Beispiel #1
0
bool Bombard::doOrder(IGObject *fleet) {

   Game *game = Game::getGame();
   ObjectManager *om = game->getObjectManager();
   ObjectTypeManager *odm = game->getObjectTypeManager();
   Random *rand = game->getRandom();

   IGObject *planetObj = om->getObject(planet->getObjectId());

   if(planetObj->getType() != odm->getObjectTypeByName("Planet"))
   {
      Logger::getLogger()->debug("Player tried to bombard something illogical");
      return true;
   }

   Fleet *fleetData = dynamic_cast<Fleet*>(fleet->getObjectBehaviour());
   Planet *planetData = dynamic_cast<Planet*>(planetObj->getObjectBehaviour());
   char planetShipTech = PlayerInfo::getPlayerInfo(planetData->getOwner()).getShipTechLevel();
   double attack = fleetData->getAttack();
   
   planetData->removeResource("Industry", 
                  static_cast<uint32_t>(attack * INDUSTRY_DMG * (1+rand->getInRange(-2,2)/100.) ));

   planetData->removeResource("Social Environment", 
                  static_cast<uint32_t>(attack * SOCIAL_DMG * (1+rand->getInRange(-2,2)/100.) ));

   planetData->removeResource("Planetary Environment", 
                  static_cast<uint32_t>(attack * PLANETARY_DMG * (1+rand->getInRange(-2,2)/100.) ));

   planetData->removeResource(string("PDB") + planetShipTech,
                  static_cast<uint32_t>(attack * PDB_DMG / 10. * (1+rand->getInRange(-2,2)/100.) ));

   PlayerInfo::getPlayerInfo(fleetData->getOwner()).addVictoryPoints(VICTORY_POINTS);


   // PDBs counter-attack at: PDB level * 6 * numPDBs
   fleetData->takeDamage( (planetShipTech - '0') *
                         6 * planetData->getResource(string("PDB") + planetShipTech).first);

   Message *msg = new Message();
   msg->setSubject("Bombard complete");
   string body = "Fleet \"" + fleet->getName() + "\" bombarded " + planetObj->getName();
   msg->setBody(PlayerInfo::appAllVictoryPoints(body));
   msg->addReference(rst_Action_Order, rsorav_Completion);
   msg->addReference(rst_Object, fleet->getID());
   msg->addReference(rst_Object, planetObj->getID());

   game->getPlayerManager()->getPlayer(fleetData->getOwner())->postToBoard(msg);
   game->getPlayerManager()->getPlayer(planetData->getOwner())->postToBoard(msg);

   return true;
}
Beispiel #2
0
std::string PlanetWarsGame::toString(Player* pov) const {
    std::stringstream gameState;
    const int numPlanets = static_cast<int>(m_planets.size());

    //Write the planets.
    for (int i = 0; i < numPlanets; ++i) {
        Planet* planet = m_planets[i];
        gameState << "P " << planet->getX()
                << " " << planet->getY()
                << " " << pov->povId(planet->getOwner())
                << " " << planet->getNumShips()
                << " " << planet->getGrowthRate()
                << std::endl;
    }

    //Write the fleets.
    for (FleetList::const_iterator it = m_fleets.begin(); it != m_fleets.end(); ++it) {
        Fleet* fleet = (*it);
        gameState << "F " << pov->povId(fleet->getOwner())
                << " " << fleet->getNumShips()
                << " " << fleet->getSource()->getId()
                << " " << fleet->getDestination()->getId()
                << " " << fleet->getTotalTripLength()
                << " " << fleet->getTurnsRemaining()
                << std::endl;
    }

    gameState << "go" << std::endl;

    return gameState.str();

}
Beispiel #3
0
//Sends a fleet back to it's home planet
void TaeTurn::sendHome(uint32_t fleet) {
    Game* game = Game::getGame();
    ObjectManager* obm = game->getObjectManager();
    ObjectTypeManager* obtm = game->getObjectTypeManager();
    PlayerManager::Ptr pm = game->getPlayerManager();

    IGObject::Ptr fleetobj = obm->getObject(fleet);
    //Check to make sure it is really a fleet
    if(fleetobj->getType() != obtm->getObjectTypeByName("Fleet")) {
        return;
    }

    //Get all the required objects
    Fleet* f = (Fleet*) fleetobj->getObjectBehaviour();
    Player::Ptr p = pm->getPlayer(f->getOwner());
    IGObject::Ptr sys = obm->getObject(fleetobj->getParent());
    StarSystem* sysData = (StarSystem*) sys->getObjectBehaviour();

    //Remove fleet from system
    sysData->setRegion(0);
    fleetobj->removeFromParent();

    //Find it's home planet
    std::set<uint32_t> objects = obm->getAllIds();
    std::set<uint32_t>::iterator itcurr;
    for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) {
        IGObject::Ptr ob = obm->getObject(*itcurr);
        if(ob->getName().compare(string(p->getName() + "'s Home Planet")) == 0) {
            Planet* p = (Planet*) ob->getObjectBehaviour();
            f->setPosition(p->getPosition());
            fleetobj->addToParent(ob->getID());
        }
    }
}
Beispiel #4
0
void Planet::welcomeArrivedFleets() {
    const int ownerId = m_owner->getId();

    //Tally up the ships for each force.
    const int numArrivedFleets = static_cast<int>(m_landedFleets.size());

    if (numArrivedFleets == 0) {
        return;
    }

    int playerShips[3];
    playerShips[0] = (ownerId == 0) ? m_numShips : 0;
    playerShips[1] = (ownerId == 1) ? m_numShips : 0;
    playerShips[2] = (ownerId == 2) ? m_numShips : 0;

    for (int i = 0; i < numArrivedFleets; ++i) {
        Fleet* fleet = m_landedFleets[i];
        playerShips[fleet->getOwner()->getId()] += fleet->getNumShips();
    }

    m_landedFleets.clear();

    //Check who won.
    //Check whether the owner stays the same.
    if (playerShips[ownerId] >= std::max(playerShips[(ownerId+1)%3], playerShips[(ownerId+2)%3])) {
        this->setNumShips(playerShips[ownerId]
                          - std::max(playerShips[(ownerId+1)%3], playerShips[(ownerId+2)%3]));
        return;
    }

    //Otherwise, find the new owner.
    if (playerShips[1] > playerShips[2]) {
        this->setOwner(m_game->getFirstPlayer());
        const int remainingShips = playerShips[1] - std::max(playerShips[2], playerShips[0]);
        this->setNumShips(remainingShips);

    } else if (playerShips[2] > playerShips[1]) {
        this->setOwner(m_game->getSecondPlayer());
        const int remainingShips = playerShips[2] - std::max(playerShips[1], playerShips[0]);
        this->setNumShips(remainingShips);

    } else if (ownerId == 0 && playerShips[2] == playerShips[1]) {
        //The invading fleets are larger than the neutral planet, but equal in size.
        //Planet stays neutral.
        this->setNumShips(0);
    }

    //There should be no other cases.
}
Beispiel #5
0
//The colonize order checks to make sure the system is valid, then adds a resource to the planet, checks for
//external combat, and awards one point to the player with the leader in the region of the new colony.
bool Colonize::doOrder(IGObject::Ptr obj) {
    ObjectManager* obm = Game::getGame()->getObjectManager();
    ObjectTypeManager* obtm = Game::getGame()->getObjectTypeManager();
    Fleet* fleetData = (Fleet*)(obj->getObjectBehaviour());
    Player::Ptr player = Game::getGame()->getPlayerManager()->getPlayer(fleetData->getOwner());

    IGObject::Ptr newStarSys = obm->getObject(starSys->getObjectId());

    //Perform last minute checks to make sure the system can be colonized
    if(newStarSys->getType() != obtm->getObjectTypeByName("Star System")) {
        //Not a star system
        Logger::getLogger()->debug("Trying to colonize to an object which is not a star system");
        Message::Ptr msg( new Message() );
        msg->setSubject("Colonize order failed");
        msg->setBody(string("You're fleet, \"" + obj->getName() + "\" tried to colonize an object which is not a star system!"));
        msg->addReference(rst_Object, obj->getID());
        player->postToBoard(msg);
        return false;
    }
    if(!((StarSystem*)(newStarSys->getObjectBehaviour()))->canBeColonized(isMining)) {
        //Not colonizable
        Logger::getLogger()->debug("Player tried to colonize a system which cannot be colonized.");
        Message::Ptr msg( new Message() );
        msg->setSubject("Colonize order failed");
        msg->setBody(string("You're fleet, \"" + obj->getName() + "\" tried to colonize a fleet which cannot be colonized!"));
        msg->addReference(rst_Object, obj->getID());
        player->postToBoard(msg);
        return false;
    }   

