bool DesignStore::addDesign(Design::Ptr d){ d->setDesignId(next_designid++); //check components all come from this category IdMap cl = d->getComponents(); Player::Ptr player = Game::getGame()->getPlayerManager()->getPlayer(d->getOwner()); PlayerView::Ptr playerview = player->getPlayerView(); for(IdMap::iterator itcurr = cl.begin(); itcurr != cl.end(); ++itcurr){ if(!(playerview->isUsableComponent(itcurr->first))) return false; std::map<uint32_t, Component::Ptr>::iterator itcomp = components.find(itcurr->first); if(itcomp == components.end()) return false; getComponent(itcurr->first)->setInUse(); } d->eval(); designs[d->getId()] = d; getCategory(d->getCategoryId())->doAddDesign(d); if(d->isValid()){ playerview->addUsableDesign(d->getId()); }else{ playerview->addVisibleDesign( DesignView::Ptr( new DesignView( d->getId(), true )) ); } Game::getGame()->getPlayerManager()->updatePlayer(player->getID()); Game::getGame()->getPersistence()->saveDesign(d); return true; }
bool UnloadArmament::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("UnloadArmaments::doOrder Found Planet %s for Unload 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 (fleet->removeResource(weaponit->first, weaponit->second)) { Logger::getLogger()->debug("UnloadArmaments::doOrder success, adding to resource %d: #:%d", weaponit->first, weaponit->second); planet->addResource(weaponit->first, weaponit->second); planetObj->touchModTime(); return true; } } else { turns = 1; return true; } } } } return false; }
ValueMap valmap_bind(IdMap &id, unsigned int code) { ValueMap valmap; unsigned int mask = 1; for (auto it = id.begin(); it != id.end(); ++it, mask <<= 1) { valmap[it->first] = (code & mask) == mask; } return valmap; }
// // CalcMetrics // - Loop through the history and pre-calculate metrics used in the training // - Also re-number the customer id's to fit in a fixed array // void Engine::CalcMetrics() { int i, cid; IdItr itr; wprintf(L"\nCalculating intermediate metrics\n"); // Process each row in the training set for (i=0; i<m_nRatingCount; i++) { Data* rating = m_aRatings + i; // Increment movie stats m_aMovies[rating->MovieId].RatingCount++; m_aMovies[rating->MovieId].RatingSum += rating->Rating; // Add customers (using a map to re-number id's to array indexes) itr = m_mCustIds.find(rating->CustId); if (itr == m_mCustIds.end()) { cid = 1 + (int)m_mCustIds.size(); // Reserve new id and add lookup m_mCustIds[rating->CustId] = cid; // Store off old sparse id for later m_aCustomers[cid].CustomerId = rating->CustId; // Init vars to zero m_aCustomers[cid].RatingCount = 0; m_aCustomers[cid].RatingSum = 0; } else { cid = itr->second; } // Swap sparse id for compact one rating->CustId = cid; m_aCustomers[cid].RatingCount++; m_aCustomers[cid].RatingSum += rating->Rating; } // Do a follow-up loop to calc movie averages for (i=0; i<MAX_MOVIES; i++) { Movie* movie = m_aMovies+i; movie->RatingAvg = movie->RatingSum / (1.0 * movie->RatingCount); movie->PseudoAvg = (3.23 * 25 + movie->RatingSum) / (25.0 + movie->RatingCount); } }
bool DesignStore::modifyDesign(Design::Ptr d){ Design::Ptr current = designs[d->getId()]; if(!current || current->getOwner() != d->getOwner() || current->getNumExist() != 0 || current->getInUse() != 0) return false; Player::Ptr player = Game::getGame()->getPlayerManager()->getPlayer(d->getOwner()); PlayerView::Ptr playerview = player->getPlayerView(); playerview->removeUsableDesign(d->getId()); IdMap cl = current->getComponents(); for(IdMap::iterator itcurr = cl.begin(); itcurr != cl.end(); ++itcurr){ components[itcurr->first]->setInUse(false); } for(IdMap::iterator itcurr = cl.begin(); itcurr != cl.end(); ++itcurr){ if(!(playerview->isUsableComponent(itcurr->first))) return false; std::map<uint32_t, Component::Ptr>::iterator itcomp = components.find(itcurr->first); if(itcomp == components.end()) return false; itcomp->second->setInUse(); } d->eval(); bool rtv; if(getCategory(d->getCategoryId())->doModifyDesign(d)){ designs[d->getId()] = d; rtv = true; }else{ d = current; rtv = false; } if(d->isValid()){ playerview->addUsableDesign(d->getId()); } Game::getGame()->getPlayerManager()->updatePlayer(player->getID()); Game::getGame()->getPersistence()->updateDesign(d); return rtv; }
