Example #1
0
void setVisibleObjects(Player::Ptr player) {
   ObjectManager *om = Game::getGame()->getObjectManager();
   
   IGObject::Ptr universe = om->getObject(0);
   PlayerView::Ptr pv = player->getPlayerView();
   set<uint32_t> ownedObjects = pv->getOwnedObjects();

   // add universe and star systems
   ObjectView::Ptr obv = pv->getObjectView(universe->getID());
   if(!obv){
      pv->addVisibleObject( universe->getID(), true );
   }
   
   uint32_t fleettype = Game::getGame()->getObjectTypeManager()->getObjectTypeByName("Fleet");
   set<uint32_t> containedObjects = universe->getContainedObjects();
   for(set<uint32_t>::const_iterator i = containedObjects.begin(); i != containedObjects.end(); ++i){
     IGObject::Ptr object = om->getObject(*i);
     obv = pv->getObjectView(*i);
     if(object->getType() != fleettype){
      if(!obv){
          pv->addVisibleObject(*i, true );
      }
     }else{
       if(obv && !obv->isGone()){
         obv->setGone(true);
         pv->updateObjectView(*i);
       }
     }
     om->doneWithObject(*i);
   }

   for(set<uint32_t>::const_iterator i = ownedObjects.begin(); i != ownedObjects.end(); ++i)
   {
      IGObject::Ptr obj = om->getObject(*i);
      if(obj->getType() != fleettype || obj->getParent() != 0){
        exploreStarSys(obj);
      }
      om->doneWithObject(*i);
   }
   
   set<uint32_t> visobjects = pv->getVisibleObjects();
   for(set<uint32_t>::const_iterator i = visobjects.begin(); i != visobjects.end(); ++i)
   {
      IGObject::Ptr obj = om->getObject(*i);
      obv = pv->getObjectView(*i);
      if(!obj){
        if(!obv->isGone()){
          obv->setGone(true);
          pv->updateObjectView(*i);
        }
      }else if((!obv->isGone()) && obv->isCompletelyVisible() && obj->getModTime() > obv->getModTime()){
        obv->setModTime(obj->getModTime());
        pv->updateObjectView(*i);
      }
      if(obj != NULL){
        om->doneWithObject(*i);
      }
   }
   
}
Example #2
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;
}
Example #3
0
//Recurrsively rebuilds regions given a system.
//If the system already has a region or is not occupied or
//colonized, then this function returns.  Otherwise it
//sets the region based on its neighbors.
void TaeTurn::rebuildRegion(uint32_t system) {
    Game* game = Game::getGame();
    ObjectManager* obm = game->getObjectManager();
    ObjectTypeManager* obtm = game->getObjectTypeManager();
    set<uint32_t>::iterator itcurr;

    IGObject::Ptr sys = obm->getObject(system);
    StarSystem* sysData = (StarSystem*) sys->getObjectBehaviour();

    //Check to make sure the system doesnt already have a region
    if(sysData->getRegion() != 0) {
        return;
    }

    //Check to make sure it is colonized or occupied
    set<uint32_t> children = sys->getContainedObjects();
    for(itcurr = children.begin(); itcurr != children.end(); itcurr++) {
        IGObject::Ptr ob = obm->getObject(*itcurr);
        bool resource = true;
        bool occupied = false;
        if(ob->getType() == obtm->getObjectTypeByName("Planet")) {
            Planet* p = (Planet*) ob->getObjectBehaviour();
            if(p->getResource(4) == 0 && p->getResource(5) == 0 && p->getResource(6) == 0 && p->getResource(7) == 0) {
                resource = false;
            }
        } else if(ob->getType() == obtm->getObjectTypeByName("Fleet")) {
            if(!Move::isBorderingScienceColony(sysData)) {
                sendHome(*itcurr);
                occupied = false;
            } else {
                occupied = true;
            }
        }
        if(!(resource || occupied)) {
            return;
        }
    }

    //Check to make sure this isnt a home system
    if(sys->getName().find("'s System") != string::npos) {
        return;
    }

    //Get neighbors
    set<uint32_t> regions;
    set<uint32_t> emptyNeighbors;
    Vector3d pos = sysData->getPosition();
    //east-west neighbors
    for(int i = -1; i < 2; i+=2) {
        set<uint32_t> ids = obm->getObjectsByPos(pos+Vector3d(80000*i,0,0), 1);
        for(set<uint32_t>::iterator j=ids.begin(); j != ids.end(); j++) {
            IGObject::Ptr tempObj = obm->getObject(*j);
            if(tempObj->getType() == obtm->getObjectTypeByName("Star System")) {
                uint32_t r = ((StarSystem*)(tempObj->getObjectBehaviour()))->getRegion();
                if(r == 0) {
                    emptyNeighbors.insert(*j);
                } else if (regions.count(r) == 0) {
                    regions.insert(r);
                }
            }
        }
    }
    //north-south neighbors
    for(int i = -1; i < 2; i+=2) {
        set<uint32_t> ids = obm->getObjectsByPos(pos+Vector3d(0,80000*i,0), 1);
        for(set<uint32_t>::iterator j=ids.begin(); j != ids.end(); j++) {
            IGObject::Ptr tempObj = obm->getObject(*j);
            if(tempObj->getType() == obtm->getObjectTypeByName("Star System")) {
                uint32_t r = ((StarSystem*)(tempObj->getObjectBehaviour()))->getRegion();
                if(r == 0) {
                    emptyNeighbors.insert(*j);
                } else if (regions.count(r) == 0) {
                    regions.insert(r);
                }
            }
        }
    }

    //Set Region
    if(regions.size() == 0) {
        //If neighbors have no region, then create a new region
        sysData->setRegion(sys->getID());
        stringstream out;
        out << sysData->getRegion();
        Logger::getLogger()->debug(string("System " + sys->getName() + " added to region " + out.str()).c_str());
    } else if(regions.size() == 1) {
        //If it neighbors 1 region, then set as that region
        sysData->setRegion(*(regions.begin()));
        stringstream out;
        out << sysData->getRegion();
        Logger::getLogger()->debug(string("System " + sys->getName() + " added to region " + out.str()).c_str());
    } else {
        //It should never border more than one region.  If it reaches this point, then there is an error somewhere
        Logger::getLogger()->debug(string("** Unable to rebuild region! System, " + sys->getName() + " is bordering more than one region! ***").c_str());
    }

    //Recurse on neighbors
    for(itcurr = emptyNeighbors.begin(); itcurr != emptyNeighbors.end(); itcurr++) {
        rebuildRegion(*itcurr);
    }
}
Example #4
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;
}