345 lines
7.8 KiB
C++
345 lines
7.8 KiB
C++
#include "GameBoard.h"
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#include <algorithm>
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#include <queue>
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GameBoard::GameBoard(pos_t w, pos_t h, const InitInfo& info)
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: n(info.n)
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, t(0)
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, players(info.n + 1)
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, w(w)
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, h(h)
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, view_radius(1)
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, board(w * h)
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, halfturn_id(0) {
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for (std::uint8_t i = 1; i <= n; ++i) {
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players[i].id = i;
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players[i].team = info.player_team[i];
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t = std::max(t, players[i].team);
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}
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diff_tiles.resize(t + 1);
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cover.resize(t + 1, std::vector(h, std::vector<std::uint8_t>(w)));
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}
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Tile& GameBoard::at(pos_t x, pos_t y) {
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return board[x * w + y];
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}
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const Tile& GameBoard::at(pos_t x, pos_t y) const {
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return board[x * w + y];
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}
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void GameBoard::setOwner(pos_t x, pos_t y, Player p) {
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auto flip = [&](int team, Point pos) {
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if (!team)
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return;
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auto pr = diff_tiles[team].insert(pos);
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if (!pr.second)
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diff_tiles[team].erase(pr.first);
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};
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auto t1 = players[at(x, y).owner].team, t2 = players[p].team;
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if (t1 != t2) {
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pos_t sx = x - std::min(x, view_radius),
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tx = x + std::min<pos_t>(h - x, view_radius),
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sy = y - std::min(y, view_radius),
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ty = y + std::min<pos_t>(w - y, view_radius);
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for (pos_t xx = sx; xx <= tx; xx++) {
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for (pos_t yy = sy; yy <= ty; yy++) {
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cover[t1][xx][yy]--;
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if (!cover[t1][xx][yy])
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flip(t1, Point(xx, yy));
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if (!cover[t2][xx][yy])
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flip(t2, Point(xx, yy));
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cover[t2][xx][yy]++;
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}
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}
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}
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at(x, y).owner = p;
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updatedPosition(x, y);
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}
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bool GameBoard::attack(const PlayerMove& o) {
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if (!o.isValid(w, h))
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return false;
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auto& sc_tile = at(o.x, o.y);
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auto& tt_tile = at(o.tx(), o.ty());
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if (sc_tile.owner != o.player)
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return false;
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if (sc_tile.unit <= 1)
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return false;
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if (tt_tile.type == TileType::Mountain)
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return false;
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auto moving_unit = o.half ? sc_tile.unit - 1 : sc_tile.unit / 2;
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sc_tile.unit -= moving_unit;
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auto isfriend = isTeammate(o.player, tt_tile.owner);
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auto delta
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= isfriend ? moving_unit + tt_tile.unit : moving_unit - tt_tile.unit;
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updatedPosition(o.x, o.y);
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updatedPosition(o.ty(), o.ty());
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tt_tile.unit = std::abs(delta);
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if (delta > 0 && (!isfriend || tt_tile.type != TileType::Capital)) {
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if (!isfriend && tt_tile.type == TileType::Capital)
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capitalCaptured(tt_tile.owner, o.player);
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setOwner(o.tx(), o.ty(), o.player);
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}
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return true;
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}
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void GameBoard::capitalCaptured(Player tt, Player sc) {
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for (pos_t x = 0; x < h; ++x) {
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for (pos_t y = 0; y < w; ++y) {
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auto& tile = at(x, y);
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if (tile.owner != tt)
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continue;
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updatedPosition(x, y);
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if (tile.type == TileType::Capital) {
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tile.type = TileType::Stronghold;
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continue;
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}
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setOwner(x, y, sc);
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tile.unit = std::max(tile.unit / 2, 1);
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}
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}
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new_defeated_players.push_back(tt);
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players[tt].is_defeated = 1;
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}
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bool GameBoard::isTeammate(Player x, Player y) const {
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return teamOf(x) == teamOf(y);
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}
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void GameBoard::turnUpdate() {
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for (pos_t x = 0; x < h; ++x) {
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for (pos_t y = 0; y < w; ++y) {
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auto& tile = at(x, y);
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if (tile.owner == neutral_player)
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continue;
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if (tile.type == TileType::Stronghold
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|| tile.type == TileType::Capital)
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tile.unit += 1;
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if (tile.type == TileType::Swamp) {
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if (tile.unit > 0)
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tile.unit -= 1;
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if (tile.unit == 0)
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setOwner(x, y, neutral_player);
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}
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}
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}
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}
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void GameBoard::roundUpdate() {
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for (pos_t x = 0; x < h; ++x) {
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for (pos_t y = 0; y < w; ++y) {
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auto& tile = at(x, y);
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if (tile.owner == neutral_player)
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continue;
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tile.unit += 1;
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}
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}
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}
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void GameBoard::updatedPosition(pos_t x, pos_t y) {
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updated_tiles.emplace(x, y);
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}
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Team GameBoard::teamOf(Player x) const {
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return players[x].team;
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}
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bool GameBoard::isDefeated(Player x) const {
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return players[x].is_defeated;
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}
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std::uint8_t GameBoard::numPlayers() const {
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return n;
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}
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std::uint8_t GameBoard::numTeams() const {
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return t;
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}
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void GameBoard::appendOrderQueue(const PlayerMove& p) {
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if (!players[p.player].is_defeated)
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players[p.player].orders.emplace_back(p);
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}
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void GameBoard::clearOrderQueue(Player p) {
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players[p].orders.clear();
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}