bool ExtModelReferenceCycles::alreadyExistsInMap(IdMap map, pair<const std::string, std::string> dependency) { bool exists = false; IdIter it; for (it = map.begin(); it != map.end(); it++) { if (((*it).first == dependency.first) && ((*it).second == dependency.second)) exists = true; } return exists; }
bool FunctionDefinitionRecursion::alreadyExistsInMap(IdMap map, pair<const std::string, std::string> dependency) { bool exists = false; IdIter it; for (it = map.begin(); it != map.end(); it++) { if (((*it).first == dependency.first) && ((*it).second == dependency.second)) exists = true; } return exists; }
int main(int argc, char **argv) { IdMap idmap; ValueMap valmap; int permutations_size = 0; // Call the parser yyparse(); if (root == NULL) { return 1; } // Find and print some information about identifiers std::cout << root->prettyPrint() << std::endl; find_identifiers(*root, idmap); std::cout << "Found " << idmap.size() << " unique identifiers" << std::endl; for (auto it = idmap.begin(); it != idmap.end(); ++it) { std::cout << it->first << ": " << it->second.size() << " occurrences" << std::endl; } // Check how many boolean permutations we need to generate if (idmap.size() <= 2) { permutations_size = 2; } else if (idmap.size() <= 4) { permutations_size = 4; } else { std::cout << "More than 4 identifiers not supported yet." << std::endl; return 2; } std::cout << "Generating a lut" << permutations_size << "." << std::endl; // Bind each possible permutation and evaluate the function std::cout << "0"; for(unsigned int i = 0; i < permutations_size * permutations_size; ++i) { valmap = valmap_bind(idmap, i); std::cout << evaluate(*root, valmap); } std::cout << std::endl; return 0; }
void Build::inputFrame(InputFrame::Ptr f, uint32_t playerid) { Order::inputFrame(f, playerid); Player::Ptr player = Game::getGame()->getPlayerManager()->getPlayer(playerid); DesignStore::Ptr ds = Game::getGame()->getDesignStore(); uint32_t bldTmPropID = ds->getPropertyByName( "BuildTime"); IdMap fleettype = fleetlist->getList(); uint32_t usedshipres = 0; for(IdMap::iterator itcurr = fleettype.begin(); itcurr != fleettype.end(); ++itcurr) { uint32_t type = itcurr->first; uint32_t number = itcurr->second; // number to build if(player->getPlayerView()->isUsableDesign(type) && number >= 0){ Design::Ptr design = ds->getDesign(type); usedshipres += (int)(ceil(number * design->getPropertyValue(bldTmPropID))); design->addUnderConstruction(number); ds->designCountsUpdated(design); }else{ throw FrameException( fec_FrameError, "The requested design was not valid."); } } if(usedshipres == 0 && !fleettype.empty()){ throw FrameException( fec_FrameError, "To build was empty..."); } resources[1] = usedshipres; if(fleetname->getString().length() == 0){ fleetname->setString("A Fleet"); } }
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; }
void TpMzScheme::evalDesign(Design::Ptr d){ DesignStore::Ptr ds = Game::getGame()->getDesignStore(); if (scheme_setjmp(scheme_error_buf)) { Logger::getLogger()->warning("MzScheme Error"); } else { Scheme_Object* temp; std::ostringstream formater; formater.str(""); formater << "(define-values (struct:designType make-designType designType? designType-ref designType-set!)