📄 turnordered.java
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/** * MegaMek - Copyright (C) 2003, 2004 Ben Mazur (bmazur@sev.org) * * This program 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; either version 2 of the License, or (at your option) * any later version. * * This program 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. */package megamek.common;import java.io.Serializable;import java.util.ArrayList;import java.util.Collections;import java.util.Comparator;import java.util.Enumeration;import java.util.Iterator;import java.util.Vector;public abstract class TurnOrdered implements Serializable { private InitiativeRoll initiative = new InitiativeRoll(); private transient int turns_other = 0; private transient int turns_even = 0; private transient int turns_multi = 0; /** * Return the number of "normal" turns that this item requires. * This is normally the sum of multi-unit turns and the other turns. * <p/> * Subclasses are expected to override this value in order to make * the "move even" code work correctly. * * @return the <code>int</code> number of "normal" turns this item * should take in a phase. */ public int getNormalTurns(IGame game) { return this.getMultiTurns(game) + this.getOtherTurns(); } public int getOtherTurns() { return turns_other; } public int getEvenTurns() { return turns_even; } public int getMultiTurns(IGame game) { return (int) Math.ceil( ((double)turns_multi) / ((double)game.getOptions().intOption("inf_proto_move_multi")) ); } public void incrementOtherTurns() { turns_other++; } public void incrementEvenTurns() { turns_even++; } public void incrementMultiTurns() { turns_multi++; } public void resetOtherTurns() { turns_other = 0; } public void resetEvenTurns() { turns_even = 0; } public void resetMultiTurns() { turns_multi = 0; } public InitiativeRoll getInitiative() { return initiative; } /** * Clear the initiative of this object. */ public void clearInitiative() { this.getInitiative().clear(); } public static void rollInitiative(Vector v) { // Clear all rolls for (Enumeration i = v.elements(); i.hasMoreElements();) { final TurnOrdered item = (TurnOrdered)i.nextElement(); item.clearInitiative(); } rollInitAndResolveTies(v, null); //This is the *auto-reroll* code for the Tactical Genius (lvl 3) // pilot ability. It is NOT CURRENTLY IMPLEMENTED. This code may // be incomplete/buggy/just plain wrong. // TODO : fix me /** if (v.firstElement() instanceof Team) { //find highest init roll int highestInit = 2; for (Enumeration i = v.elements(); i.hasMoreElements();) { final TurnOrdered item = (TurnOrdered)i.nextElement(); highestInit = Math.max(item.getInitiative().getRoll(item.getInitiative().size() - 1), highestInit); } System.out.println("\n\n--->HIGH INIT ROLL: " + highestInit); //loop through teams for (Enumeration i = v.elements(); i.hasMoreElements();) { final TurnOrdered item = (TurnOrdered)i.nextElement(); //loop through players for (Enumeration j = ((Team)item).getPlayers(); j.hasMoreElements();) { final Player player = (Player)j.nextElement(); if (player.getGame().hasTacticalGenius(player) && item.getInitiative().getRoll(item.getInitiative().size() - 1) < highestInit && v.size() < 3) { System.out.println("-->AUTO REROLL: " + player.getName()); Vector rv = new Vector(); rv.addElement(item); rollInitAndResolveTies(v, rv); } } } } */ } /** * This takes a vector of TurnOrdered (Teams or Players), rolls * initiative, and resolves ties. The second argument is used * when a specific teams initiative should be re-rolled. */ public static void rollInitAndResolveTies(Vector v, Vector rerollRequests) { for (Enumeration i = v.elements(); i.hasMoreElements();) { final TurnOrdered item = (TurnOrdered)i.nextElement(); if (rerollRequests == null) { //normal init roll item.getInitiative().addRoll(); // add a roll for all teams } else { //Resolve Tactical Genius (lvl 3) pilot ability for (Enumeration j = rerollRequests.elements(); j.hasMoreElements();) { final TurnOrdered rerollItem = (TurnOrdered)j.nextElement(); if (item == rerollItem) { // this is the team re-rolling item.getInitiative().replaceRoll(); break; // each team only needs one reroll } } } } // check for ties Vector ties = new Vector(); for (Enumeration i = v.elements(); i.hasMoreElements();) { final TurnOrdered item = (TurnOrdered)i.nextElement(); ties.removeAllElements(); ties.addElement(item); for (Enumeration j = v.elements(); j.hasMoreElements();) { final TurnOrdered other = (TurnOrdered)j.nextElement(); if (item != other && item.getInitiative().equals(other.getInitiative())) { ties.addElement(other); } } if (ties.size() > 1) { rollInitAndResolveTies(ties, null); } } } /** * This takes a Vector of TurnOrdered and generates a TurnVector. */ public static TurnVectors generateTurnOrder( Vector v, IGame game ) { int[] num_even_turns = new int[v.size()]; int[] num_normal_turns = new int[v.size()]; int total_even_turns = 0; int total_normal_turns = 0; int index; TurnOrdered[] order = new TurnOrdered[v.size()]; int orderedItems = 0; ArrayList plist = new ArrayList(v.size()); for (Enumeration i = v.elements(); i.hasMoreElements();) { Object item = i.nextElement(); plist.add(item); } Collections.sort(plist, new Comparator() { public int compare(Object o1, Object o2) { return ((TurnOrdered)o1).getInitiative().compareTo(((TurnOrdered)o2).getInitiative()); } }); // Walk through the ordered items. for ( Iterator i = plist.iterator(); i.hasNext(); orderedItems++ ) { final TurnOrdered item = (TurnOrdered)i.next(); order[orderedItems] = item; // Track even turns separately from the normal turns. num_normal_turns[orderedItems] = item.getNormalTurns(game); num_even_turns[orderedItems] = item.getEvenTurns(); // Keep a running total. total_even_turns += num_even_turns[orderedItems]; total_normal_turns += num_normal_turns[orderedItems]; } int min; int turns_left; // We will do the 'normal' turns first, and then the 'even' turns. min = Integer.MAX_VALUE; for(index = 0; index < orderedItems ; index++) { if ( num_normal_turns[index] != 0 && num_normal_turns[index] < min) min = num_normal_turns[index]; } TurnVectors turns = new TurnVectors(total_normal_turns, total_even_turns, min); // Allocate the normal turns. turns_left = total_normal_turns; while (turns_left > 0) { for (index = 0; index < orderedItems; index++) { // If you have no turns here, skip if (num_normal_turns[index] == 0) continue; // If you have less than twice the lowest, // move 1. Otherwise, move more. int ntm = num_normal_turns[index] / min; for (int j = 0; j < ntm; j++) { turns.addNormal(order[index]); num_normal_turns[index]--; turns_left--; } } // Since the smallest unit count had to place 1, reduce min) min--; } // Handle the next 'normal' turn. // Now, we allocate the 'even' turns, if there are any. if ( total_even_turns > 0 ) { min = Integer.MAX_VALUE; for (index = 0; index < orderedItems ; index++) { if ( num_even_turns[index] != 0 && num_even_turns[index] < min) min = num_even_turns[index]; } turns_left = total_even_turns; while (turns_left > 0) { for (index = 0; index < orderedItems; index++) { // If you have no turns here, skip if (num_even_turns[index] == 0) continue; // If you have less than twice the lowest, // move 1. Otherwise, move more. int ntm = num_even_turns[index] / min; for (int j = 0; j < ntm; j++) { turns.addEven(order[index]); num_even_turns[index]--; turns_left--; } } // Since the smallest unit count had to place 1, reduce min) min--; } // Handle the next 'even' turn } // End have-'even'-turns return turns; }}
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