bool BuildFleet::doOrder(IGObject::Ptr ob) { Logger::getLogger()->debug("Entering BuildFleet::doOrder"); Planet* planet = static_cast<Planet*>(ob->getObjectBehaviour()); Game* game = Game::getGame(); ResourceManager::Ptr resman = game->getResourceManager(); const uint32_t resType = resman->getResourceDescription("Factories")->getResourceType(); const uint32_t resValue = planet->getResourceSurfaceValue(resType); int ownerid = planet->getOwner(); if(ownerid == 0){ Logger::getLogger()->debug("Exiting BuildFleet::doOrder ownerid == 0"); //currently not owned by anyone, just forget about it return true; } uint32_t runningTotal = resources[1]; if (resValue == 0) { Message::Ptr msg(new Message()); msg->setSubject("Build Fleet order error"); msg->setBody(std::string("The construction of your new fleet \"") + fleetname->getString() + "\" has been delayed, you do not have any production points this turn."); Game::getGame()->getPlayerManager()->getPlayer(ownerid)->postToBoard(msg); return false; } else if(runningTotal > resValue) { if (planet->removeResource(resType, resValue)) { removeResource(1, resValue); runningTotal = resources[1]; uint32_t planetFactories = planet->getFactoriesPerTurn(); turns = static_cast<uint32_t>(ceil(runningTotal / planetFactories)); Message::Ptr msg(new Message()); msg->setSubject("Build Fleet order slowed"); msg->setBody(std::string("The construction of your new fleet \"") + fleetname->getString() + "\" has been delayed."); Game::getGame()->getPlayerManager()->getPlayer(ownerid)->postToBoard(msg); return false; } } else if(runningTotal <= resValue && planet->removeResource(resType, runningTotal)){ //create fleet //this is probably unnecessary resources[1] = 0; Game* game = Game::getGame(); IGObject::Ptr fleet = game->getObjectManager()->createNewObject(); game->getObjectTypeManager()->setupObject(fleet, game->getObjectTypeManager()->getObjectTypeByName("Fleet")); //add fleet to container fleet->addToParent(ob->getID()); fleet->setName(fleetname->getString().c_str()); Fleet * thefleet = dynamic_cast<Fleet*>(fleet->getObjectBehaviour()); thefleet->setSize(2); thefleet->setOwner(ownerid); // set ownerid thefleet->setPosition(planet->getPosition()); thefleet->setVelocity(Vector3d(0LL, 0ll, 0ll)); uint32_t queueid = Game::getGame()->getOrderManager()->addOrderQueue(fleet->getID(), ownerid); OrderQueueObjectParam* oqop = static_cast<OrderQueueObjectParam*>(fleet->getParameterByType(obpT_Order_Queue)); oqop->setQueueId(queueid); thefleet->setDefaultOrderTypes(); //set ship type IdMap fleettype = fleetlist->getList(); for(IdMap::iterator itcurr = fleettype.begin(); itcurr != fleettype.end(); ++itcurr){ thefleet->addShips(itcurr->first, itcurr->second); Design::Ptr design = Game::getGame()->getDesignStore()->getDesign(itcurr->first); design->addComplete(itcurr->second); Game::getGame()->getDesignStore()->designCountsUpdated(design); } //add fleet to universe Game::getGame()->getObjectManager()->addObject(fleet); Game::getGame()->getPlayerManager()->getPlayer(ownerid)->getPlayerView()->addOwnedObject(fleet->getID()); Message::Ptr msg( new Message() ); msg->setSubject("Build Fleet order complete"); msg->setBody(std::string("The construction of your new fleet \"") + fleetname->getString() + "\" is complete."); msg->addReference(rst_Action_Order, rsorav_Completion); msg->addReference(rst_Object, fleet->getID()); msg->addReference(rst_Object, ob->getID()); Game::getGame()->getPlayerManager()->getPlayer(ownerid)->postToBoard(msg); Logger::getLogger()->debug("Exiting BuildFleet::doOrder on Success"); return true; } Logger::getLogger()->debug("Exiting BuildFleet::doOrder on failure"); return false; }
bool Build::doOrder(IGObject::Ptr ob) { Planet* planet = static_cast<Planet*>(ob->getObjectBehaviour()); uint32_t usedshipres = resources[1]; if(usedshipres == 0) return true; int ownerid = planet->getOwner(); if(ownerid == 0){ //currently not owned by anyone, just forget about it return true; } planet->addResource(1, 1); if(planet->removeResource(1, usedshipres)){ //create fleet Game* game = Game::getGame(); IGObject::Ptr fleet = game->getObjectManager()->createNewObject(); game->getObjectTypeManager()->setupObject(fleet, game->getObjectTypeManager()->getObjectTypeByName("Fleet")); //add fleet to container fleet->addToParent(ob->getID()); fleet->setName(fleetname->getString().c_str()); Fleet * thefleet = ((Fleet*)(fleet->getObjectBehaviour())); thefleet->setSize(2); thefleet->setOwner(ownerid); // set ownerid thefleet->setPosition(planet->getPosition()); thefleet->setVelocity(Vector3d(0LL, 0ll, 0ll)); uint32_t queueid = Game::getGame()->getOrderManager()->addOrderQueue(fleet->getID(), ownerid); OrderQueueObjectParam* oqop = static_cast<OrderQueueObjectParam*>(fleet->getParameterByType(obpT_Order_Queue)); oqop->setQueueId(queueid); thefleet->setDefaultOrderTypes(); thefleet->setIcon("common/object-icons/ship"); thefleet->setMedia("common-2d/foreign/vegastrike/ship-small/" + ((MiniSec*)(game->getRuleset()))->getFleetMediaNames()->getName()); //set ship type IdMap fleettype = fleetlist->getList(); for(IdMap::iterator itcurr = fleettype.begin(); itcurr != fleettype.end(); ++itcurr){ thefleet->addShips(itcurr->first, itcurr->second); Design::Ptr design = Game::getGame()->getDesignStore()->getDesign(itcurr->first); design->addComplete(itcurr->second); Game::getGame()->getDesignStore()->designCountsUpdated(design); } //add fleet to universe Game::getGame()->getObjectManager()->addObject(fleet); Game::getGame()->getPlayerManager()->getPlayer(ownerid)->getPlayerView()->addOwnedObject(fleet->getID()); Message::Ptr msg( new Message() ); msg->setSubject("Build Fleet order complete"); msg->setBody(std::string("The construction of your new fleet \"") + fleetname->getString() + "\" is complete."); msg->addReference(rst_Action_Order, rsorav_Completion); msg->addReference(rst_Object, fleet->getID()); msg->addReference(rst_Object, ob->getID()); Game::getGame()->getPlayerManager()->getPlayer(ownerid)->postToBoard(msg); return true; } return false; }
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; }