    //Find the star system's planet
    set<uint32_t> children = newStarSys->getContainedObjects();
    uint32_t pid;
    bool planetFound = false;
    for(set<uint32_t>::iterator i=children.begin(); i != children.end(); i++) {
        if(obm->getObject(*i)->getType() == obtm->getObjectTypeByName("Planet")) {
            pid = *i;
            planetFound = true;
        }
    }
    if(!planetFound) {
        Logger::getLogger()->debug("Colonize Order: No planet found in target star system");
        return false;
    }

    //Add resource to planet
    Planet* planet = (Planet*)(obm->getObject(pid)->getObjectBehaviour());
    Design::Ptr ship = Game::getGame()->getDesignStore()->getDesign(fleetData->getShips().begin()->first);
    uint32_t scoreType = 0;
    string leaderName;
    if(ship->getName().compare("MerchantShip") == 0) {
        planet->addResource(4, 1);
        scoreType = 1;
        leaderName = "MerchantLeaderShip";
    } else if(ship->getName().compare("ScientistShip") == 0) {
        planet->addResource(5, 1);
        scoreType = 2;
        leaderName = "ScientistLeaderShip";
    } else if(ship->getName().compare("SettlerShip") == 0) {
        planet->addResource(6, 1);
        scoreType = 3;
        leaderName = "SettlerLeaderShip";
    } else if(ship->getName().compare("MiningShip") == 0) {
        planet->addResource(7, 1);
        scoreType = 4;
        leaderName = "MiningLeaderShip";
    }

    //Get bordering star systems' regions
    StarSystem* starSysData = (StarSystem*)(newStarSys->getObjectBehaviour());
    set<uint32_t> regions = getBorderingRegions();
    
    //Put the newly colonized ship into the proper region
    //If it does not border any regions, then set it to a new one with a unique id
    if(regions.size() == 0) {
        starSysData->setRegion(starSys->getObjectId());
        stringstream out;
        out << starSysData->getRegion();
        Logger::getLogger()->debug(string("System " + newStarSys->getName() + " added to region " + out.str()).c_str());
    } else if(regions.size() == 1) {
        // Add +1 to the resource score of the player with the correct leader 
        // in this region
        
        int leaderID = getLeaderInRegion(*(regions.begin()), leaderName);
        if(leaderID < 0 && leaderName.compare("SettlerLeaderShip") != 0) {
            leaderID = getLeaderInRegion(*(regions.begin()), "SettlerLeaderShip");
        }
        if(leaderID >= 0) {
            Fleet* leader = (Fleet*) ((obm->getObject((uint32_t) leaderID))->getObjectBehaviour());
            Player::Ptr owner = Game::getGame()->getPlayerManager()->getPlayer(leader->getOwner());
            owner->setScore(scoreType, owner->getScore(scoreType) + 1);
        }    

        //Add the newly colonized system to the region
        starSysData->setRegion(*(regions.begin()));
        stringstream out;
        out << starSysData->getRegion();
        Logger::getLogger()->debug(string("System " + newStarSys->getName() + " added to region " + out.str()).c_str());
    } else {
        // This means that 2 regions are being connected. Perform check
        // for external combat
        map<uint32_t, uint32_t> settlers;
        map<uint32_t, uint32_t> scientists;
        map<uint32_t, uint32_t> merchants;
        map<uint32_t, uint32_t> miners;
        for(set<uint32_t>::iterator i = regions.begin(); i != regions.end(); i++) {
            int temp = getLeaderInRegion(*i, "SettlerLeaderShip");
            if(temp != -1) {
                settlers[temp] = *i;
            }
            temp = getLeaderInRegion(*i, "ScientistLeaderShip");
            if(temp != -1) {
                scientists[temp] = *i;
            }
            temp = getLeaderInRegion(*i, "MerchantLeaderShip");
            if(temp != -1) {
                merchants[temp] = *i;
            }
            temp = getLeaderInRegion(*i, "MiningLeaderShip");
            if(temp != -1) {
                miners[temp] = *i;
            }
        }

        TaeTurn* turn = (TaeTurn*) Game::getGame()->getTurnProcess();
        bool conflict = false;
        if(settlers.size() > 1) {
            //Settler Conflict!
            turn->queueCombatTurn(false, settlers);
            conflict = true;
        }
        if(scientists.size() > 1) {
            //Scientist Conflict!
            turn->queueCombatTurn(false, scientists);
            conflict = true;
        }
        if(merchants.size() > 1) {
            //Merchant Conflict!
            turn->queueCombatTurn(false, merchants);
            conflict = true;
        }
        if(miners.size() > 1) {
            //Miner Conflict!
            turn->queueCombatTurn(false, miners);
            conflict = true;
        }
        
        if(!conflict) {
            uint32_t region = *(regions.begin());
            set<uint32_t> objects = obm->getAllIds();
            for(set<uint32_t>::iterator i = objects.begin(); i != objects.end(); i++) {
                IGObject::Ptr ob = obm->getObject(*i);
                if(ob->getType() == obtm->getObjectTypeByName("Star System")) {
                    StarSystem* sys = (StarSystem*) ob->getObjectBehaviour();
                    uint32_t r = sys->getRegion();
                    if(r != region && regions.count(r) > 0) {
                        sys->setRegion(region);
                    }
                }
            }
        }
    }

    obm->doneWithObject(newStarSys->getID());
   
 
    // post completion message
    Message::Ptr msg( new Message() );
    msg->setSubject("Colonize fleet order complete");
    msg->setBody(string("You're fleet, \"" + obj->getName() + "\" has colonized ")
            + newStarSys->getName() + ".");
    msg->addReference(rst_Action_Order, rsorav_Completion);
    msg->addReference(rst_Object, starSys->getObjectId());
    msg->addReference(rst_Object, obj->getID());

    player->postToBoard(msg);

    //Remove fleet
    obj->removeFromParent();
    obm->scheduleRemoveObject(obj->getID());

    return true;
}
Beispiel #6
0
void PlanetWarsGame::completeStep() {
    //Proceed only if there's an unfinished step.
    if (STEPPING != m_state) {
        return;
    }

    m_state = PROCESSING;

    //Clear the old new fleets.
    m_newFleets.clear();

    //Read and process the the responses from each of the players.
    std::string firstPlayerOutput(m_firstPlayer->readCommands());
    std::string secondPlayerOutput(m_secondPlayer->readCommands());

    bool isFirstPlayerRunning = this->processOrders(firstPlayerOutput, m_firstPlayer);
    bool isSecondPlayerRunning = this->processOrders(secondPlayerOutput, m_secondPlayer);

    //Check whether the players are still alive.
    if (!isFirstPlayerRunning || !isSecondPlayerRunning) {
        this->stop();
        return;
    }

    this->advanceGame();

    //Check each player's position.
    int firstPlayerShips = 0;
    int secondPlayerShips = 0;

    const int numPlanets = static_cast<int>(m_planets.size());

    for (int i = 0; i < numPlanets; ++i) {
        Planet* planet = m_planets[i];
        const int ownerId = planet->getOwner()->getId();

        if (1 == ownerId) {
            firstPlayerShips += planet->getNumShips();

        } else if (2 == ownerId) {
            secondPlayerShips += planet->getNumShips();
        }
    }

    for (FleetList::iterator it = m_fleets.begin(); it != m_fleets.end(); ++it) {
        Fleet* fleet = *it;

        if (1 == fleet->getOwner()->getId()) {
            firstPlayerShips += fleet->getNumShips();

        } else {
            secondPlayerShips += fleet->getNumShips();
        }
    }

    emit turnEnded();

    //Check for game end conditions.
    bool isGameOver = false;

    if (firstPlayerShips == 0 && secondPlayerShips == 0) {
        this->logMessage("Draw.");
        isGameOver = true;

    } else if (firstPlayerShips == 0) {
        this->logMessage("Player 2 wins.");
        isGameOver = true;

    } else if (secondPlayerShips == 0) {
        this->logMessage("Player 1 wins.");
        isGameOver = true;

    } else if (m_turn >= m_maxTurns) {
        if (firstPlayerShips > secondPlayerShips) {
            this->logMessage("Player 1 wins.");
            isGameOver = true;

        } else if (firstPlayerShips < secondPlayerShips) {
            this->logMessage("Player 2 wins.");
            isGameOver = true;

