Example #1
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* pm = game->getPlayerManager();

    IGObject* 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* p = pm->getPlayer(f->getOwner());
    IGObject* 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 * 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());
        }
    }
}
void ChatRoomImplementation::broadcastMessageCheckIgnore(BaseMessage* msg, String& senderName) {
	Locker locker(_this.get());
	String lowerName = senderName.toLowerCase();
	PlayerManager* playerManager = server->getPlayerManager();
	ManagedReference<CreatureObject*> sender = NULL;
	bool privileged = false;
	ManagedReference<PlayerObject*> senderPlayer = NULL;

	if (playerManager == NULL)
		return;

	sender = playerManager->getPlayer(lowerName);

	if (sender == NULL)
		return;

	senderPlayer = sender->getPlayerObject();

	if (senderPlayer == NULL)
		return;

	if (senderPlayer->isPrivileged())
		privileged = true;


	for (int i = 0; i < playerList.size(); ++i) {
		ManagedReference<CreatureObject*> player = playerList.get(i);

		if (player){
			PlayerObject* ghost = player->getPlayerObject();
			if (ghost == NULL)
				continue;

			if (!ghost->isIgnoring(lowerName) || privileged) {
				player->sendMessage(msg->clone());
			}
		}
	}

	delete msg;
}
bool PlayerCreationManager::createCharacter(MessageCallback* data) {
	TemplateManager* templateManager = TemplateManager::instance();

	ClientCreateCharacterCallback* callback = cast<
			ClientCreateCharacterCallback*>(data);
	ZoneClientSession* client = data->getClient();

	if (client->getCharacterCount(zoneServer.get()->getGalaxyID()) >= 10) {
		ErrorMessage* errMsg = new ErrorMessage("Create Error", "You are limited to 10 characters per galaxy.", 0x0);
		client->sendMessage(errMsg);

		return false;
	}

	PlayerManager* playerManager = zoneServer.get()->getPlayerManager();

	SkillManager* skillManager = SkillManager::instance();

	//Get all the data and validate it.
	UnicodeString characterName;
	callback->getCharacterName(characterName);

	//TODO: Replace this at some point?
	if (!playerManager->checkPlayerName(callback))
		return false;

	String raceFile;
	callback->getRaceFile(raceFile);

	uint32 serverObjectCRC = raceFile.hashCode();

	PlayerCreatureTemplate* playerTemplate =
			dynamic_cast<PlayerCreatureTemplate*>(templateManager->getTemplate(
					serverObjectCRC));

	if (playerTemplate == NULL) {
		error("Unknown player template selected: " + raceFile);
		return false;
	}

	int raceID = playerTemplate->getRace();


	String fileName = playerTemplate->getTemplateFileName();
	String clientTemplate = templateManager->getTemplateFile(
			playerTemplate->getClientObjectCRC());

	RacialCreationData* raceData = racialCreationData.get(fileName);

	if (raceData == NULL)
		raceData = racialCreationData.get(0); //Just get the first race, since they tried to create a race that doesn't exist.

	String profession, customization, hairTemplate, hairCustomization;
	callback->getSkill(profession);

	if (profession.contains("jedi"))
		profession = "crafting_artisan";

	callback->getCustomizationString(customization);
	callback->getHairObject(hairTemplate);
	callback->getHairCustomization(hairCustomization);

	float height = callback->getHeight();
	height = MAX(MIN(height, playerTemplate->getMaxScale()),
			playerTemplate->getMinScale());

	//validate biography
	UnicodeString bio;
	callback->getBiography(bio);

	bool doTutorial = callback->getTutorialFlag();
	//bool doTutorial = false;

	ManagedReference<CreatureObject*> playerCreature =
			zoneServer.get()->createObject(
					serverObjectCRC, 2).castTo<CreatureObject*>();

	if (playerCreature == NULL) {
		error("Could not create player with template: " + raceFile);
		return false;
	}

	Locker playerLocker(playerCreature);

	playerCreature->createChildObjects();
	playerCreature->setHeight(height);
	playerCreature->setCustomObjectName(characterName, false); //TODO: Validate with Name Manager.

