.gameStateIndex+FRAME_RATE*5));
} else if (targetFoundry.numFreeAssignments() == 0) {
userInterface.messageQueue.add(new Message("Can't add a miner: No free foundries!", state.gameStateIndex+FRAME_RATE*5));
} else {
humans.get(HumanCode.MINER).add(new Miner(freeCitizen.loc, targetFoundry, this));
this.removeHuman(freeCitizen);
}
}
void removeMiner() {
if (humans.get(HumanCode.MINER).size() > 0) {
Human minerToRemove = humans.get(HumanCode.MINER).get(0);
humans.get(HumanCode.FREE).add(new FreeCitizen(minerToRemove.loc, getTownSquare(), this));
this.removeHuman(minerToRemove);
}
}
void updatePopulationCapacity() {
populationCapacity = HOVEL_CAPACITY * buildings.get(BuildingCode.HOVEL).size() + 2;
}
}