Exemple #1
0
void Unemployed::drawTile(Engine& engine, Tile& tile, const Point& offset)
{
  Point screenPos = tile.mappos() + offset;

  if( tile.overlay().isNull() )
  {
    //draw background
    //engine.draw( tile.picture(), screenPos );

    drawPass( engine, tile, offset, Renderer::ground );
    drawPass( engine, tile, offset, Renderer::groundAnimation );
  }
  else
  {
    bool needDrawAnimations = false;
    OverlayPtr overlay = tile.overlay();
    WorkingBuildingPtr workBuilding = overlay.as<WorkingBuilding>();
    int worklessPercent = 0;

    if( _isVisibleObject( overlay->type() ) )
    {
      needDrawAnimations = true;
    }
    else if( overlay->type() == object::house )
    {
      HousePtr house = overlay.as<House>();

      int worklessNumber = (int)house->getServiceValue( Service::recruter );
      int matureNumber = (int)house->habitants().mature_n();
      worklessPercent = math::percentage( worklessNumber, matureNumber );
      needDrawAnimations = (house->spec().level() == 1) && house->habitants().empty();

      if( !needDrawAnimations )
      {
        drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::inHouseBase );
      }
    }
    else if( workBuilding.isValid() )
    {
      worklessPercent = math::percentage( workBuilding->needWorkers(), workBuilding->maximumWorkers() );
      needDrawAnimations = workBuilding->needWorkers() > 0;
      if( !needDrawAnimations )
        drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::base );
    }

    if( needDrawAnimations )
    {
      Layer::drawTile( engine, tile, offset );
      registerTileForRendering( tile );
    }
    else if( worklessPercent > 0 )
    {
      drawColumn( engine, screenPos, worklessPercent );
    }
  }

  tile.setWasDrawn();
}
void WorkersHire::Impl::hireWorkers(PlayerCityPtr city, WorkingBuildingPtr bld)
{
  if( excludeTypes.count( bld->type() ) > 0 )
    return;

  if( bld->numberWorkers() == bld->maximumWorkers() )
    return;

  if( haveRecruter( bld ) )
    return;

  if( bld->roadside().size() > 0 )
  {
    RecruterPtr hr = Recruter::create( city );
    hr->setPriority( priorities );
    hr->setMaxDistance( distance );

    hr->send2City( bld, bld->needWorkers() );
  }
}
Exemple #3
0
void BuildAny::_exec( Game& game, unsigned int )
{  
  if( _overlay.isNull() )
    return;

  TileOverlayPtr ctOv = game.city()->getOverlay( _pos );

  bool mayBuild = true;
  if( ctOv.isValid() )
  {
    mayBuild = ctOv->isDestructible();
  }

  city::Helper helper( game.city() );
  TilePos offset(10, 10);
  EnemySoldierList enemies = helper.find<EnemySoldier>( walker::any, _pos - offset, _pos + offset );
  if( !enemies.empty() && _overlay->group() != objects::disasterGroup )
  {
    GameEventPtr e = WarningMessage::create( "##too_close_to_enemy_troops##" );
    e->dispatch();
    return;
  }

  if( !_overlay->isDeleted() && mayBuild )
  {
    CityAreaInfo info = { game.city(), _pos, TilesArray() };
    bool buildOk = _overlay->build( info );

    if( !buildOk )
      return;

    helper.updateDesirability( _overlay, city::Helper::onDesirability );
    game.city()->addOverlay( _overlay );

    ConstructionPtr construction = ptr_cast<Construction>( _overlay );
    if( construction.isValid() )
    {
      const MetaData& buildingData = MetaDataHolder::getData( _overlay->type() );
      game.city()->funds().resolveIssue( FundIssue( city::Funds::buildConstruction,
                                                    -(int)buildingData.getOption( MetaDataOptions::cost ) ) );

      if( construction->group() != objects::disasterGroup )
      {
        GameEventPtr e = PlaySound::create( "buildok", 1, 100 );
        e->dispatch();
      }

      if( construction->isNeedRoadAccess() && construction->getAccessRoads().empty() )
      {
        GameEventPtr e = WarningMessage::create( "##building_need_road_access##" );
        e->dispatch();
      }

      std::string error = construction->errorDesc();
      if( !error.empty() )
      {
        GameEventPtr e = WarningMessage::create( error );
        e->dispatch();
      }

      WorkingBuildingPtr wb = ptr_cast<WorkingBuilding>( construction );
      if( wb.isValid() && wb->maximumWorkers() > 0 )
      {
        unsigned int worklessCount = statistic::getWorklessNumber( game.city() );
        if( worklessCount < wb->maximumWorkers() )
        {
          GameEventPtr e = WarningMessage::create( "##city_need_more_workers##" );
          e->dispatch();
        }
      }
    }
  }
  else
  {
    ConstructionPtr construction = ptr_cast<Construction>( _overlay );
    if( construction.isValid() )
    {
      GameEventPtr e = WarningMessage::create( construction->errorDesc() );
      e->dispatch();
    }
  }
}