	client->setPlayer(playerCreature);
	playerCreature->setClient(client);

	// Set starting cash and starting bank
	playerCreature->setCashCredits(startingCash, false);
	playerCreature->setBankCredits(startingBank, false);

	ManagedReference<PlayerObject*> ghost = playerCreature->getPlayerObject();

	if (ghost != NULL) {
		//Set skillpoints before adding any skills.
		ghost->setSkillPoints(skillPoints);
		ghost->setStarterProfession(profession);
	}

	addCustomization(playerCreature, customization,
			playerTemplate->getAppearanceFilename());
	addHair(playerCreature, hairTemplate, hairCustomization);
	if (!doTutorial) {
		addProfessionStartingItems(playerCreature, profession, clientTemplate,
				false);
		addStartingItems(playerCreature, clientTemplate, false);
		addRacialMods(playerCreature, fileName,
				playerTemplate->getStartingSkills(),
				playerTemplate->getStartingItems(), false);
	} else {
		addProfessionStartingItems(playerCreature, profession, clientTemplate,
				true);
		addStartingItems(playerCreature, clientTemplate, true);
		addRacialMods(playerCreature, fileName,
				playerTemplate->getStartingSkills(),
				playerTemplate->getStartingItems(), true);
	}

	// Set starting cash and starting bank
	playerCreature->setCashCredits(startingCash, false);
	playerCreature->setBankCredits(startingBank, false);

	if (ghost != NULL) {

		ghost->setAccountID(client->getAccountID());

		if (!freeGodMode) {
			try {
				uint32 accID = client->getAccountID();

				ManagedReference<Account*> playerAccount = playerManager->getAccount(accID);

				if (playerAccount == NULL) {
					playerCreature->destroyPlayerCreatureFromDatabase(true);
					return false;
				}

				int accountPermissionLevel = playerAccount->getAdminLevel();
				String accountName = playerAccount->getUsername();

				if(accountPermissionLevel > 0 && (accountPermissionLevel == 9 || accountPermissionLevel == 10 || accountPermissionLevel == 12 || accountPermissionLevel == 15)) {
					playerManager->updatePermissionLevel(playerCreature, accountPermissionLevel);

					/*
					Reference<ShipControlDevice*> shipControlDevice = zoneServer->createObject(STRING_HASHCODE("object/intangible/ship/sorosuub_space_yacht_pcd.iff"), 1).castTo<ShipControlDevice*>();
					//ShipObject* ship = (ShipObject*) server->createObject(STRING_HASHCODE("object/ship/player/player_sorosuub_space_yacht.iff"), 1);
					Reference<ShipObject*> ship = zoneServer->createObject(STRING_HASHCODE("object/ship/player/player_basic_tiefighter.iff"), 1).castTo<ShipObject*>();

					shipControlDevice->setControlledObject(ship);

					if (!shipControlDevice->transferObject(ship, 4))
						info("Adding of ship to device failed");

					ManagedReference<SceneObject*> datapad = playerCreature->getSlottedObject("datapad");

					if (datapad != NULL) {
						if (!datapad->transferObject(shipControlDevice, -1)) {
							shipControlDevice->destroyObjectFromDatabase(true);
						}
					} else {
						shipControlDevice->destroyObjectFromDatabase(true);
						error("could not get datapad from player");
					}
					*/
				}

				if (accountPermissionLevel < 9) {
					try {
						StringBuffer query;
						//query << "SELECT UNIX_TIMESTAMP(creation_date) FROM characters c WHERE galaxy_id = " << zoneServer.get()->getGalaxyID() << " AND account_id = " << client->getAccountID() << " ORDER BY creation_date desc;";
						uint32 galaxyId = zoneServer.get()->getGalaxyID();
						uint32 accountId = client->getAccountID();
						query << "(SELECT UNIX_TIMESTAMP(c.creation_date) as t FROM characters as c WHERE c.account_id = " << accountId << " AND c.galaxy_id = " << galaxyId << " ORDER BY c.creation_date DESC) UNION (SELECT UNIX_TIMESTAMP(d.creation_date) FROM deleted_characters as d WHERE d.account_id = " << accountId << " AND d.galaxy_id = " << galaxyId << " ORDER BY d.creation_date DESC) ORDER BY t DESC LIMIT 1";

