Example #1
0
void RSPCombat::resolveCombatantsToObjects(std::vector<Combatant*> combatants) {

    std::map<objectid_t, bool> colonydead;

    std::map<objectid_t, uint32_t> damagemap;

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

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

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

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

}
Example #2
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;
  
}