        } else {
            this->logMessage("Draw.");
            isGameOver = true;
        }
    }

    if (isGameOver) {
        this->stop();
        return;
    }

    //Game is not over.
    m_state = READY;
    this->continueRunning();
}
void GameController::onChangeTurn()
{
  currentTurn++;

  /* impose production on owned planets */
  for(int i=0; i<players.size(); i++)
    {
      Player* tempP = players[i];
      for(int j=0; j<players[i]->getPlanets().size(); j++)
	{
	  Planet* tempPl = tempP->getPlanets()[j];
	  tempPl->setShips( tempPl->getShips() +  tempPl->getProduction());
	}
    }

  for(int k=0; k<fleets.size(); k++)
    {
      Fleet* tempF = fleets[k];
      /* fleet has arrived */
      if(fleets[k]->getArrivalTurn() == currentTurn)
	{
	  /* fleet owner same as destination owner, so reinforcing a planet */
	  if(tempF->getOwner() == tempF->getDestination()->getOwner())
	    {
	      tempF->getDestination()->setShips(tempF->getDestination()->getShips() + tempF->getNumShips());
	    }
	  else /* attacking planet */
	    {
	      double attackScore, defenseScore;

	      attackScore = tempF->getNumShips()*tempF->getKillPercent();
	      defenseScore = tempF->getDestination()->getShips()*tempF->getDestination()->getKillPercent();

	      if(attackScore >= defenseScore) /* attackers win */
		{
		  if(tempF->getDestination()->getOwner() != NULL)
		    tempF->getDestination()->getOwner()->removeFromPlanets(tempF->getDestination());

		  tempF->getOwner()->addToPlanets(tempF->getDestination());
		  tempF->getDestination()->setOwner(tempF->getOwner());
		  
		  tempF->getDestination()->setShips((int)attackScore-defenseScore);
		  emit displayInfo(QString("Turn %1: Planet %2 has fallen to %3").arg(currentTurn).arg(tempF->getDestination()->getName()).arg(tempF->getOwner()->getName()));
		  
		}
	      else /* defense wins */
		{
		  tempF->getDestination()->setShips((int)defenseScore-attackScore);
		  emit displayInfo(QString("Turn %1: Planet %2 has held against an attack from %3.").arg(currentTurn).arg(tempF->getDestination()->getName()).arg(tempF->getOwner()->getName()));
		}
	    }
	  /* processed fleet, so remove it */
	  fleets.removeAt(k);
	}
    }
     

  if(currentPlayer < players.size() - 1)
    currentPlayer++;
  else
    currentPlayer = 0;

  emit displayControl(QString("<font color=%1>%2</font>:Select source planet").arg(players[currentPlayer]->getColor().name()).arg(players[currentPlayer]->getName()));
}
Beispiel #8
0
//Award artifacts to any players who have a merchant leader
//in a region with two artifacts
void TaeTurn::awardArtifacts() {
    Game* game = Game::getGame();
    ObjectTypeManager* obtm = game->getObjectTypeManager();
    ObjectManager* objectmanager = game->getObjectManager();

    std::set<uint32_t> artifacts;
    std::set<uint32_t> regions;
    std::set<uint32_t> objects = objectmanager->getAllIds();
    std::set<uint32_t>::iterator itcurr;

    //Find any regions with 2 or more alien artifacts
    for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) {
        IGObject::Ptr ob = objectmanager->getObject(*itcurr);
        if(ob->getType() == obtm->getObjectTypeByName("Planet")) {
            Planet* p = (Planet*) ob->getObjectBehaviour();
            if(p->getResource(3) > 0) {
                StarSystem* sys = (StarSystem*)(objectmanager->getObject(ob->getParent())->getObjectBehaviour());
                if(sys->getRegion() != 0) {
                    if(regions.count(sys->getRegion()) > 0) {
                        artifacts.insert(*itcurr);
                    } else {
                        regions.insert(sys->getRegion());
                    }
                }
            }
        }
    }

    if(!artifacts.empty()) {
        uint32_t type;
        DesignStore::Ptr ds = game->getDesignStore();
        PlayerManager::Ptr pm = game->getPlayerManager();
        std::set<uint32_t> designs = ds->getDesignIds();
        //get leader ID
        for(itcurr = designs.begin(); itcurr != designs.end(); ++itcurr) {
            if(ds->getDesign(*itcurr)->getName().compare("MerchantLeaderShip")) {
                type = *itcurr;
            }
        }
        //Search the objects for a merchant leader
        for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) {
            IGObject::Ptr ob = objectmanager->getObject(*itcurr);
            if(ob->getType() == obtm->getObjectTypeByName("Fleet")) {
                Fleet* f = (Fleet*) (ob->getObjectBehaviour());
                if(f->getShips().count(type) > 0) {
                    IGObject::Ptr parent = objectmanager->getObject(ob->getParent());
                    if(parent->getType() == obtm->getObjectTypeByName("Star System")) {
                        StarSystem* parentData = (StarSystem*) (parent->getObjectBehaviour());
                        //See if this leader is in a region with
                        //2 or more alien artifacts
                        for(std::set<uint32_t>::iterator i = artifacts.begin(); i != artifacts.end(); ++i) {
                            IGObject::Ptr obj = objectmanager->getObject(*i);
                            Planet* p = (Planet*) obj->getObjectBehaviour();
                            StarSystem* sys = (StarSystem*)(objectmanager->getObject(obj->getParent())->getObjectBehaviour());
                            if(sys->getRegion() == parentData->getRegion()) {
                                //+1 to leader's owner's artifact score
                                Player::Ptr owner = pm->getPlayer(f->getOwner());
                                owner->setScore(5, owner->getScore(5) + 1);
                                p->removeResource(3, 1);
                                artifacts.erase(*i);
                            }
                        }
                    }
                }
            }
        }
    }
}
Beispiel #9
0
void TaeTurn::doCombatTurn() {
    std::set<uint32_t>::iterator itcurr;

    Game* game = Game::getGame();
    OrderManager* ordermanager = game->getOrderManager();
    ObjectManager* objectmanager = game->getObjectManager();
    ObjectTypeManager* obtm = game->getObjectTypeManager();
    PlayerManager::Ptr playermanager = game->getPlayerManager();

    containerids.clear();

    // Do orders
    std::set<uint32_t> objects = objectmanager->getAllIds();
    for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) {
        IGObject::Ptr ob = objectmanager->getObject(*itcurr);
        if(ob->getType() == planettype || ob->getType() == fleettype) {
            OrderQueueObjectParam* oqop = dynamic_cast<OrderQueueObjectParam*>(ob->getParameterByType(obpT_Order_Queue));
            if(oqop != NULL) {
                OrderQueue::Ptr orderqueue = ordermanager->getOrderQueue(oqop->getQueueId());
                if(orderqueue != NULL) {
                    Order * currOrder = orderqueue->getFirstOrder();
                    if(currOrder != NULL) {
                        if(currOrder->doOrder(ob)) {
                            orderqueue->removeFirstOrder();
                        } else {
                            orderqueue->updateFirstOrder();
                        }
                    }
                    if(ob->getContainerType() >= 1) {
                        containerids.insert(ob->getID());
                    }
                    objectmanager->doneWithObject((ob)->getID());
                }
            }
        }
    }


    //Determine winner
    uint32_t winner = 0;
    uint32_t loser = 0;
    for(map<uint32_t, int>::iterator i = strength.begin(); i != strength.end(); ++i) {
        if(winner == 0) {
            winner = i->first;
        } else {
            if(strength[winner] < i->second) {
                winner = i->first;
            } else {
                loser = i->first;
            }
        }
    }

