void WalkerPrefect::onMidTile()
{
  ReachedBuildings reachedBuildings;
  TilePos firePos;
  bool haveBurningRuinsNear = _looks4Fire( reachedBuildings, firePos );  
  bool isDestination = _getPathway().isDestination();

  switch( _d->action )
  {
  case Impl::doNothing:
  break;

  case Impl::patrol:
  {
    if( haveBurningRuinsNear )
    {
      //tell our prefecture that need send prefect with water to fight with fire
      //on next deliverService

      //found fire, no water, go prefecture
      getBase().as<Prefecture>()->fireDetect( firePos );
      _back2Prefecture();

      Walker::onNewDirection();
    }
    else
    {
      foreach( BuildingPtr building, reachedBuildings )
      {
        building->applyService( ServiceWalkerPtr( this ) );

        HousePtr house = building.as<House>();
        if( house.isValid() && house->getHealthLevel() < 1 )
        {
          house->deleteLater();

          GameEventMgr::append( DisasterEvent::create( house->getTilePos(), DisasterEvent::plague ) );
        }
      }
    }

    if( isDestination )
    {
      _back2Prefecture();
    }

    Walker::onMidTile();
  }
  break;

  case Impl::back2Prefecture:
  {
    if( haveBurningRuinsNear )
    {
      //tell our prefecture that need send prefect with water to fight with fire
      //on next deliverService
      getBase().as<Prefecture>()->fireDetect( firePos );
    }

    if( isDestination )
    {
      deleteLater();
      _d->action = Impl::doNothing;
    }

    Walker::onMidTile();
  }
  break;

  case Impl::gotoFire:
  {
    if( _getPathway().getDestination().getIJ().distanceFrom( getIJ() ) < 1.5f )
    {
      LandOverlayPtr overlay = _getPathway().getDestination().getOverlay();
      if( overlay.isValid() && overlay->getType() == B_BURNING_RUINS )
      {
        _d->action = Impl::fightFire;
        _setGraphic( WG_PREFECT_FIGHTS_FIRE );
        Walker::onNewDirection();
        isDestination = false;
      }
    }

    if( isDestination )
    {
      if( !haveBurningRuinsNear || _d->water == 0 )
      {
        _back2Prefecture();
      }
      else
      {
        _setGraphic( WG_PREFECT_DRAG_WATER );
        _d->action = Impl::gotoFire;

        _checkPath2NearestFire( reachedBuildings );
        Walker::onNewDirection();
      }
    }

    Walker::onMidTile();
  }
  break;

  case Impl::fightFire:
  break;
  }
Beispiel #2
0
void WalkerPrefect::onMidTile()
{
  ReachedBuildings reachedBuildings;
  TilePos firePos;
  bool haveBurningRuinsNear = _looks4Fire( reachedBuildings, firePos );  
  bool isDestination = _pathWay.isDestination();

  switch( _d->action )
  {
  case Impl::patrol:
    {
      if( haveBurningRuinsNear )
      {
        //tell our prefecture that need send prefect with water to fight with fire
        //on next deliverService

        //found fire, no water, go prefecture
        getBase().as<BuildingPrefect>()->fireDetect( firePos );         
        _back2Prefecture();

        Walker::onNewDirection();
      }
      else
      {
        for( ReachedBuildings::iterator itBuilding = reachedBuildings.begin(); 
             itBuilding != reachedBuildings.end(); ++itBuilding)
        {
          (*itBuilding)->applyService( ServiceWalkerPtr( this ) );
        }
      }

      if( isDestination )
      {
        _back2Prefecture();
      }

      Walker::onMidTile();
    }
  break;

  case Impl::back2Prefecture:
    {
      if( haveBurningRuinsNear )
      {
        //tell our prefecture that need send prefect with water to fight with fire
        //on next deliverService
        getBase().as<BuildingPrefect>()->fireDetect( firePos );        
      }

      if( isDestination )
      {
        deleteLater();
        _d->action = Impl::doNothing;
      }

      Walker::onMidTile();
    }
  break;

  case Impl::gotoFire:
    {
      if( _pathWay.getDestination().getIJ().distanceFrom( getIJ() ) < 1.5f )
      {
        LandOverlayPtr overlay = _pathWay.getDestination().get_terrain().getOverlay();
        BurningRuinsPtr bruins = overlay.as<BurningRuins>();
        if( bruins.isValid() )
        {
          _d->action = Impl::fightFire;     
          _walkerGraphic = WG_PREFECT_FIGHTS_FIRE;
          Walker::onNewDirection();
          isDestination = false;
        }
      }
      
      if( isDestination )
      {
        if( !haveBurningRuinsNear || _d->water == 0 ) 
        {
          _back2Prefecture();
        }
        else
        {
          _walkerGraphic = WG_PREFECT_DRAG_WATER;
          _d->action = Impl::gotoFire;

          _checkPath2NearestFire( reachedBuildings );
          Walker::onNewDirection();
        }
      }
     
      Walker::onMidTile();
    }
  break;

  case Impl::fightFire:
  break;
  }
}