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
//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());
        }
    }
}
Example #3
0
void Colonize::inputFrame(InputFrame::Ptr f, uint32_t playerid) {
    FleetOrder::inputFrame(f, playerid);

    Game *game = Game::getGame();
    ObjectManager *obm = game->getObjectManager();
    ObjectTypeManager *obtm = game->getObjectTypeManager();

    IGObject::Ptr starSysObj = obm->getObject(starSys->getObjectId());
    StarSystem* starSysData = (StarSystem*) starSysObj->getObjectBehaviour();

    // Check to see if it is a legal system to colonize
    if(starSysObj->getType() == obtm->getObjectTypeByName("Star System") && !starSysData->canBeColonized(isMining)) {
        starSys->setObjectId(0);
        Logger::getLogger()->debug("Player tried to colonize a system which cannot be colonized.");
    }        
}
Example #4
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 #5
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 #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::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);
                            }
                        }
                    }
                }
            }
        }
    }
}
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::Ptr playermanager = game->getPlayerManager();

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

    containerids.clear();
    //separate orders by player
    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) {
                        uint32_t owner = ((OwnedObject*)(ob->getObjectBehaviour()))->getOwner();
                        std::list<IGObject::Ptr >::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(uint32_t it = 0; it < players.size(); it++) {
        if(itcurr == players.end()) {
            itcurr = players.begin();
        }
        if(playerOrders[*itcurr].size() > 0) {
            for(std::list<IGObject::Ptr >::iterator i = playerOrders[*itcurr].begin(); i != playerOrders[*itcurr].end(); i++) {
                OrderQueue::Ptr 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::Ptr 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::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();
    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 == 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("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.reset( 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(uint32_t 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::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();

}
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::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 );
    }
}
Example #10
0
void RSPCombat::doCombat(std::map<uint32_t, IdSet> sides) {
    Game* game = Game::getGame();
    PlayerManager::Ptr playermanager = game->getPlayerManager();
    ObjectManager* objectmanager = game->getObjectManager();
    DesignStore::Ptr ds = game->getDesignStore();

    const char * const rsp[] = {"rock", "scissors", "paper"};

    IdSet listallobids;
    IdSet listallplayerids;

    std::map<uint32_t, std::vector<Combatant*> > fleetcache;

    battlelogger.reset(new BattleXML::BattleLogger());
    msgstrings.clear();

    for(std::map<uint32_t, IdSet>::iterator itmap = sides.begin(); itmap != sides.end(); ++itmap) {
        std::vector<Combatant*> pcombatant;
        Player::Ptr player = playermanager->getPlayer(itmap->first);
        battlelogger->startSide(player->getName());
        IdSet theset = itmap->second;
        for(IdSet::iterator itset = theset.begin(); itset != theset.end(); ++itset) {
            listallobids.insert(*itset);
            IGObject::Ptr obj = objectmanager->getObject (*itset);
            objectcache[*itset] = obj;
            if(obj->getType() == obT_Fleet) {
                Fleet* f2 = (Fleet*)(obj->getObjectBehaviour());
                IdMap shiplist = f2->getShips();
                uint32_t damage = f2->getDamage();
                for(IdMap::reverse_iterator itship = shiplist.rbegin(); itship != shiplist.rend(); ++itship) {
                    for(uint32_t i = 0; i < itship->second; i++) {
                        Combatant* f1 = new Combatant();
                        f1->setOwner(itmap->first);
                        f1->setObject(obj->getID());
                        f1->setShipType(itship->first);
                        uint32_t mydamage = damage / std::max(1U, (unsigned int)(shiplist.size() - i));
                        f1->setDamage(mydamage);
                        damage -= mydamage;
                        std::string type = ds->getDesign(itship->first)->getName();
                        f1->setBattleXmlType(type);
                        f1->setBattleXmlId(str(boost::format("%1%-%2%-%3%") % type % obj->getID() % i));
                        f1->setBattleXmlName(str(boost::format("%1%'s %2%, %3% %4%") % player->getName() % obj->getName() % type % i));
                        battlelogger->addCombatant(f1);
                        pcombatant.push_back(f1);
                    }
                }
            } else {
                int shipcount = 2;
                int homeplanetid = game->getResourceManager()->getResourceDescription("Home Planet")->getResourceType();
                if(((Planet*)(obj->getObjectBehaviour()))->getResource(homeplanetid) == 1) {
                    //three more for home planets
                    shipcount += 3;
                }
                for(int i = 0; i < shipcount; i++) {
                    Combatant* f1 = new Combatant();
                    f1->setOwner(itmap->first);
                    f1->setObject(obj->getID());
                    f1->setShipType(0);
                    f1->setBattleXmlType("planet");
                    f1->setBattleXmlId(str(boost::format("planet-%1%-%2%") % obj->getID() % i));
                    f1->setBattleXmlName(str(boost::format("%1%'s colony on %2%, Defense battery %3%") % player->getName() % obj->getName() % i));
                    battlelogger->addCombatant(f1);
                    pcombatant.push_back(f1);
                }
            }
        }
        listallplayerids.insert(itmap->first);
        battlelogger->endSide();
        //sort combatant list by ship type, descending
        sort(pcombatant.begin(), pcombatant.end(), CombatantSorter());
        fleetcache[itmap->first] = pcombatant;
    }