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void GameBoard::popOrderQueue(Player p) {
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players[p].orders.pop_front();
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}
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void GameBoard::setOffline(Player p) {
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new_offline_players.push_back(p);
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}
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void GameBoard::offline(Player p) {
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if (players[p].is_defeated)
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return;
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std::vector<std::vector<std::uint8_t>> vis(h, std::vector<std::uint8_t>(w));
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std::queue<Point> q;
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for (pos_t i = 0; i < h; i++) {
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for (pos_t j = 0; j < w; j++) {
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if (at(i, j).type == TileType::Capital && at(i, j).owner == p) {
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vis[i][j] = 1;
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q.emplace(i, j);
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}
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}
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}
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Player v = neutral_player;
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while (!q.empty()) {
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pos_t x = q.front().x, y = q.front().y;
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q.pop();
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for (int i = 0; i < 4; i++) {
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pos_t xx = x + direction_dx[i], yy = y + direction_dy[i];
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Tile& tile = at(xx, yy);
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if (xx >= h || yy >= w || tile.type == TileType::Mountain
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|| tile.type != TileType::Stronghold || vis[xx][yy])
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continue;
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if (tile.type == TileType::Capital) {
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if (players[tile.owner].team != players[p].team)
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continue;
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v = tile.owner;
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break;
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}
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vis[xx][yy] = 1;
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q.emplace(xx, yy);
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}
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if (v != neutral_player)
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break;
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}
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for (pos_t i = 0; i < h; i++) {
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for (pos_t j = 0; j < w; j++) {
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Tile& tile = at(i, j);
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if (tile.owner == p) {
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setOwner(i, j, v);
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if (tile.type == TileType::Capital)
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tile.type = TileType::Stronghold;
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}
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}
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}
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new_defeated_players.push_back(p);
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players[p].is_defeated = 1;
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}
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std::vector<TeamRanking> GameBoard::leaderboard() const {
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std::vector<TeamRanking> res(t);
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std::vector<PlayerRanking> prank(n);
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for (Player i = 1; i <= n; ++i) {
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prank[i - 1].player = i;
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prank[i - 1].is_defeated = players[i].is_defeated;
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}
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for (Team i = 1; i <= t; ++i)
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res[i - 1].team = i;
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for (pos_t x = 0; x < h; ++x) {
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for (pos_t y = 0; y < w; ++y) {
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auto& tile = at(x, y);
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if (tile.owner == neutral_player)
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continue;
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prank[tile.owner - 1].land += 1;
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prank[tile.owner - 1].unit += tile.unit;
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}
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}
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for (const auto& p : prank)
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res[teamOf(p.player) - 1].players.push_back(p);
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for (auto& team : res) {
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for (const auto& p : team.players) {
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team.land += p.land;
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team.unit += p.unit;
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}
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sort(team.players.begin(),
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team.players.end(),
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[](const PlayerRanking& a, const PlayerRanking& b) {
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return a.unit != b.unit ? a.unit > b.unit
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: a.player < b.player;
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});
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}
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sort(res.begin(),
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res.end(),
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[](const TeamRanking& a, const TeamRanking& b) {
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return a.unit != b.unit ? a.unit > b.unit : a.team < b.team;
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});
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return res;
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}
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TeamViewDiff GameBoard::teamViewDiff(Team team) {
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TeamViewDiff res;
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res.team = team;
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for (const auto& pos : updated_tiles) {
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if (cover[team][pos.x][pos.y])
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diff_tiles[team].insert(pos);
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}
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for (const auto& pos : diff_tiles[team]) {
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auto x = pos.x, y = pos.y;
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res.diffs.emplace_back(x, y, cover[team][x][y] ? at(x, y) : Tile());
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}
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diff_tiles[team].clear();
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return res;
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}
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std::vector<Tile> GameBoard::getViewOf(Team team) const {
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std::vector<Tile> res(h * w);
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for (pos_t x = 0; x < h; x++) {
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for (pos_t y = 0; y < w; y++) {
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if (cover[team][x][y])
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res[x * w + y] = at(x, y);
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}
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}
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return res;
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}
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GameState GameBoard::tick() {
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halfturn_id++;
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for (int _i = 1; _i <= n; _i++) {
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int i = (halfturn_id & 1) ? _i : n - _i + 1;
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if (!players[i].orders.empty()) {
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if (!attack(players[i].orders.front()))
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players[i].orders.clear();
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}
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}
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if (!(halfturn_id % 50))
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roundUpdate();
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if (!(halfturn_id & 1))
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turnUpdate();
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for (auto p : new_offline_players)
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offline(p);
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new_offline_players.clear();
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GameState res;
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res.halfturn_id = halfturn_id;
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res.defeated_players = new_defeated_players;
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new_defeated_players.clear();
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for (Player i = 1; i <= n; i++) {
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if (!players[i].is_defeated)
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res.alive_players.push_back(i);
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}
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res.leaderboard = leaderboard();
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res.diffs.resize(t);
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for (Team i = 1; i <= t; i++)
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res.diffs[i] = teamViewDiff(i);
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updated_tiles.clear();
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return res;
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}
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PlayerState::PlayerState() {
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is_defeated = false;
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}
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