						Reference<ResultSet*> res = ServerDatabase::instance()->executeQuery(query);

						if (res != NULL && res->next()) {
							uint32 sec = res->getUnsignedInt(0);

							Time timeVal(sec);

							if (timeVal.miliDifference() < 86400000) {
								ErrorMessage* errMsg = new ErrorMessage("Create Error", "You are only permitted to create one character every 24 hours. Repeat attempts prior to 24 hours elapsing will reset the timer.", 0x0);
								client->sendMessage(errMsg);

								playerCreature->destroyPlayerCreatureFromDatabase(true);
								return false;
							}
							//timeVal.se
						}
					} catch (DatabaseException& e) {
						error(e.getMessage());
					}

					Locker locker(&charCountMutex);

					if (lastCreatedCharacter.containsKey(accID)) {
						Time lastCreatedTime = lastCreatedCharacter.get(accID);

						if (lastCreatedTime.miliDifference() < 86400000) {
							ErrorMessage* errMsg = new ErrorMessage("Create Error", "You are only permitted to create one character every 24 hours. Repeat attempts prior to 24 hours elapsing will reset the timer.", 0x0);
							client->sendMessage(errMsg);

							playerCreature->destroyPlayerCreatureFromDatabase(true);
							return false;
						} else {
							lastCreatedTime.updateToCurrentTime();

							lastCreatedCharacter.put(accID, lastCreatedTime);
						}
					} else {
						lastCreatedCharacter.put(accID, Time());
					}
				}

			} catch (Exception& e) {
				error(e.getMessage());
			}
		} else {
			playerManager->updatePermissionLevel(playerCreature, PermissionLevelList::instance()->getLevelNumber("admin"));
		}

		if (doTutorial)
			playerManager->createTutorialBuilding(playerCreature);
		else
			playerManager->createSkippedTutorialBuilding(playerCreature);

		ValidatedPosition* lastValidatedPosition =
				ghost->getLastValidatedPosition();
		lastValidatedPosition->update(playerCreature);

		ghost->setBiography(bio);
		ghost->setRaceID(raceID);

		ghost->setLanguageID(playerTemplate->getDefaultLanguage());
	}

	playerCreature->setLevel(1);

	ClientCreateCharacterSuccess* msg = new ClientCreateCharacterSuccess(
			playerCreature->getObjectID());
	playerCreature->sendMessage(msg);

	ChatManager* chatManager = zoneServer.get()->getChatManager();
	chatManager->addPlayer(playerCreature);

	String firstName = playerCreature->getFirstName();
	String lastName = playerCreature->getLastName();

	try {
		StringBuffer query;
		query
				<< "INSERT INTO `characters_dirty` (`character_oid`, `account_id`, `galaxy_id`, `firstname`, `surname`, `race`, `gender`, `template`)"
				<< " VALUES (" << playerCreature->getObjectID() << ","
				<< client->getAccountID() << "," << zoneServer.get()->getGalaxyID()
				<< "," << "'" << firstName.escapeString() << "','"
				<< lastName.escapeString() << "'," << raceID << "," << 0 << ",'"
				<< raceFile.escapeString() << "')";

		ServerDatabase::instance()->executeStatement(query);
	} catch (DatabaseException& e) {
		error(e.getMessage());
	}

	playerManager->addPlayer(playerCreature);

	// Copy claimed veteran rewards from player's alt character
	uint32 accID = client->getAccountID();
	ManagedReference<Account*> playerAccount = playerManager->getAccount(accID);
	if (playerAccount != NULL && ghost != NULL) {

		// Find the first alt character
		ManagedReference<CreatureObject*> altPlayer = NULL;
		CharacterList* characters = playerAccount->getCharacterList();
		for(int i = 0; i < characters->size(); ++i) {
			CharacterListEntry* entry = &characters->get(i);
			if(entry->getGalaxyID() == zoneServer.get()->getGalaxyID() &&
		       entry->getFirstName() != playerCreature->getFirstName() ) {

				altPlayer = playerManager->getPlayer(entry->getFirstName());
				if( altPlayer != NULL ){
					break;
				}
			}
		}