    for(std::set<uint32_t>::iterator itplayer = listallplayerids.begin(); itplayer != listallplayerids.end(); ++itplayer) {
        msgstrings[*itplayer] = "";
    }



    Random* random = Game::getGame()->getRandom();

    Logger::getLogger()->debug("Combat start");

    while(fleetcache.size() >= 2) {
        battlelogger->startRound();
        uint32_t pos1, pos2;
        if(fleetcache.size() == 2) {
            pos1 = 0;
            pos2 = 1;
        } else {
            pos1 = pos2 = random->getInRange(0U, ((uint32_t)(fleetcache.size() - 1)));
            while(pos2 == pos1) {
                pos2 = random->getInRange(0U, ((uint32_t)(fleetcache.size() - 1)));
            }
        }

        std::map<uint32_t, std::vector<Combatant*> >::iterator itpa = fleetcache.begin();
        advance(itpa, pos1);
        std::map<uint32_t, std::vector<Combatant*> >::iterator itpb = fleetcache.begin();
        advance(itpb, pos2);

        std::vector<Combatant*> f1 = itpa->second;
        std::vector<Combatant*> f2 = itpb->second;

        uint32_t ownerid1 = f1[0]->getOwner();
        uint32_t ownerid2 = f2[0]->getOwner();

        std::string p1name = playermanager->getPlayer(ownerid1)->getName();
        std::string p2name = playermanager->getPlayer(ownerid2)->getName();

        int32_t r1 = random->getInRange((int32_t)0, (int32_t)2);
        int32_t r2 = random->getInRange((int32_t)0, (int32_t)2);

        std::map<Combatant*, uint32_t> d1, d2;

        battlelogger->log(str(boost::format("%1%'s fleet chooses %2%.") % p1name % rsp[r2]));
        battlelogger->log(str(boost::format("%1%'s fleet chooses %2%.") % p2name % rsp[(r2 + r1) % 3]));

        if(r1 == 0) {
            //draw
            battlelogger->log("It's a draw");
            d1 = buildShotList(f1, true);
            d2 = buildShotList(f2, true);

            if(d1.size() != 0)
                doDamage(d1, f2);
            if(d2.size() != 0)
                doDamage(d2, f1);
        } else {

            if(r1 == 1) {
                //pa win
                battlelogger->log(str(boost::format("%1% wins.") % p1name));

                d1 = buildShotList(f1);
                if(d1.size() == 0) {
                    battlelogger->log(str(boost::format("%1%'s forces escape") % p1name));
                    msgstrings[ownerid1] += "Your Fleet escaped. ";
                    for(std::map<uint32_t, std::string>::iterator msgit = msgstrings.begin();
                            msgit != msgstrings.end(); ++msgit) {
                        if(msgit->first == ownerid1)
                            continue;
                        msgit->second += str(boost::format("%1%'s fleet of escaped. ") % p1name);
                    }
                    resolveCombatantsToObjects(f1);
                    for(std::vector<Combatant*>::iterator itcombatant = f1.begin(); itcombatant != f1.end();
                            ++itcombatant) {
                        delete *itcombatant;
                    }
                    fleetcache.erase(itpa);
                    battlelogger->endRound();
                    continue;
                }
                doDamage(d1, f2);
            } else {
                //pb win
                battlelogger->log(str(boost::format("%1% wins.") % p2name));
                d2 = buildShotList(f2);
                if(d2.size() == 0) {
                    battlelogger->log(str(boost::format("%1%'s forces escape") % p2name));
                    msgstrings[ownerid2] += "Your Fleet escaped. ";
                    for(std::map<uint32_t, std::string>::iterator msgit = msgstrings.begin();
                            msgit != msgstrings.end(); ++msgit) {
                        if(msgit->first == ownerid2)
                            continue;
                        msgit->second += str(boost::format("%1%'s fleet of escaped. ") % p2name);
                    }
                    resolveCombatantsToObjects(f2);
                    for(std::vector<Combatant*>::iterator itcombatant = f2.begin(); itcombatant != f2.end();
                            ++itcombatant) {
                        delete *itcombatant;
                    }
                    fleetcache.erase(itpb);
                    battlelogger->endRound();
                    continue;
                }
                doDamage(d2, f1);
            }

