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()); } } }
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(); }
bool LoadArmament::doOrder(IGObject::Ptr ob){ Fleet* fleet = dynamic_cast<Fleet*>(ob->getObjectBehaviour()); ObjectManager* obman = Game::getGame()->getObjectManager(); ObjectTypeManager* otman = Game::getGame()->getObjectTypeManager(); ResourceManager::Ptr resman = Game::getGame()->getResourceManager(); std::set<uint32_t>objs = obman->getObjectsByPos(fleet->getPosition(), 10000); IGObject::Ptr planetObj; Planet* planet; for (std::set<uint32_t>::const_iterator itcurr = objs.begin(); itcurr != objs.end(); ++itcurr) { if (obman->getObject(*itcurr)->getType() == otman->getObjectTypeByName("Planet")) { planetObj = obman->getObject(*itcurr); planet = dynamic_cast<Planet*>(planetObj->getObjectBehaviour()); Logger::getLogger()->debug("LoadArmaments::doOrder Found Planet %s for Load Armaments Order", planetObj->getName().c_str()); const uint32_t factoryType = resman->getResourceDescription("Factories")->getResourceType(); IdMap weapontype = weaponlist->getList(); for(IdMap::iterator weaponit = weapontype.begin(); weaponit != weapontype.end(); ++weaponit) { if (planet->removeResource(factoryType, 1)) { if (planet->removeResource(weaponit->first, weaponit->second)) { Logger::getLogger()->debug("LoadArmaments::doOrder success, adding to resource %d: #:%d", weaponit->first, weaponit->second); fleet->addResource(weaponit->first, weaponit->second); ob->touchModTime(); planetObj->touchModTime(); return true; } } else { turns = 1; return true; } } } } return false; }