		// Record the rewards if alt player was found
		if( altPlayer != NULL && altPlayer->getPlayerObject() != NULL){

			Locker alocker( altPlayer );
			for( int i = 0; i < playerManager->getNumVeteranRewardMilestones(); i++ ){
				int milestone = playerManager->getVeteranRewardMilestone(i);
				String claimedReward = altPlayer->getPlayerObject()->getChosenVeteranReward(milestone);
				if( !claimedReward.isEmpty() ){
					ghost->addChosenVeteranReward(milestone,claimedReward);
				}
			}
		}
	}

	client->addCharacter(playerCreature->getObjectID(), zoneServer.get()->getGalaxyID());

	JediManager::instance()->onPlayerCreated(playerCreature);

	ManagedReference<SuiMessageBox*> box = new SuiMessageBox(playerCreature, SuiWindowType::NONE);
	box->setPromptTitle("PLEASE NOTE");
	box->setPromptText("You are limited to creating one character every 24 hours. Attempting to create another character or deleting your character before the 24 hour timer expires will reset the timer.");

	ghost->addSuiBox(box);
	playerCreature->sendMessage(box->generateMessage());
	ghost->recalculateCombatLevel(playerCreature);

	return true;
}
Example #4
0
void PermissionsServlet::handlePost(HttpRequest* request, HttpResponse* response) {
	PlayerManager* playerManager = server->getPlayerManager();
	bool applyToAll = false;
	String accountName = request->getParameter("accountName");
	String levelName = request->getParameter("level");
	int level = PermissionLevelList::instance()->getLevelNumber(levelName);

	if(request->getParameter("applyToAll") == "true")
		applyToAll = true;

	ManagedReference<Account*> account = AccountManager::getAccount(accountName);
	if(account == NULL) {
		response->println("HTTP/1.1 200 OK\r\n");
		response->println("Content-Type: text/html\r\n\r\n");
		response->println("<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Strict//EN " "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd\">");
		response->println("<html xmlns=\"http://www.w3.org/1999/xhtml\">");
		response->println("	<head>");
		response->println("		<title>SWGEmu Web Server Login</title>");
		response->println("		<meta http-equiv=\"content-type\" content=\"text/html;charset=utf-8\" />");
		response->println("		<link rel=\"stylesheet\" type=\"text/css\" href=\"css/style.css\" />");
		response->println("	</head>");
		response->println("	<body>");
		response->println("		<div class=\"login_box\">");
		response->println("			<h1>Account doesn't exist.</h1>");
		response->println("			<a href=\"permissions\"> Click here to return </a>");
		response->println("		</div>");
		response->println("	</body>");
		response->println("</html>");
	}

	Locker locker(account);
	account->setAdminLevel(level);
	locker.release();

	if(applyToAll == true) {
		Reference<CharacterList*> characterList = account->getCharacterList();
		for(int i = 0; i < characterList->size(); ++i) {
			ManagedReference<CreatureObject* > targetCreature = NULL;
			CharacterListEntry* entry = &characterList->get(i);

			targetCreature = playerManager->getPlayer(entry->getFirstName());
			playerManager->updatePermissionLevel(targetCreature, level);
		}
	}

	response->println("HTTP/1.1 200 OK\r\n");
	response->println("Content-Type: text/html\r\n\r\n");
	response->println("<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Strict//EN " "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd\">");
	response->println("<html xmlns=\"http://www.w3.org/1999/xhtml\">");
	response->println("	<head>");
	response->println("		<title>SWGEmu Web Server Login</title>");
	response->println("		<meta http-equiv=\"content-type\" content=\"text/html;charset=utf-8\" />");
	response->println("		<link rel=\"stylesheet\" type=\"text/css\" href=\"css/style.css\" />");
	response->println("	</head>");
	response->println("	<body>");
	response->println("		<div class=\"login_box\">");
	response->println("			<h1>Account updated.</h1>");
	response->println("			<a href=\"permissions\"> Click here to return </a>");
	response->println("		</div>");
	response->println("	</body>");
	response->println("</html>");
}
Example #5
0
//End the game
void gameOver() {
    Game* game = Game::getGame();
    PlayerManager* pm = game->getPlayerManager();

    map<uint32_t, uint32_t> finalScore;
    set<uint32_t>::iterator itcurr;
    set<uint32_t> players = pm->getAllIds();
    