    //Remove losing combatants
    uint32_t losingRegion;
    uint32_t winningRegion;
    set<uint32_t> removedSystems;
    if(isInternal) {
        //Internal combat removes losing leader and awards one point to the winner
        for(map<uint32_t, uint32_t>::iterator i = combatants.begin(); i != combatants.end(); ++i) {
            IGObject::Ptr ob = objectmanager->getObject(i->first);
            Fleet* f = (Fleet*) ob->getObjectBehaviour();
            if(f->getOwner() != winner) {
                sendHome(i->first);
                Player::Ptr p = playermanager->getPlayer(winner);
                p->setScore(2, p->getScore(2) + 1);
                losingRegion = i->second;
                winningRegion = losingRegion;
            }
        }
        objects = objectmanager->getAllIds();
        for(itcurr = objects.begin(); itcurr!= objects.end(); ++itcurr) {
            IGObject::Ptr ob = objectmanager->getObject(*itcurr);
            if(ob->getType() == obtm->getObjectTypeByName("Star System")) {
                StarSystem* sysData = (StarSystem*) ob->getObjectBehaviour();
                if(sysData->getRegion() == losingRegion) {
                    sysData->setRegion(0);
                    removedSystems.insert(*itcurr);
                }
            }
        }
    } else {
        //External combat removes the losing leader and losing colonies.
        //1 point is awarded for the leader and each colony removed
        string shipType;
        //set shiptype, losing/winning regions, and send home the losing leader
        for(map<uint32_t, uint32_t>::iterator i = combatants.begin(); i != combatants.end(); ++i) {
            IGObject::Ptr ob = objectmanager->getObject(i->first);
            Fleet* f = (Fleet*) ob->getObjectBehaviour();
            if(f->getOwner() != winner) {
                losingRegion = i->second;
                shipType = ob->getName();
                sendHome(i->first);
            } else {
                winningRegion = i->second;
            }
        }

        //set the correct resource type
        int resourceType;
        if(shipType.compare("Merchant Leader") == 0) {
            resourceType = 4;
        } else if(shipType.compare("Scientist Leader") == 0) {
            resourceType = 5;
        } else if(shipType.compare("Settler Leader") == 0) {
            resourceType = 6;
        } else {
            resourceType = 7;
        }

        //add 1 to the winner for removing the leader
        Player::Ptr player = playermanager->getPlayer(winner);
        player->setScore(resourceType - 3, player->getScore(resourceType-3) + 1);

        //remove all losing colonies
        objects = objectmanager->getAllIds();
        for(itcurr = objects.begin(); itcurr!= objects.end(); ++itcurr) {
            IGObject::Ptr ob = objectmanager->getObject(*itcurr);
            if(ob->getType() == obtm->getObjectTypeByName("Planet")) {
                IGObject::Ptr sys = objectmanager->getObject(ob->getParent());
                StarSystem* sysData = (StarSystem*) sys->getObjectBehaviour();
                if(sysData->getRegion() == losingRegion) {
                    Planet* p = (Planet*) ob->getObjectBehaviour();
                    sysData->setRegion(0);
                    if(p->getResource(resourceType) > 0) {
                        p->removeResource(resourceType, 1);
                        player->setScore(resourceType - 3, player->getScore(resourceType-3) + 1);
                    } else {
                        removedSystems.insert(sys->getID());
                    }
                } else if(sysData->getRegion() == winningRegion) {
                    sysData->setRegion(0);
                    removedSystems.insert(sys->getID());
                }
            }
        }
    }

    //rebuild region
    for(itcurr = removedSystems.begin(); itcurr!= removedSystems.end(); ++itcurr) {
        rebuildRegion(*itcurr);
    }

    //Check for combat
    combat = false;
    while(!combatQueue.empty() && !combat) {
        pair<bool, map<uint32_t, uint32_t> > temp = combatQueue.front();
        combatQueue.pop();
        isInternal = temp.first;
        combatants = temp.second;
        combat = true;
        uint32_t region = 0;
        for(map<uint32_t, uint32_t>::iterator i = combatants.begin(); i != combatants.end() && combat; i++) {
            IGObject::Ptr ob = objectmanager->getObject(i->first);
            IGObject::Ptr sys = objectmanager->getObject(ob->getParent());
            StarSystem* sysData = (StarSystem*) sys->getObjectBehaviour();
            i->second = sysData->getRegion();
            if(region == 0) {
                region = sysData->getRegion();
            } else if(region != sysData->getRegion()) {
                combat = false;
            }
        }
    }

    //Cleanup and Set visibility
    objects = objectmanager->getAllIds();
    set<uint32_t> views;
    for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) {
        IGObject::Ptr ob = objectmanager->getObject(*itcurr);
        if(ob->getType() == obtm->getObjectTypeByName("Fleet") && !combat) {
            Fleet* f = (Fleet*) ob->getObjectBehaviour();
            f->toggleCombat();
            f->setCombatant(false);
        }
        //Set visibility
        views.insert(ob->getID());
    }

    std::set<uint32_t> players = playermanager->getAllIds();
    std::set<uint32_t> vis = objectmanager->getAllIds();

    //clear the removed objecs
    objectmanager->clearRemovedObjects();
    objects = objectmanager->getAllIds();
    for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) {
        IGObject::Ptr ob = objectmanager->getObject(*itcurr);
        if(ob->isAlive()) {
            ob->getObjectBehaviour()->doOnceATurn();
        }
        objectmanager->doneWithObject(ob->getID());
    }

    for(std::set<uint32_t>::iterator itplayer = players.begin(); itplayer != players.end(); ++itplayer) {
        Player::Ptr player = playermanager->getPlayer(*itplayer);
        PlayerView::Ptr playerview = player->getPlayerView();

        //Update visibility
        playerview->addVisibleObjects(views);

        for(std::set<uint32_t>::iterator itob = vis.begin(); itob != vis.end(); ++itob) {
            ObjectView::Ptr obv = playerview->getObjectView(*itob);
            if(obv == NULL) {
                if(objectmanager->getObject(*itob)->isAlive()) {
                    playerview->addVisibleObject(*itob, true);
                }
                objectmanager->doneWithObject(*itob);
            } else {
                IGObject::Ptr ro = objectmanager->getObject(*itob);
                uint64_t obmt = ro->getModTime();
                objectmanager->doneWithObject(*itob);
                if(obmt > obv->getModTime()) {
                    obv->setModTime(obmt);
                    playerview->updateObjectView(*itob);
                }
            }
        }

        // remove dead objects
        std::set<uint32_t> goneobjects;
        std::set<uint32_t> knownobjects = playerview->getVisibleObjects();
        set_difference(knownobjects.begin(), knownobjects.end(), vis.begin(), vis.end(), inserter(goneobjects, goneobjects.begin()));

        for(std::set<uint32_t>::iterator itob = goneobjects.begin(); itob != goneobjects.end(); ++itob) {
            ObjectView::Ptr obv = playerview->getObjectView(*itob);
            if(!obv->isGone()) {
                obv->setGone(true);
                playerview->updateObjectView(*itob);
            }
        }

        //Replace colonist fleets
        int fleets = 0;
        IGObject::Ptr homePlanet;
        for(std::set<uint32_t>::iterator itob = objects.begin(); itob != objects.end(); ++itob) {
            IGObject::Ptr ob = objectmanager->getObject(*itob);
            if(ob->getName().compare("Colonist Fleet") == 0) {
                uint32_t owner = ((OwnedObject*)(ob->getObjectBehaviour()))->getOwner();
                if(owner == *itplayer) {
                    fleets++;
                }
            }
            if(ob->getName().compare(string(player->getName() + "'s Home Planet")) == 0) {
                homePlanet = ob;
            }
        }

        for(int i = fleets; i < 6; i++) {
            IGObject::Ptr fleet = fleetBuilder->createFleet(FleetBuilder::PASSENGER_FLEET, FleetBuilder::RANDOM_SHIP, player, homePlanet, "Colonist Fleet");
            game->getObjectManager()->addObject(fleet);
            player->getPlayerView()->addVisibleObject(fleet->getID(), true);
        }

        //Send end of turn message to each player
        Message::Ptr msg( new Message() );
        msg->setSubject("Combat Complete!");
        stringstream out;
        Player::Ptr win = playermanager->getPlayer(winner);
        out << win->getName() << " has won the battle with a strength of ";
        out << strength[winner] << "!";
        msg->setBody(out.str());
        player->postToBoard(msg);

        msg.reset( new Message() );
        msg->setSubject("Turn complete");
        stringstream out2;
        out2 << "Your Current Score: \n";
        out2 << "Money: " << player->getScore(1) << "\n";
        out2 << "Technology: " << player->getScore(2) << "\n";
        out2 << "People: " << player->getScore(3) << "\n";
        out2 << "Raw Materials: " << player->getScore(4) << "\n";
        out2 << "Alien Artifacts: " << player->getScore(5);
        msg->setBody(out2.str());
        player->postToBoard(msg);

    }

    if(combat) {
        initCombat();
    }

    playermanager->updateAll();

}
Beispiel #10
0
//Setup the next turn to be ready for combat
void TaeTurn::initCombat() {
    std::set<uint32_t>::iterator itcurr;

    Game* game = Game::getGame();
    ObjectManager* objectmanager = game->getObjectManager();
    PlayerManager::Ptr playermanager = game->getPlayerManager();
    ObjectTypeManager* obtm = game->getObjectTypeManager();
    DesignStore::Ptr ds = game->getDesignStore();