(make-design-type " << ds->getMaxPropertyId() << "))"; temp = scheme_eval_string(formater.str().c_str(), env); temp = scheme_eval_string("(define property-designType-set! (lambda (design id val) (designType-set! design (- id 1) val)))", env); std::set<uint32_t> propids = ds->getPropertyIds(); for(std::set<uint32_t>::iterator propit = propids.begin(); propit != propids.end(); ++propit){ // for each property type Property::Ptr p = ds->getProperty(*propit); if(p){ formater.str(""); formater << "(define designType." << p->getName() << " (make-property-accessor designType-ref " << p->getPropertyId() << " \"" << p->getName() << "\" ))"; temp = scheme_eval_string(formater.str().c_str(), env); } } propids.clear(); IdMap complist = d->getComponents(); temp = scheme_eval_string("(define design (make-designType))", env); for(std::set<uint32_t>::iterator propit = propids.begin(); propit != propids.end(); ++propit){ formater.str(""); formater << "(property-designType-set! design " << *propit << " 0.0)"; temp = scheme_eval_string(formater.str().c_str(), env); } std::map<uint32_t, std::map<uint32_t, std::list<std::string> > > propranking; for(IdMap::iterator compit = complist.begin(); compit != complist.end(); ++compit){ Component::Ptr c = ds->getComponent(compit->first); std::map<uint32_t, std::string> pilist = c->getPropertyList(); for(std::map<uint32_t, std::string>::iterator piit = pilist.begin(); piit != pilist.end(); ++piit){ Property::Ptr p = ds->getProperty(piit->first); for(uint32_t i = 0; i < compit->second; i++){ propranking[p->getRank()][p->getPropertyId()].push_back(piit->second); } } } std::map<uint32_t, PropertyValue> propertyvalues; for(std::map<uint32_t, std::map<uint32_t, std::list<std::string> > >::iterator rpiit = propranking.begin(); rpiit != propranking.end(); ++rpiit){ std::map<uint32_t, std::list<std::string> > pilist = rpiit->second; std::set<PropertyValue> localvalues; for(std::map<uint32_t, std::list<std::string> >::iterator piit = pilist.begin(); piit != pilist.end(); ++piit){ PropertyValue propval(piit->first,0.0); std::list<double> listvals; std::list<std::string> lambdas = piit->second; for(std::list<std::string>::iterator itlamb = lambdas.begin(); itlamb != lambdas.end(); ++itlamb){ temp = scheme_eval_string((std::string("(") + (*itlamb) + " design)").c_str(), env); if(!SCHEME_NUMBERP(temp)){ Logger::getLogger()->warning("MzScheme: Return not a number"); }else{ listvals.push_back(scheme_real_to_double(temp)); } } Property::Ptr p = ds->getProperty(piit->first); formater.str(""); formater << "(" << p->getTpclDisplayFunction() << " design '("; for(std::list<double>::iterator itvals = listvals.begin(); itvals != listvals.end(); ++itvals){ formater << *itvals << " "; } formater << "))"; temp = scheme_eval_string(formater.str().c_str(), env); #ifdef HAVE_MZSCHEME20X if(!SCHEME_PAIRP(temp) || !SCHEME_NUMBERP(SCHEME_CAR(temp)) || !SCHEME_STRINGP(SCHEME_CDR(temp))){ #else if(!SCHEME_PAIRP(temp) || !SCHEME_NUMBERP(SCHEME_CAR(temp)) || !SCHEME_CHAR_STRINGP(SCHEME_CDR(temp))){ #endif Logger::getLogger()->warning("MzScheme: Return not a pair, or the wrong time in the pair"); }else{ propval.setValue(scheme_real_to_double(SCHEME_CAR(temp))); #ifdef HAVE_MZSCHEME20X propval.setDisplayString(std::string(SCHEME_STR_VAL(SCHEME_CDR(temp)))); #else propval.setDisplayString(std::string((char*)SCHEME_CHAR_STR_VAL(SCHEME_CDR(temp)))); #endif localvalues.insert(propval); } } for(std::set<PropertyValue>::iterator pvit = localvalues.begin(); pvit != localvalues.end(); ++pvit){ PropertyValue pv = *pvit; formater.str(""); formater << "(property-designType-set! design " << pv.getPropertyId() << " " << pv.getValue() << ")"; temp = scheme_eval_string(formater.str().c_str(), env); propertyvalues[pv.getPropertyId()] = pv; } } d->setPropertyValues(propertyvalues); // now check if the design is valid bool valid = true; std::string feedback = ""; Logger::getLogger()->debug("About to process requirement functions"); for(IdMap::iterator compit = complist.begin(); compit != complist.end(); ++compit){ uint32_t curval = compit->first; //for each component in the design temp = scheme_eval_string((std::string("(") + ds->getComponent(curval)->getTpclRequirementsFunction() + " design)").c_str(), env); #ifdef HAVE_MZSCHEME20X