//The colonize order checks to make sure the system is valid, then adds a resource to the planet, checks for //external combat, and awards one point to the player with the leader in the region of the new colony. bool Colonize::doOrder(IGObject::Ptr obj) { ObjectManager* obm = Game::getGame()->getObjectManager(); ObjectTypeManager* obtm = Game::getGame()->getObjectTypeManager(); Fleet* fleetData = (Fleet*)(obj->getObjectBehaviour()); Player::Ptr player = Game::getGame()->getPlayerManager()->getPlayer(fleetData->getOwner()); IGObject::Ptr newStarSys = obm->getObject(starSys->getObjectId()); //Perform last minute checks to make sure the system can be colonized if(newStarSys->getType() != obtm->getObjectTypeByName("Star System")) { //Not a star system Logger::getLogger()->debug("Trying to colonize to an object which is not a star system"); Message::Ptr msg( new Message() ); msg->setSubject("Colonize order failed"); msg->setBody(string("You're fleet, \"" + obj->getName() + "\" tried to colonize an object which is not a star system!")); msg->addReference(rst_Object, obj->getID()); player->postToBoard(msg); return false; } if(!((StarSystem*)(newStarSys->getObjectBehaviour()))->canBeColonized(isMining)) { //Not colonizable Logger::getLogger()->debug("Player tried to colonize a system which cannot be colonized."); Message::Ptr msg( new Message() ); msg->setSubject("Colonize order failed"); msg->setBody(string("You're fleet, \"" + obj->getName() + "\" tried to colonize a fleet which cannot be colonized!")); msg->addReference(rst_Object, obj->getID()); player->postToBoard(msg); return false; } //Find the star system's planet set<uint32_t> children = newStarSys->getContainedObjects(); uint32_t pid; bool planetFound = false; for(set<uint32_t>::iterator i=children.begin(); i != children.end(); i++) { if(obm->getObject(*i)->getType() == obtm->getObjectTypeByName("Planet")) { pid = *i; planetFound = true; } } if(!planetFound) { Logger::getLogger()->debug("Colonize Order: No planet found in target star system"); return false; } //Add resource to planet Planet* planet = (Planet*)(obm->getObject(pid)->getObjectBehaviour()); Design::Ptr ship = Game::getGame()->getDesignStore()->getDesign(fleetData->getShips().begin()->first); uint32_t scoreType = 0; string leaderName; if(ship->getName().compare("MerchantShip") == 0) { planet->addResource(4, 1); scoreType = 1; leaderName = "MerchantLeaderShip"; } else if(ship->getName().compare("ScientistShip") == 0) { planet->addResource(5, 1); scoreType = 2; leaderName = "ScientistLeaderShip"; } else if(ship->getName().compare("SettlerShip") == 0) { planet->addResource(6, 1); scoreType = 3; leaderName = "SettlerLeaderShip"; } else if(ship->getName().compare("MiningShip") == 0) { planet->addResource(7, 1); scoreType = 4; leaderName = "MiningLeaderShip"; } //Get bordering star systems' regions StarSystem* starSysData = (StarSystem*)(newStarSys->getObjectBehaviour()); set<uint32_t> regions = getBorderingRegions(); //Put the newly colonized ship into the proper region //If it does not border any regions, then set it to a new one with a unique id if(regions.size() == 0) { starSysData->setRegion(starSys->getObjectId()); stringstream out; out << starSysData->getRegion(); Logger::getLogger()->debug(string("System " + newStarSys->getName() + " added to region " + out.str()).c_str()); } else if(regions.size() == 1) { // Add +1 to the resource score of the player with the correct leader // in this region int leaderID = getLeaderInRegion(*(regions.begin()), leaderName); if(leaderID < 0 && leaderName.compare("SettlerLeaderShip") != 0) { leaderID = getLeaderInRegion(*(regions.begin()), "SettlerLeaderShip"); } if(leaderID >= 0) { Fleet* leader = (Fleet*) ((obm->getObject((uint32_t) leaderID))->getObjectBehaviour()); Player::Ptr owner = Game::getGame()->getPlayerManager()->getPlayer(leader->getOwner()); owner->setScore(scoreType, owner->getScore(scoreType) + 1); } //Add the newly colonized system to the region starSysData->setRegion(*(regions.begin())); stringstream out; out << starSysData->getRegion(); Logger::getLogger()->debug(string("System " + newStarSys->getName() + " added to region " + out.str()).c_str()); } else { // This means that 2 regions are being connected. Perform check // for external combat map<uint32_t, uint32_t> settlers; map<uint32_t, uint32_t> scientists; map<uint32_t, uint32_t> merchants; map<uint32_t, uint32_t> miners; for(set<uint32_t>::iterator i = regions.begin(); i != regions.end(); i++) { int temp = getLeaderInRegion(*i, "SettlerLeaderShip"); if(temp != -1) { settlers[temp] = *i; } temp = getLeaderInRegion(*i, "ScientistLeaderShip"); if(temp != -1) { scientists[temp] = *i; } temp = getLeaderInRegion(*i, "MerchantLeaderShip"); if(temp != -1) { merchants[temp] = *i; } temp = getLeaderInRegion(*i, "MiningLeaderShip"); if(temp != -1) { miners[temp] = *i; } } TaeTurn* turn = (TaeTurn*) Game::getGame()->getTurnProcess(); bool conflict = false; if(settlers.size() > 1) { //Settler Conflict! turn->queueCombatTurn(false, settlers); conflict = true; } if(scientists.size() > 1) { //Scientist Conflict! turn->queueCombatTurn(false, scientists); conflict = true; } if(merchants.size() > 1) { //Merchant Conflict! turn->queueCombatTurn(false, merchants); conflict = true; } if(miners.size() > 1) { //Miner Conflict! turn->queueCombatTurn(false, miners); conflict = true; } if(!conflict) { uint32_t region = *(regions.begin()); set<uint32_t> objects = obm->getAllIds(); for(set<uint32_t>::iterator i = objects.begin(); i != objects.end(); i++) { IGObject::Ptr ob = obm->getObject(*i); if(ob->getType() == obtm->getObjectTypeByName("Star System")) { StarSystem* sys = (StarSystem*) ob->getObjectBehaviour(); uint32_t r = sys->getRegion(); if(r != region && regions.count(r) > 0) { sys->setRegion(region); } } } } } obm->doneWithObject(newStarSys->getID()); // post completion message Message::Ptr msg( new Message() ); msg->setSubject("Colonize fleet order complete"); msg->setBody(string("You're fleet, \"" + obj->getName() + "\" has colonized ") + newStarSys->getName() + "."); msg->addReference(rst_Action_Order, rsorav_Completion); msg->addReference(rst_Object, starSys->getObjectId()); msg->addReference(rst_Object, obj->getID()); player->postToBoard(msg); //Remove fleet obj->removeFromParent(); obm->scheduleRemoveObject(obj->getID()); return true; }
//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); } } } } } } } }
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; }
//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 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; }