    //Find each player's final score
    for(itcurr = players.begin(); itcurr != players.end(); itcurr++) {
        Player* p = pm->getPlayer(*itcurr);
        uint32_t artifacts = p->getScore(5);
        //change artifact points to improve the types with the lowest
        //points
        while(artifacts > 0) {
            int lowest = 1;
            for(int i = 2; i < 5; i++) {
                if(p->getScore(i) < p->getScore(lowest)) {
                    lowest = i;
                }
            }
            p->setScore(lowest, p->getScore(lowest) + 1);
            artifacts--;
        }
        
        //Find the final score
        int low = 1;
        for(int i = 2; i < 5; i++) {
            if(p->getScore(i) < p->getScore(low)) {
                low = i;
            }
        }
        
        finalScore[*itcurr] = p->getScore(low);
    }

    //Find the winner
    uint32_t winner = 0;
    for(map<uint32_t, uint32_t>::iterator i = finalScore.begin(); i != finalScore.end(); i++) {
        if(winner == 0 || i->second > finalScore[winner]) {
            winner = i->first;
        }
    }

    for(itcurr = players.begin(); itcurr != players.end(); itcurr++) {
        Player* p = pm->getPlayer(*itcurr);

        //Send message to each player
        Message * msg = new Message();
        msg->setSubject("GAME OVER!");
        stringstream out;
        Player* win = pm->getPlayer(winner);
        out << win->getName() << " has won the game with a score of ";
        out << finalScore[winner] << "!  ";
        out << "Your final score after distributing your alien artifacts was: ";
        out << finalScore[*itcurr];
        msg->setBody(out.str());
        p->postToBoard(msg);

        p->setIsAlive(false);
    }

}
Example #6
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 * 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* ds = game->getDesignStore();
        PlayerManager* pm = game->getPlayerManager();
        std::set<unsigned int> 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 * ob = objectmanager->getObject(*itcurr);
            if(ob->getType() == obtm->getObjectTypeByName("Fleet")) {
                Fleet* f = (Fleet*) (ob->getObjectBehaviour());
                if(f->getShips().count(type) > 0) {
                    IGObject* 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* 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* owner = pm->getPlayer(f->getOwner());
                                owner->setScore(5, owner->getScore(5) + 1);
                                p->removeResource(3, 1);
                                artifacts.erase(*i);
                            }
                        }
                    }
                }
            } 
        }
    }
}
Example #7
0
void TaeTurn::doTurn(){
    //check to make sure the game is still ging and this is not a combat turn
    if(isGameOver) {
        gameOver();
        return;
    } else if(combat) {
        doCombatTurn();
        return;
    }

    std::set<uint32_t>::iterator itcurr;

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

    //build map for storing orders
    std::map<uint32_t, std::list<IGObject*> > playerOrders;

    containerids.clear();
    //separate orders by player
    std::set<uint32_t> objects = objectmanager->getAllIds();
    for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) {
        IGObject * 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* orderqueue = ordermanager->getOrderQueue(oqop->getQueueId());
                if(orderqueue != NULL){
                    Order * currOrder = orderqueue->getFirstOrder();
                    if(currOrder != NULL){
                        uint32_t owner = ((OwnedObject*)(ob->getObjectBehaviour()))->getOwner();
                        std::list<IGObject*>::iterator i = playerOrders[owner].end();
                        playerOrders[owner].insert(i, ob);
                    }
                }
            }
        }
    }

