Ejemplo n.º 1
0
bool Fortification::build( const city::AreaInfo& info )
{
  // we can't build if already have wall here
  WallPtr wall = info.city->getOverlay( info.pos ).as<Wall>();
  if( wall.isValid() )
  {
    return false;
  }

  Pathway way2border = PathwayHelper::create( info.pos, info.city->borderInfo().roadEntry, PathwayHelper::allTerrain );
  if( !way2border.isValid() )
  {
    events::GameEventPtr event = events::WarningMessage::create( "##walls_need_a_gatehouse##", 1 );
    event->dispatch();
  }

  Building::build( info );
  FortificationList fortifications = info.city->statistic().objects.find<Fortification>( object::fortification );

  for( auto fort : fortifications ) { fort->updatePicture( info.city ); }

  TowerList towers = info.city->statistic().objects.find<Tower>( object::tower );
  for( auto tower : towers ) { tower->resetPatroling(); }

  updatePicture( info.city );

  return true;
}
Ejemplo n.º 2
0
void Wall::destroy()
{
  Construction::destroy();

  if( _city().isValid() )
  {
    TilesArea area( _city()->tilemap(), pos() - TilePos( 2, 2), Size( 5 ) );

    foreach( tile, area )
    {
      WallPtr wall = ptr_cast<Wall>( (*tile)->overlay() );
      if( wall.isValid()  )
      {
        wall->updatePicture( _city() );
      }
    }
Ejemplo n.º 3
0
void RobotWorld::deleteWall( 	WallPtr aWall,
								bool aNotifyObservers /*= true*/)
{
	auto i = std::find_if( walls.begin(), walls.end(), [aWall]( WallPtr w)
	{
		return
		aWall->getPoint1() == w->getPoint1() &&
		aWall->getPoint2() == w->getPoint2();
	});
	if (i != walls.end())
	{
		walls.erase( i);

		if (aNotifyObservers == true)
		{
			notifyObservers();
		}
	}
}
Ejemplo n.º 4
0
bool Wall::build( const city::AreaInfo& info )
{
    Tilemap& tilemap = info.city->tilemap();
    Tile& terrain = tilemap.at( info.pos );

    // we can't build if already have wall here
    WallPtr wall = ptr_cast<Wall>( terrain.overlay() );
    if( wall.isValid() )
    {
        return false;
    }

    Construction::build( info );

    WallList walls = city::statistic::getObjects<Wall>( info.city, object::wall );

    foreach( wall, walls ) {
        (*wall)->updatePicture( info.city );
    }
Ejemplo n.º 5
0
bool Wall::build( const city::AreaInfo& info )
{
  Tilemap& tilemap = info.city->tilemap();
  Tile& terrain = tilemap.at( info.pos );

  // we can't build if already have wall here
  WallPtr wall = ptr_cast<Wall>( terrain.overlay() );
  if( wall.isValid() )
  {
    return false;
  }

  Construction::build( info );

  WallList walls = info.city->statistic().objects.find<Wall>( object::wall );

  for( auto wall : walls ) { wall->updatePicture( info.city ); }

  updatePicture( info.city );

  return true;
}