    //Pop the combat queue and set the combatants
    pair<bool, map<uint32_t, uint32_t> > temp;
    temp = combatQueue.front();
    combatQueue.pop();
    isInternal = temp.first;
    combatants = temp.second;
    strength.clear();
    for(map<uint32_t, uint32_t>::iterator i = combatants.begin(); i != combatants.end(); ++i) {
        IGObject::Ptr ob = Game::getGame()->getObjectManager()->getObject(i->first);
        Fleet* f = (Fleet*) ob->getObjectBehaviour();
        strength[f->getOwner()] = 0;
    }

    set<uint32_t> owners;
    set<uint32_t> regions;
    string shipType;
    for(map<uint32_t, uint32_t>::iterator i = combatants.begin(); i != combatants.end(); ++i) {
        IGObject::Ptr ob = objectmanager->getObject(i->first);
        Fleet* leader = (Fleet*) (ob)->getObjectBehaviour();
        //look for the shiptype which this combat is associated with
        if(shipType.empty()) {
            if(isInternal) {
                shipType = "ScientistShip";
            } else {
                //Set shiptype to the type corresponding to the leader
                uint32_t ship = leader->getShips().begin()->first;
                shipType = ds->getDesign(ship)->getName();
                size_t pos = shipType.find("Leader");
                if(pos != shipType.npos) {
                    shipType.erase(pos, 6);
                }
            }
        }
        owners.insert(leader->getOwner());

        //Set which regions are involved in combat
        if(regions.count(i->second) <= 0) {
            regions.insert(i->second);
        }

        //Set initial internal combat strength
        if(isInternal) {
            IGObject::Ptr starSys = objectmanager->getObject(ob->getParent());
            StarSystem* starSysData = (StarSystem*)(starSys->getObjectBehaviour());
            Vector3d pos = starSysData->getPosition();
            //Search for bordering science colonies
            //east-west neighbors
            for(int i = -1; i < 2; i+=2) {
                set<uint32_t> ids = objectmanager->getObjectsByPos(pos+Vector3d(80000*i,0,0), 1);
                for(set<uint32_t>::iterator j=ids.begin(); j != ids.end(); j++) {
                    IGObject::Ptr tempObj = objectmanager->getObject(*j);
                    if(tempObj->getType() == obtm->getObjectTypeByName("Planet")) {
                        Planet* p = (Planet*)(tempObj->getObjectBehaviour());
                        if(p->getResource(5) > 0) {
                            addReinforcement(leader->getOwner());
                        }
                    }
                }
            }
            //north-south neighbors
            for(int i = -1; i < 2; i+=2) {
                set<uint32_t> ids = objectmanager->getObjectsByPos(pos+Vector3d(0,80000*i,0), 1);
                for(set<uint32_t>::iterator j=ids.begin(); j != ids.end(); j++) {
                    IGObject::Ptr tempObj = objectmanager->getObject(*j);
                    if(tempObj->getType() == obtm->getObjectTypeByName("Planet")) {
                        Planet* p = (Planet*)(tempObj->getObjectBehaviour());
                        if(p->getResource(5) > 0) {
                            addReinforcement(leader->getOwner());
                        }
                    }
                }
            }
        }
    }

    //Set which resource will be awarded
    int resourceType;
    if(shipType.compare("MerchantShip") == 0) {
        resourceType = 4;
    } else if(shipType.compare("ScientistShip") == 0) {
        resourceType = 5;
    } else if(shipType.compare("SettlerShip") == 0) {
        resourceType = 6;
    } else {
        resourceType = 7;
    }

    //Set all fleets to combat mode. Flag the fleets whose owners are
    //directly involved in combat.
    std::set<uint32_t> views;
    std::set<uint32_t> objects = objectmanager->getAllIds();
    for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) {
        IGObject::Ptr ob = objectmanager->getObject(*itcurr);
        if(ob->getType() == obtm->getObjectTypeByName("Fleet")) {
            Fleet* f = (Fleet*) ob->getObjectBehaviour();
            f->toggleCombat();
            //check to see if this fleet is a combatant
            if(owners.count(f->getOwner()) > 0) {
                uint32_t ship = f->getShips().begin()->first;
                string name = ds->getDesign(ship)->getName();
                if(name.compare(shipType) == 0) {
                    f->setCombatant(true);
                }
            }

            //Set visibility
            views.insert(ob->getID());
        }
        //Set initial external combat strength
        else if(ob->getType() == obtm->getObjectTypeByName("Planet") && !isInternal) {
            Planet* p = (Planet*) ob->getObjectBehaviour();
            StarSystem* sys = (StarSystem*) objectmanager->getObject(ob->getParent())->getObjectBehaviour();
            if(regions.count(sys->getRegion()) > 0) {
                if(p->getResource(resourceType) > 0) {
                    for(map<uint32_t, uint32_t>::iterator i = combatants.begin(); i != combatants.end(); ++i) {
                        if(i->second == sys->getRegion()) {
                            Fleet* leader = (Fleet*) (objectmanager->getObject(i->first))->getObjectBehaviour();
                            addReinforcement(leader->getOwner());
                        }
                    }
                }
            }
        }
    }

    //Send message to players letting them know about combat
    Message::Ptr msg( new Message() );
    msg->setSubject("COMBAT!");
    stringstream out;
    out << "The next turn is an ";
    if(isInternal) {
        out << "INTERNAL ";
    } else {
        out << "EXTERNAL ";
    }
    out << "combat turn! Combatants are:  ";
    out << playermanager->getPlayer(*owners.begin())->getName();
    out << " with an initial strength of ";
    out << strength[*owners.begin()] << " and ";
    out << playermanager->getPlayer(*owners.end())->getName();
    out << " with an initial strength of ";
    out << strength[*owners.end()];
    msg->setBody(out.str());

    std::set<uint32_t> players = playermanager->getAllIds();
    for(itcurr = players.begin(); itcurr != players.end(); ++itcurr) {
        Player::Ptr player = playermanager->getPlayer(*itcurr);
        player->postToBoard(Message::Ptr( new Message(*msg)));
        player->getPlayerView()->addVisibleObjects( views );
    }
}
Beispiel #11
0
bool Move::doOrder(IGObject * ob){
  Vector3d dest = coords->getPosition();
  Fleet* fleet = ((Fleet*)(ob->getObjectBehaviour()));
  unsigned long long distance = dest.getDistance(fleet->getPosition());
  unsigned long long max_speed = 3000000;

  Logger::getLogger()->debug("Moving %lld at %lld speed", distance, max_speed);

  if(distance <= max_speed){
    uint32_t parentid;

    Logger::getLogger()->debug("Object(%d)->Move->doOrder(): Is arriving at [%lld, %lld, %lld] ", 
      ob->getID(), dest.getX(), dest.getY(), dest.getZ());
  
    fleet->setVelocity(Vector3d(0,0,0));
    parentid = ob->getParent();

    // recontainerise if necessary
    int containertype = Game::getGame()->getObjectManager()->getObject(parentid)->getContainerType();
    Game::getGame()->getObjectManager()->doneWithObject(parentid);
  
    if(fleet->getPosition() != dest && containertype >= 1){
      //removeFromParent();
      std::set<unsigned int> oblist = ((MTSecTurn*)(Game::getGame()->getTurnProcess()))->getContainerIds();
      for(std::set<unsigned int>::reverse_iterator itcurr = oblist.rbegin(); itcurr != oblist.rend(); ++itcurr){
        IGObject* testedobject = Game::getGame()->getObjectManager()->getObject(*itcurr);
        
        Position3dObjectParam * pos = dynamic_cast<Position3dObjectParam*>(testedobject->getParameterByType(obpT_Position_3D));
        SizeObjectParam * size = dynamic_cast<SizeObjectParam*>(testedobject->getParameterByType(obpT_Size));
        if(pos == NULL || size == NULL){
          Game::getGame()->getObjectManager()->doneWithObject(*itcurr);
          continue;
        }
        Vector3d pos1 = pos->getPosition();
        uint64_t size1 = size->getSize();
        
        uint64_t diff = dest.getDistance(pos1);
        if(diff <= fleet->getSize() / 2 + size1 / 2){
        