    //Do orders for players in the correct order
    //The order in which orders are processed is rotated each turn
    std::set<uint32_t> players = playermanager->getAllIds();
    itcurr = players.begin();
    for(int i = 0; i < playerTurn; i++) {
        itcurr++;
    }
    for(int it = 0; it < players.size(); it++) {
        if(itcurr == players.end()) {
            itcurr = players.begin();
        }
        if(playerOrders[*itcurr].size() > 0) {
            for(std::list<IGObject*>::iterator i = playerOrders[*itcurr].begin(); i != playerOrders[*itcurr].end(); i++) {
                OrderQueue* orderqueue = ordermanager->getOrderQueue(((OrderQueueObjectParam*)((*i)->getParameterByType(obpT_Order_Queue)))->getQueueId());
                Order* currOrder = orderqueue->getFirstOrder();
                if(currOrder!= NULL) {
                    if(currOrder->doOrder(*i)) {
                        orderqueue->removeFirstOrder();
                    } else {
                        orderqueue->updateFirstOrder();
                    }
                }
                if((*i)->getContainerType() >= 1){
                    containerids.insert((*i)->getID());
                }
                objectmanager->doneWithObject((*i)->getID());
            }
        }
        itcurr++;
    }
    
    awardArtifacts();
    //Check for end game condition of less than 3 artifacts remaining
    objects = objectmanager->getAllIds();
    int numArtifacts = 0;
    for(itcurr = objects.begin(); itcurr != objects.end(); itcurr++) {
        IGObject * ob = objectmanager->getObject(*itcurr);
        if(ob->getType() == obtm->getObjectTypeByName("Planet")) {
            Planet* p = (Planet*) ob->getObjectBehaviour();
            if(p->getResource(3) > 0) {
                numArtifacts++;
            }
        }
    }
    if(numArtifacts < 3) {
        isGameOver = true;
        gameOver();
        return;
    } 

    //Update which player's turn it is
    playerTurn = (playerTurn + 1) % playermanager->getNumPlayers();

    objectmanager->clearRemovedObjects();


    // to once a turn
    for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) {
        IGObject * 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();
    for(std::set<uint32_t>::iterator itplayer = players.begin(); itplayer != players.end(); ++itplayer){
        Player* player = playermanager->getPlayer(*itplayer);
        PlayerView* playerview = player->getPlayerView();

        for(std::set<uint32_t>::iterator itob = vis.begin(); itob != vis.end(); ++itob){
            ObjectView* obv = playerview->getObjectView(*itob);
            if(obv == NULL){
                if(objectmanager->getObject(*itob)->isAlive()){
                    obv = new ObjectView();
                    obv->setObjectId(*itob);
                    obv->setCompletelyVisible(true);
                    playerview->addVisibleObject(obv);
                }
                objectmanager->doneWithObject(*itob);
            }else{
                IGObject* 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* obv = playerview->getObjectView(*itob);
            if(!obv->isGone()){
                obv->setGone(true);
                playerview->updateObjectView(*itob);
            }
        }

        //Replace colonist fleets
        int fleets = 0;
        IGObject* homePlanet;
        for(std::set<uint32_t>::iterator itob = objects.begin(); itob != objects.end(); ++itob){    
            IGObject * 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* fleet = fleetBuilder->createFleet(FleetBuilder::PASSENGER_FLEET, FleetBuilder::RANDOM_SHIP, player, homePlanet, "Colonist Fleet");
            game->getObjectManager()->addObject(fleet);
            ObjectView* obv = new ObjectView();
            obv->setObjectId(fleet->getID());
            obv->setCompletelyVisible(true);
            player->getPlayerView()->addVisibleObject(obv);
        }

        //Send end of turn message to each player
        Message * msg = new Message();
        msg->setSubject("Turn complete");
        stringstream out;
        out << "Your Current Score: \n";
        out << "Money: " << player->getScore(1) << "\n";
        out << "Technology: " << player->getScore(2) << "\n";
        out << "People: " << player->getScore(3) << "\n";
        out << "Raw Materials: " << player->getScore(4) << "\n";
        out << "Alien Artifacts: " << player->getScore(5);
        msg->setBody(out.str());
        player->postToBoard(msg);

        //Alert players to the turn order for next round
        msg = new Message();
        msg->setSubject("Turn Order");
        string body = "The order for the next turn is: ";
        itcurr = players.begin();
        for(int i = 0; i < playerTurn; i++) {
            itcurr++;
        }
        for(int it = 0; it < players.size(); it++) {
            if(itcurr == players.end()) {
                itcurr = players.begin();
            }
            body += playermanager->getPlayer(*itcurr)->getName();
            body += " ";
            itcurr++;
        }
        msg->setBody(body);
        player->postToBoard(msg);
    }