        }

        if(isAllDead(f1)) {
            msgstrings[ownerid1] += str(boost::format("Your fleet was destroyed by %1%'s fleet. ") % p2name);
            msgstrings[ownerid2] += str(boost::format("You destroyed %1%'s fleet. ") % p1name);
            std::string deathmsg = str(boost::format("%1%'s fleet destroyed %2%'s fleet. ") % p1name % p2name);
            for(std::map<uint32_t, std::string>::iterator msgit = msgstrings.begin();
                    msgit != msgstrings.end(); ++msgit) {
                if(msgit->first == ownerid1 || msgit->first == ownerid2)
                    continue;
                msgit->second += deathmsg;
            }
            resolveCombatantsToObjects(f1);
            for(std::vector<Combatant*>::iterator itcombatant = f1.begin(); itcombatant != f1.end();
                    ++itcombatant) {
                delete *itcombatant;
            }
            fleetcache.erase(itpa);
        }
        if(isAllDead(f2)) {
            msgstrings[ownerid2] += str(boost::format("Your fleet was destroyed by %1%'s fleet. ") % p1name);
            msgstrings[ownerid1] += str(boost::format("You destroyed %1%'s fleet. ") % p2name);
            std::string deathmsg = str(boost::format("%1%'s fleet destroyed %2%'s fleet. ") % p2name % p1name);
            for(std::map<uint32_t, std::string>::iterator msgit = msgstrings.begin();
                    msgit != msgstrings.end(); ++msgit) {
                if(msgit->first == ownerid1 || msgit->first == ownerid2)
                    continue;
                msgit->second += deathmsg;
            }
            resolveCombatantsToObjects(f2);
            for(std::vector<Combatant*>::iterator itcombatant = f2.begin(); itcombatant != f2.end();
                    ++itcombatant) {
                delete *itcombatant;
            }
            fleetcache.erase(itpb);
        }

        battlelogger->endRound();

    }

    std::string file = battlelogger->save();

    if(!fleetcache.empty()) {
        std::vector<Combatant*> flast = fleetcache.begin()->second;
        resolveCombatantsToObjects(flast);
        msgstrings[flast[0]->getOwner()] += "Your Fleet survived combat.";
        for(std::vector<Combatant*>::iterator itcombatant = flast.begin(); itcombatant != flast.end();
                ++itcombatant) {
            delete *itcombatant;
        }
        fleetcache.erase(fleetcache.begin());
        if(!fleetcache.empty()) {
            Logger::getLogger()->warning("fleetcache not empty at end of combat");
        }
    }
    for(std::map<uint32_t, std::string>::iterator msgit = msgstrings.begin();
            msgit != msgstrings.end(); ++msgit) {
        Message::Ptr msg( new Message() );
        msg->setSubject("Combat");
        for(std::set<uint32_t>::iterator itob = listallobids.begin(); itob != listallobids.end();
                ++itob) {
            msg->addReference(rst_Object, *itob);
        }
        for(std::set<uint32_t>::iterator itpl = listallplayerids.begin();
                itpl != listallplayerids.end(); ++itpl) {
            msg->addReference(rst_Player, *itpl);
        }

        msg->setBody(msgit->second);

        Game::getGame()->getPlayerManager()->getPlayer(msgit->first)->postToBoard(msg);
    }

    for(std::map<uint32_t, IGObject::Ptr>::iterator itob = objectcache.begin();
            itob != objectcache.end(); ++itob) {
        Game::getGame()->getObjectManager()->doneWithObject(itob->first);
    }
    objectcache.clear();

}
Example #11
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;
}
Example #12
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;
  
}
Example #13
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;
}