          Logger::getLogger()->debug("Container object %d", *itcurr);
          //if(Game::getGame()->getObject(*itcurr)->getType() <= 2){
          //if(*itcurr != id){
          
          if(size1 >= fleet->getSize()){
            if(*itcurr != parentid){
                ob->removeFromParent();
                ob->addToParent(*itcurr);
            }
            Game::getGame()->getObjectManager()->doneWithObject(*itcurr);
            parentid = *itcurr;
            break;
          }
        }
        Game::getGame()->getObjectManager()->doneWithObject(*itcurr);
        //}
      }
      if(parentid == 0){
          ob->removeFromParent();
          ob->addToParent(0);
      }
    }
    
    fleet->setPosition(dest);
    
    Message * msg = new Message();
    msg->setSubject("Move order complete");
    msg->setBody("The fleet '" +  ob->getName() + "' has reached it's destination.");
    msg->addReference(rst_Action_Order, rsorav_Completion);
    msg->addReference(rst_Object, ob->getID());
    msg->addReference(rst_Object, parentid); /* It's parent */
    Game::getGame()->getPlayerManager()->getPlayer(fleet->getOwner())->postToBoard(msg);

    return true;

  }else{
    Vector3d velo = (dest - fleet->getPosition()).makeLength(max_speed);
    Vector3d arriveat = fleet->getPosition()+velo;
    Logger::getLogger()->debug("Move->doOrder(%d): Velocity is [%lld, %lld, %lld] (will arrive at [%lld, %lld, %lld])", 
      ob->getID(), velo.getX(), velo.getY(), velo.getZ(), arriveat.getX(), arriveat.getY(), arriveat.getZ());

    fleet->setVelocity(velo);

    uint32_t parentid = ob->getParent();
    // recontainerise if necessary
    uint32_t containertype = Game::getGame()->getObjectManager()->getObject(parentid)->getContainerType();
    Game::getGame()->getObjectManager()->doneWithObject(parentid);
  
    if(fleet->getPosition() != arriveat && containertype >= 1){
      //removeFromParent();
      std::set<uint32_t> oblist = ((MTSecTurn*)(Game::getGame()->getTurnProcess()))->getContainerIds();
      for(std::set<uint32_t>::reverse_iterator itcurr = oblist.rbegin(); itcurr != oblist.rend(); ++itcurr){
        IGObject* testedobject = Game::getGame()->getObjectManager()->getObject(*itcurr);
        
        Position3dObjectParam * pos = dynamic_cast<Position3dObjectParam*>(testedobject->getParameterByType(obpT_Position_3D));
        SizeObjectParam * size = dynamic_cast<SizeObjectParam*>(testedobject->getParameterByType(obpT_Size));
        if(pos == NULL || size == NULL){
          Game::getGame()->getObjectManager()->doneWithObject(*itcurr);
          continue;
        }
        Vector3d pos1 = pos->getPosition();
        uint64_t size1 = size->getSize();
        
        uint64_t diff = arriveat.getDistance(pos1);
        if(diff <= fleet->getSize() / 2 + size1 / 2){
        
          Logger::getLogger()->debug("Container object %d", *itcurr);
          //if(Game::getGame()->getObject(*itcurr)->getType() <= 2){
          //if(*itcurr != id){
          
          if(size1 >= fleet->getSize()){
            if(*itcurr != parentid){
                ob->removeFromParent();
                ob->addToParent(*itcurr);
            }
            Game::getGame()->getObjectManager()->doneWithObject(*itcurr);
            parentid = *itcurr;
            break;
          }
        }
        Game::getGame()->getObjectManager()->doneWithObject(*itcurr);
        //}
      }
      if(parentid == 0){
          ob->removeFromParent();
          ob->addToParent(0);
      }
    }
    
    fleet->setPosition(arriveat);
    
    return false;
  }
}
Beispiel #12
0
void RSPCombat::resolveCombatantsToObjects(std::vector<Combatant*> combatants) {

    std::map<objectid_t, bool> colonydead;

    std::map<objectid_t, uint32_t> damagemap;

    for(std::vector<Combatant*>::iterator itcombat = combatants.begin(); itcombat != combatants.end(); ++itcombat) {
        Combatant* combatant = *itcombat;
        if(combatant->getShipType() == 0) {
            //special for planets
            std::map<objectid_t, bool>::iterator itplanet = colonydead.find(combatant->getObject());
            if(itplanet == colonydead.end()) {
                colonydead[combatant->getObject()] = combatant->isDead();
            } else {
                itplanet->second &= combatant->isDead();
            }
        } else if(combatant->isDead()) {
            IGObject::Ptr obj = objectcache[combatant->getObject()];
            Fleet* fleet = dynamic_cast<Fleet*>(obj->getObjectBehaviour());
            if(fleet != NULL) {
                fleet->removeShips(combatant->getShipType(), 1);
                if(fleet->totalShips() == 0) {
                    //the fleet dead
                    //message player
                    msgstrings[combatant->getOwner()] += str(boost::format("Your fleet %1% was destroyed. ") % obj->getName());
                    //remove object
                    uint32_t queueid = static_cast<OrderQueueObjectParam*>(obj->getParameterByType(obpT_Order_Queue))->getQueueId();
                    OrderQueue::Ptr queue = Game::getGame()->getOrderManager()->getOrderQueue(queueid);
                    queue->removeOwner(combatant->getOwner());
                    queue->removeAllOrders();
                    Game::getGame()->getObjectManager()->scheduleRemoveObject(obj->getID());
                    Game::getGame()->getPlayerManager()->getPlayer(fleet->getOwner())->getPlayerView()->removeOwnedObject(obj->getID());
                }
            }
        } else {
            if(damagemap.find(combatant->getObject()) == damagemap.end()) {
                damagemap[combatant->getObject()] = combatant->getDamage();
            } else {
                damagemap[combatant->getObject()] += combatant->getDamage();
            }
        }
    }

    for(std::map<objectid_t, uint32_t>::iterator itobj = damagemap.begin(); itobj != damagemap.end(); ++itobj) {
        IGObject::Ptr obj = objectcache[itobj->first];
        Fleet* fleet = dynamic_cast<Fleet*>(obj->getObjectBehaviour());
        if(fleet == NULL) {
            warningLog("Fleet was not a fleet");
            continue;
        }
        fleet->setDamage(itobj->second);
    }

    for(std::map<objectid_t, bool>::iterator itplanet = colonydead.begin(); itplanet != colonydead.end(); ++itplanet) {
        if(itplanet->second) {
            IGObject::Ptr obj = objectcache[itplanet->first];
            Planet* planet = dynamic_cast<Planet*>(obj->getObjectBehaviour());
            if(planet == NULL) {
                warningLog("Planet was not a planet");
                continue;
            }
            resourcetypeid_t homeplanetres = Game::getGame()->getResourceManager()->getResourceDescription("Home Planet")->getResourceType();
            bool ishomeplanet = (planet->getResource(homeplanetres) == 1);

            //planet has fallen
            if(ishomeplanet) {
                planet->removeResource(homeplanetres, 1);
            }
            uint32_t oldowner = planet->getOwner();
            planet->setOwner(0);
            uint32_t queueid = static_cast<OrderQueueObjectParam*>(obj->getParameterByType(obpT_Order_Queue))->getQueueId();
            OrderQueue::Ptr queue = Game::getGame()->getOrderManager()->getOrderQueue(queueid);
            queue->removeOwner(oldowner);
            queue->removeAllOrders();
            Game::getGame()->getPlayerManager()->getPlayer(oldowner)->getPlayerView()->removeOwnedObject(obj->getID());
        }
    }

}
Beispiel #13
0
bool MergeFleet::doOrder(IGObject::Ptr ob){
  IGObject::Ptr parent = Game::getGame()->getObjectManager()->getObject(ob->getParent());
  
  Fleet *myfleet = (Fleet*)(ob->getObjectBehaviour());
  //find fleet to merge with
  
  uint32_t targetid = 0;
  
  std::set<uint32_t> oblist = parent->getContainedObjects();
  for(std::set<uint32_t>::iterator itcurr = oblist.begin(); itcurr != oblist.end(); ++itcurr){
    if(*itcurr == ob->getID())
      continue;
    IGObject::Ptr ptarget = Game::getGame()->getObjectManager()->getObject(*itcurr);
    if(ptarget->getType() == ob->getType()){
      Fleet* pfleet = (Fleet*)(ptarget->getObjectBehaviour());
      if(pfleet->getOwner() == myfleet->getOwner()){
        if(pfleet->getSize() + myfleet->getSize() > pfleet->getPosition().getDistance(myfleet->getPosition())){
          targetid = *itcurr;
          Game::getGame()->getObjectManager()->doneWithObject(*itcurr);
          break;
        }
      }
    }
    Game::getGame()->getObjectManager()->doneWithObject(*itcurr);
  }

  if(targetid == 0){
    Message::Ptr msg( new Message() );
    msg->setSubject("Merge Fleet order canceled");
    msg->setBody("No target fleet at this location");
    msg->addReference(rst_Action_Order, rsorav_Canceled);
    msg->addReference(rst_Object, ob->getID());
    Game::getGame()->getPlayerManager()->getPlayer(((Fleet*)(ob->getObjectBehaviour()))->getOwner())->postToBoard(msg);
  }else{
  
