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); } } }
//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()); } } }
//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); } } } } } } } }
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(); }
//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 ); } }
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; }
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; }