    //Initialize combat if the next turn is a combat turn
    if(combat) {
        initCombat();
    }

    playermanager->updateAll();

}
Example #8
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* playermanager = game->getPlayerManager();

    containerids.clear();

    // Do orders
    std::set<uint32_t> objects = objectmanager->getAllIds();
    for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) {
        IGObject * 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* 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* ob = objectmanager->getObject(i->first);
            Fleet* f = (Fleet*) ob->getObjectBehaviour();
            if(f->getOwner() != winner) {
                sendHome(i->first);
                Player* 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* 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* 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* 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* ob = objectmanager->getObject(*itcurr);
            if(ob->getType() == obtm->getObjectTypeByName("Planet")) {
                IGObject* 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* ob = objectmanager->getObject(i->first);
            IGObject* 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<ObjectView*> views;
    for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) {
        IGObject * ob = objectmanager->getObject(*itcurr);
        if(ob->getType() == obtm->getObjectTypeByName("Fleet") && !combat) {
            Fleet* f = (Fleet*) ob->getObjectBehaviour();
            f->toggleCombat();
            f->setCombatant(false);
        }
        //Set visibility
        ObjectView* obv = new ObjectView();
        obv->setObjectId(ob->getID());
        obv->setCompletelyVisible(true);
        views.insert(obv);
    }

    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 * 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* player = playermanager->getPlayer(*itplayer);
        PlayerView* playerview = player->getPlayerView();

        //Update visibility 
        for(std::set<ObjectView*>::iterator i = views.begin(); i != views.end(); ++i) {
            playerview->addVisibleObject(*i);
        }

        for(std::set<uint32_t>::iterator itob = vis.begin(); itob != vis.end(); ++itob){
            ObjectView* obv = playerview->getObjectView(*itob);
            if(obv == NULL){
                if(objectmanager->getObject(*itob)->isAlive()){
                    obv = new ObjectView();
                    obv->setObjectId(*itob);
                    obv->setCompletelyVisible(true);
                    playerview->addVisibleObject(obv);
                }
                objectmanager->doneWithObject(*itob);
            }else{
                IGObject* 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* obv = playerview->getObjectView(*itob);
            if(!obv->isGone()){
                obv->setGone(true);
                playerview->updateObjectView(*itob);
            }
        }

        //Replace colonist fleets
        int fleets = 0;
        IGObject* homePlanet;
        for(std::set<uint32_t>::iterator itob = objects.begin(); itob != objects.end(); ++itob){    
            IGObject * 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* fleet = fleetBuilder->createFleet(FleetBuilder::PASSENGER_FLEET, FleetBuilder::RANDOM_SHIP, player, homePlanet, "Colonist Fleet");
            game->getObjectManager()->addObject(fleet);
            ObjectView* obv = new ObjectView();
            obv->setObjectId(fleet->getID());
            obv->setCompletelyVisible(true);
            player->getPlayerView()->addVisibleObject(obv);
        }

        //Send end of turn message to each player
        Message * msg = new Message();
        msg->setSubject("Combat Complete!");
        stringstream out;
        Player* 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 = 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();

}
Example #9
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* playermanager = game->getPlayerManager();
    ObjectTypeManager* obtm = game->getObjectTypeManager();
    DesignStore* 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* 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* 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 *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 *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 *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<ObjectView*> views;
    std::set<uint32_t> objects = objectmanager->getAllIds();
    for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) {
        IGObject * 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
            ObjectView* obv = new ObjectView();
            obv->setObjectId(ob->getID());
            obv->setCompletelyVisible(true);
            views.insert(obv);
        } 
        //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 * 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* player = playermanager->getPlayer(*itcurr);        
        player->postToBoard(msg);
        for(std::set<ObjectView*>::iterator i = views.begin(); i != views.end(); ++i) {
            player->getPlayerView()->addVisibleObject(*i);
        }
    }
}