    IGObject::Ptr target = Game::getGame()->getObjectManager()->getObject(targetid);

    Message::Ptr msg( new Message() );
    msg->setSubject("Merge Fleet order complete");
    msg->setBody("The two fleets have been merged");
    msg->addReference(rst_Action_Order, rsorav_Completion);
    msg->addReference(rst_Object, ob->getID());
    msg->addReference(rst_Object, target->getID());

    
    Fleet *tfleet = (Fleet*)(target->getObjectBehaviour());
      

    IdMap ships = myfleet->getShips();
    for(IdMap::iterator itcurr = ships.begin();
        itcurr != ships.end(); ++itcurr){
      tfleet->addShips(itcurr->first, itcurr->second);
    }

    //remove the fleet from the physical universe
    ob->removeFromParent();
    
    Game::getGame()->getObjectManager()->scheduleRemoveObject(ob->getID());
    Game::getGame()->getPlayerManager()->getPlayer(myfleet->getOwner())->getPlayerView()->removeOwnedObject(ob->getID());
	
    Game::getGame()->getObjectManager()->doneWithObject(target->getID());

    Game::getGame()->getPlayerManager()->getPlayer(myfleet->getOwner())->postToBoard(msg);
  }
  return true;
}
Beispiel #14
0
bool Colonise::doOrder(IGObject::Ptr ob){
  //if not close, move
  IGObject::Ptr target = Game::getGame()->getObjectManager()->getObject(ob->getParent());
  if(target == NULL || target->getType() != Game::getGame()->getObjectTypeManager()->getObjectTypeByName("Planet")){
    
    Logger::getLogger()->debug("Object(%d)->Colonise->doOrder(): Target was not valid.", ob->getID());
    Game::getGame()->getObjectManager()->doneWithObject(ob->getParent());
    Message::Ptr msg( new Message() );
    msg->setSubject("Colonise order canceled");
    msg->setBody("Not at a planet, colonisation canceled");
    msg->addReference(rst_Action_Order, rsorav_Canceled);
    msg->addReference(rst_Object, ob->getID());
    Game::getGame()->getPlayerManager()->getPlayer(((Fleet*)(ob->getObjectBehaviour()))->getOwner())->postToBoard(msg);

    return true;
  }
  
  Fleet* fleet = (Fleet*)(ob->getObjectBehaviour());
  Planet* planet = (Planet*)(target->getObjectBehaviour());
  
    Message::Ptr msg( new Message() );
  msg->addReference(rst_Object, ob->getID());
  msg->addReference(rst_Object, target->getID());

  if(planet->getOwner() != fleet->getOwner()){

    if(planet->getOwner() != 0){
      Logger::getLogger()->debug("Object(%d)->Colonise->doOrder(): Planet already owned.", 
        ob->getID());
    
      msg->setSubject("Colonisation failed");
      msg->setBody("The planet you tried to colonise, is already owned by someone else.");
      msg->addReference(rst_Action_Order, rsorav_Canceled);
    }else{

      DesignStore::Ptr ds = Game::getGame()->getDesignStore();
      int shiptype = 0;
      int shiphp = 2000000;
      IdMap ships = fleet->getShips();
      uint32_t colonisePropID = ds->getPropertyByName( "Colonise");
      uint32_t armorPropID = ds->getPropertyByName( "Armour");
      for(IdMap::iterator itcurr = ships.begin();
	  itcurr != ships.end(); ++itcurr){
        Design::Ptr design = ds->getDesign(itcurr->first);
	if(design->getPropertyValue(colonisePropID) != 0.0 && shiphp > (int)design->getPropertyValue(armorPropID)){
	  shiptype = itcurr->first;
	  shiphp = (int)design->getPropertyValue(armorPropID);
	}
      }

      Logger::getLogger()->debug("Object(%d)->Colonise->doOrder(): shiptype %d", 
          ob->getID(), shiptype);
      if(shiptype != 0){
        uint32_t oldowner = planet->getOwner();
        planet->setOwner(fleet->getOwner());
        Game::getGame()->getPlayerManager()->getPlayer(fleet->getOwner())->getPlayerView()->addOwnedObject(target->getID());
        uint32_t queueid = static_cast<OrderQueueObjectParam*>(target->getParameterByType(obpT_Order_Queue))->getQueueId();
        OrderQueue::Ptr queue = Game::getGame()->getOrderManager()->getOrderQueue(queueid);
        queue->removeOwner(oldowner);
        queue->addOwner(fleet->getOwner());

        fleet->removeShips(shiptype, 1);

        msg->setSubject("Colonised planet");
        msg->setBody("You have colonised a planet!");
        msg->addReference(rst_Action_Order, rsorav_Completion);

      }else{
        msg->setSubject("Colonisation failed");
        msg->setBody("Your fleet did not have a frigate to colonise the planet");
        msg->addReference(rst_Action_Order, rsorav_Invalid);
      }

      if(fleet->totalShips() == 0){
        Game::getGame()->getObjectManager()->scheduleRemoveObject(ob->getID());
        Game::getGame()->getPlayerManager()->getPlayer(fleet->getOwner())->getPlayerView()->removeOwnedObject(ob->getID());
      }
      
    }
  }else{
    Logger::getLogger()->debug("Object(%d)->Colonise->doOrder(): Was already owned by the player!", 
      ob->getID());

    msg->setSubject("Colonisation failed");
    msg->setBody("You already own the planet you tried to colonise");
    msg->addReference(rst_Action_Order, rsorav_Canceled);
  }
  
  Game::getGame()->getPlayerManager()->getPlayer(fleet->getOwner())->postToBoard(msg);
  Game::getGame()->getObjectManager()->doneWithObject(target->getID());
  return true;
  
}
Beispiel #15
0
void MinisecTurn::doTurn(){
  std::set<uint32_t>::iterator itcurr;
  
  Game* game = Game::getGame();
  OrderManager* ordermanager = game->getOrderManager();
  ObjectManager* objectmanager = game->getObjectManager();
  RSPCombat* combatstrategy = new RSPCombat();
  PlayerManager::Ptr playermanager = game->getPlayerManager();
 
  //sort by order type
  std::set<uint32_t> movers;
  std::set<uint32_t> otherorders;
  std::set<uint32_t> interceptors; 
  
  containerids.clear();
  std::set<uint32_t> possiblecombatants;
  
  std::set<uint32_t> objects = objectmanager->getAllIds();
  for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) {
    IGObject::Ptr ob = objectmanager->getObject(*itcurr);
    if(ob->getType() == planettype || ob->getType() == fleettype){
      possiblecombatants.insert(ob->getID());
      OrderQueueObjectParam* oqop = dynamic_cast<OrderQueueObjectParam*>(ob->getParameterByType(obpT_Order_Queue));
      if(oqop != NULL){
        OrderQueue::Ptr orderqueue = ordermanager->getOrderQueue(oqop->getQueueId());
        if(orderqueue != NULL){
          Order * currOrder = orderqueue->getFirstOrder();
          if(currOrder != NULL){
            if(currOrder->getType() == ordermanager->getOrderTypeByName("Move")){
              movers.insert(ob->getID());
            } else if (currOrder->getType() == ordermanager->getOrderTypeByName("Intercept")){
              interceptors.insert(ob->getID());
            }else{
              otherorders.insert(ob->getID());
            }
          }
        }
      }
    }
    if(ob->getContainerType() >= 1){
      containerids.insert(ob->getID());
    }
    objectmanager->doneWithObject(ob->getID());
  }
  
  // do move
  for(itcurr = movers.begin(); itcurr != movers.end(); ++itcurr) {
    IGObject::Ptr ob = objectmanager->getObject(*itcurr);
    
    OrderQueueObjectParam* oqop = dynamic_cast<OrderQueueObjectParam*>(ob->getParameterByType(obpT_Order_Queue));
    OrderQueue::Ptr orderqueue = ordermanager->getOrderQueue(oqop->getQueueId());
    Order * currOrder = orderqueue->getFirstOrder();
    if(currOrder->doOrder(ob)){
      orderqueue->removeFirstOrder();
    }else{
      orderqueue->updateFirstOrder();
    }
    
    objectmanager->doneWithObject(ob->getID());
  }

  // do interceptions

  for(itcurr = interceptors.begin(); itcurr != interceptors.end(); ++itcurr) {
    IGObject::Ptr ob = objectmanager->getObject(*itcurr);
    
    OrderQueueObjectParam* oqop = dynamic_cast<OrderQueueObjectParam*>(ob->getParameterByType(obpT_Order_Queue));
    OrderQueue::Ptr orderqueue = ordermanager->getOrderQueue(oqop->getQueueId());
    Order * currOrder = orderqueue->getFirstOrder();
    if(currOrder->doOrder(ob)){
      orderqueue->removeFirstOrder();
    }else{
      orderqueue->updateFirstOrder();
    }
    
    objectmanager->doneWithObject(ob->getID());
  }
 
  // do combat
  
  std::list<std::map<uint32_t, std::set<uint32_t> > > combats;
  
  for(itcurr = possiblecombatants.begin(); itcurr != possiblecombatants.end(); ++itcurr) {
    IGObject::Ptr ob = objectmanager->getObject(*itcurr);
    uint32_t playerid1;
    Vector3d pos1;
    uint32_t size1;
    if(ob->getType() == planettype){
      Planet* planet = (Planet*)(ob->getObjectBehaviour());
      playerid1 = planet->getOwner();
      pos1 = planet->getPosition();
      size1 = planet->getSize();
    }else{
      Fleet* fleet = (Fleet*)(ob->getObjectBehaviour());
      playerid1 = fleet->getOwner();
      pos1 = fleet->getPosition();
      size1 = fleet->getSize();
    }
    
    if(playerid1 == 0){
      objectmanager->doneWithObject(ob->getID());
      continue;
    }
    
    bool placed = false;
    
    for(std::list<std::map<uint32_t, std::set<uint32_t> > >::iterator itlist = combats.begin();
        itlist != combats.end(); ++itlist){
      std::map<uint32_t, std::set<uint32_t> > themap = *itlist;
      for(std::map<uint32_t, std::set<uint32_t> >::iterator itmap = themap.begin();
          itmap != themap.end(); ++itmap){
        std::set<uint32_t> theset = itmap->second;
        for(std::set<uint32_t>::iterator itset = theset.begin(); itset != theset.end(); ++itset){
          IGObject::Ptr itbobj = objectmanager->getObject(*itset);
          uint32_t playerid2;
          Vector3d pos2;
          uint32_t size2;
          if(itbobj->getType() == planettype){
            Planet* planet = (Planet*)(itbobj->getObjectBehaviour());
            playerid2 = planet->getOwner();
            pos2 = planet->getPosition();
            size2 = planet->getSize();
          }else{
            Fleet* fleet = (Fleet*)(itbobj->getObjectBehaviour());
            playerid2 = fleet->getOwner();
            pos2 = fleet->getPosition();
            size2 = fleet->getSize();
          }
        
          if(playerid2 == 0){
            objectmanager->doneWithObject(itbobj->getID());
            continue;
          }
          uint64_t diff = pos1.getDistance(pos2);
          if(diff <= size1 / 2 + size2 / 2){
            themap[playerid1].insert(ob->getID());
            *itlist = themap;
            placed = true;
            objectmanager->doneWithObject(itbobj->getID());
            break;
          }
          objectmanager->doneWithObject(itbobj->getID());
        }
        if(placed)
          break;
      }
      if(placed)
        break;
    }
    if(!placed){
      std::map<uint32_t, std::set<uint32_t> > themap;
      std::set<uint32_t> theset;
      theset.insert(ob->getID());
      themap[playerid1] = theset;
      combats.push_back(themap);
    }
    objectmanager->doneWithObject(ob->getID());
  }
  
  for(std::list<std::map<uint32_t, std::set<uint32_t> > >::iterator itlist = combats.begin();
        itlist != combats.end(); ++itlist){
    std::map<uint32_t, std::set<uint32_t> > themap = *itlist;
    if(themap.size() >= 2){
      combatstrategy->doCombat(themap);
    }
  }
  

  objectmanager->clearRemovedObjects();
  
  // do other orders (nop, buildfleet, colonise)
  
  for(itcurr = otherorders.begin(); itcurr != otherorders.end(); ++itcurr) {
    IGObject::Ptr ob = objectmanager->getObject(*itcurr);
    if(ob != NULL){
      if(ob->getType() == planettype || ob->getType() == fleettype){
        OrderQueueObjectParam* oqop = dynamic_cast<OrderQueueObjectParam*>(ob->getParameterByType(obpT_Order_Queue));
        if(oqop != NULL){
          OrderQueue::Ptr orderqueue = ordermanager->getOrderQueue(oqop->getQueueId());
          if(orderqueue != NULL){
            Order * currOrder = orderqueue->getFirstOrder();
            if(currOrder != NULL){
              if(currOrder->doOrder(ob)){
                orderqueue->removeFirstOrder();
              }else{
                orderqueue->updateFirstOrder();
              }
            }
          }
        }
      }
      objectmanager->doneWithObject(ob->getID());
    }
  }

  objectmanager->clearRemovedObjects();
  
  // to once a turn (right at the end)
  objects = objectmanager->getAllIds();
  for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) {
    IGObject::Ptr ob = objectmanager->getObject(*itcurr);
    if(ob->isAlive()){
      ob->getObjectBehaviour()->doOnceATurn();
    }
    objectmanager->doneWithObject(ob->getID());
  }

  // find the objects that are visible to each player
  std::set<uint32_t> vis = objectmanager->getAllIds();
  std::set<uint32_t> players = playermanager->getAllIds();
  uint32_t numaliveplayers = 0;
  uint32_t numdeadplayers = 0;
  for(std::set<uint32_t>::iterator itplayer = players.begin(); itplayer != players.end(); ++itplayer){
    Player::Ptr player = playermanager->getPlayer(*itplayer);
    PlayerView::Ptr playerview = player->getPlayerView();
    
    for(std::set<uint32_t>::iterator itob = vis.begin(); itob != vis.end(); ++itob){
      ObjectView::Ptr obv = playerview->getObjectView(*itob);
      if(!obv){
        if(objectmanager->getObject(*itob)->isAlive()){
          playerview->addVisibleObject( *itob, true );
        }
        objectmanager->doneWithObject(*itob);
      }else{
        IGObject::Ptr ro = objectmanager->getObject(*itob);
        uint64_t obmt = ro->getModTime();
        objectmanager->doneWithObject(*itob);
        if(obmt > obv->getModTime()){
          obv->setModTime(obmt);
          playerview->updateObjectView(*itob);
        }
      }
    }
    
    // remove dead objects
    std::set<uint32_t> goneobjects;
    std::set<uint32_t> knownobjects = playerview->getVisibleObjects();
    set_difference(knownobjects.begin(), knownobjects.end(), vis.begin(), vis.end(), inserter(goneobjects, goneobjects.begin()));
    
    for(std::set<uint32_t>::iterator itob = goneobjects.begin(); itob != goneobjects.end(); ++itob){
      ObjectView::Ptr obv = playerview->getObjectView(*itob);
        if(!obv->isGone()){
            obv->setGone(true);
            playerview->updateObjectView(*itob);
        }
    }

    
    if(!player->isAlive() || playerview->getNumberOwnedObjects() == 0){
      if(player->isAlive()){
        Message::Ptr msg( new Message() );
        msg->setSubject("You lost");
        msg->setBody("You do not own any objects, therefore you game has finished.");
        msg->addReference(rst_Action_Player, rspav_Eliminated);
        player->postToBoard(msg);
        player->setIsAlive(false);
      }
      numdeadplayers++;
    }else{
      numaliveplayers++;
    }
  }
  
  if(numaliveplayers == 1){
    //find alive player
    Player::Ptr player;
    for(std::set<uint32_t>::iterator itplayer = players.begin(); itplayer != players.end(); ++itplayer){
      player = playermanager->getPlayer(*itplayer);
      if(player->isAlive())
        break;
    }
    if(player->getScore(0) != numdeadplayers - 1){
      Message::Ptr msg( new Message() );
      msg->setSubject("You won!");
      msg->setBody("You have eliminated all the competing players. Congratulations!");
      player->postToBoard(msg);
      player->setScore(0, numdeadplayers - 1);
    }
  }
  
  playermanager->updateAll();
  
  delete combatstrategy;
}