if(!SCHEME_PAIRP(temp) || !SCHEME_STRINGP(SCHEME_CDR(temp))){ #else if(!SCHEME_PAIRP(temp) || !SCHEME_CHAR_STRINGP(SCHEME_CDR(temp))){ #endif Logger::getLogger()->warning("MzScheme: (a) Return not a pair, or the wrong time in the pair"); }else{ valid &= SCHEME_TRUEP(SCHEME_CAR(temp)); #ifdef HAVE_MZSCHEME20X std::string strtemp = SCHEME_STR_VAL(SCHEME_CDR(temp)); #else std::string strtemp = (char*)SCHEME_CHAR_STR_VAL(SCHEME_CDR(temp)); #endif if(strtemp.length() > 0) feedback += strtemp + " "; } } for(std::map<uint32_t, std::map<uint32_t, std::list<std::string> > >::iterator rpiit = propranking.begin(); rpiit != propranking.end(); ++rpiit){ std::map<uint32_t, std::list<std::string> > pilist = rpiit->second; for(std::map<uint32_t, std::list<std::string> >::iterator piit = pilist.begin(); piit != pilist.end(); ++piit){ temp = scheme_eval_string((std::string("(") + ds->getProperty(piit->first)->getTpclRequirementsFunction() + " design)").c_str(), env); #ifdef HAVE_MZSCHEME20X if(!SCHEME_PAIRP(temp) || !SCHEME_STRINGP(SCHEME_CDR(temp))){ #else if(!SCHEME_PAIRP(temp) || !SCHEME_CHAR_STRINGP(SCHEME_CDR(temp))){ #endif Logger::getLogger()->warning("MzScheme: (a) Return not a pair, or the wrong time in the pair"); }else{ valid &= SCHEME_TRUEP(SCHEME_CAR(temp)); #ifdef HAVE_MZSCHEME20X std::string strtemp = SCHEME_STR_VAL(SCHEME_CDR(temp)); #else std::string strtemp = (char*)SCHEME_CHAR_STR_VAL(SCHEME_CDR(temp)); #endif if(strtemp.length() > 0) feedback += strtemp + " "; } } } propranking.clear(); d->setValid(valid, feedback); Logger::getLogger()->debug("Eval'ed design"); if(!valid){ Logger::getLogger()->debug("Design %s is not valid, reason: %s", d->getName().c_str(), feedback.c_str()); } } } TpMzScheme::TpMzScheme(){ //scheme_set_stack_base(NULL, 1); /* required for OS X, only. WILL NOT WORK HERE */ bool loaded = false; env = scheme_basic_env(); if (scheme_setjmp(scheme_error_buf)) { Logger::getLogger()->warning("MzScheme warning: could not load local file, trying installed file"); } else { scheme_eval_string("(load \"../modules/tpcl/mzscheme/designstruct.scm\")",env); loaded = true; } if(loaded == false){ if (scheme_setjmp(scheme_error_buf)) { Logger::getLogger()->warning("MzScheme warning: could not load installed file"); } else { scheme_eval_string("(load \"" DATADIR "/tpserver/tpscheme/mzscheme/designstruct.scm\")", env); loaded = true; } } if(loaded == false){ Logger::getLogger()->error("MzScheme Error: failed to load designstruct.scm file"); //throw exception? } }
//This function gets the top bid for the given object pair<IGObject::Ptr ,uint32_t> Colonize::getTopPlayerAndBid(IGObject::Ptr obj) { pair<IGObject::Ptr ,uint32_t> result; result.second = 0; Planet* origin = dynamic_cast<Planet*>(obj->getObjectBehaviour()); assert(origin); Logger::getLogger()->debug("\tCollecting all bids on object %s",origin->getName().c_str()); Game* game = Game::getGame(); OrderManager* ordM = game->getOrderManager(); ObjectManager* objM = game->getObjectManager(); //Construct the map to be used, the identifier is the planet, the value is the bid map<IGObject::Ptr ,uint32_t> bids; //Get all objects from object manager set<uint32_t> objectsIds = objM->getAllIds(); //Iterate over every object for(set<uint32_t>::iterator i = objectsIds.begin(); i != objectsIds.end(); ++i) { //Get current object IGObject::Ptr currObj = objM->getObject(*i); //Print out current planet Planet* bidder = dynamic_cast<Planet*>(currObj->getObjectBehaviour()); if (bidder != NULL) { Logger::getLogger()->debug("\t\tLooking at orders on object %s",bidder->getName().c_str()); } //Get order queue from object OrderQueueObjectParam* oqop = dynamic_cast<OrderQueueObjectParam*>(currObj->getParameterByType(obpT_Order_Queue)); OrderQueue::Ptr oq; //Validate that the oq exists if(oqop != NULL && (oq = ordM->getOrderQueue(oqop->getQueueId())) != NULL) { //Iterate over all orders for (uint32_t j = 0; j < oq->getNumberOrders(); j++) { OwnedObject *orderedObj = dynamic_cast<OwnedObject*>(currObj->getObjectBehaviour()); Order* order = NULL; if ( orderedObj != NULL ) { order = oq->getOrder(j, orderedObj->getOwner()); } Logger::getLogger()->debug("\t\tThere exists a %s order on %s", order->getName().c_str(), bidder->getName().c_str()); //if order is a colonize order if( order != NULL && order->getName() == "Colonize") { Colonize* colonize = dynamic_cast<Colonize*>(order); assert(colonize); //Get the list of planetIDs and the # of units to move IdMap list = colonize->getTargetList()->getList(); //Iterate over all suborders for(IdMap::iterator i = list.begin(); i != list.end(); ++i) { uint32_t planetID = i->first; uint32_t numUnits = i->second; format debug("\t\t\tEncountered suborder to Colonize %1% with %2% units"); debug % planetID; debug % numUnits; Logger::getLogger()->debug(debug.str().c_str()); IGObject::Ptr target = Game::getGame()->getObjectManager()->getObject(planetID); if ( target == obj ) { bids[currObj] += numUnits; } } } else if ( order->getName() != "Colonize") { j = oq->getNumberOrders() + 1; //force the loop to exit, we have "left" the frontal Colonize orders } } currObj->touchModTime(); } objM->doneWithObject(currObj->getID()); } //Iterate over all bids and restrict them to the maximum armies availible on that planet for(map<IGObject::Ptr ,uint32_t>::iterator i = bids.begin(); i != bids.end(); ++i) { Logger::getLogger()->debug("Iterating over all bids to pick the highest legal bid."); //FIXME: Somewhere in this "for" the server crashes when a single bid is created for 1 unit when planet only has 1 unit left //Restrict players bid to 1 less than their current reinforcements Planet* planet = dynamic_cast<Planet*>(i->first->getObjectBehaviour()); assert(planet); result.first = i->first; uint32_t numUnits = i->second; uint32_t maxUnits = planet->getResource("Army").first; //If there is overflow of numUnits, check for maxUnits over 0 insures we don't set unsigned to < 0 if ( numUnits >= maxUnits && maxUnits > 0) { if ( maxUnits > 0) numUnits = maxUnits - 1; else numUnits = 0; } i->second = numUnits; result.second = i->second; } sendPlayerMessages(obj, bids,result); if (result.first == NULL) { } format debugMsg("Found highest bidder to be from planet #%1% with %2% units"); debugMsg % result.first->getName(); debugMsg % result.second; Logger::getLogger()->debug(debugMsg.str().c_str()); return result; }
bool Colonize::doOrder(IGObject::Ptr obj) { bool result = true; --turns; Planet* origin = dynamic_cast<Planet*>(obj->getObjectBehaviour()); assert(origin); Logger::getLogger()->debug("Starting a Colonize::doOrder on %s.",origin->getName().c_str()); //Get the list of objects and the # of units to colonize IdMap list = targetPlanet->getList(); //Collect all of the players bids and restrain them to 1 less than the current units map<IGObject::Ptr ,uint32_t> bids; for(IdMap::iterator i = list.begin(); i != list.end(); ++i) { uint32_t planetID = i->first; uint32_t numUnits = i->second; IGObject::Ptr target = Game::getGame()->getObjectManager()->getObject(planetID); //Restrain the number of units moved off of origin uint32_t maxUnits = origin->getResource("Army").first; numUnits = numUnits + bids[target]; //Add current bid on target to requests units (no tricksy bidding!) if ( numUnits >= maxUnits && maxUnits > 0) { if ( maxUnits > 0) numUnits = maxUnits - 1; else numUnits = 0; } bids[target] = numUnits; } //for each seperate planet bid on run the bid routine for(map<IGObject::Ptr ,uint32_t>::iterator i = bids.begin(); i != bids.end(); ++i) { Logger::getLogger()->debug("\tStarting to iterate over all players bids"); Planet* biddedPlanet = dynamic_cast<Planet*>(i->first->getObjectBehaviour()); assert(biddedPlanet); //Ensure the object IS a planet and the object is unowned //The object MAY be owned if a bid has occured and a winner was chosen //then all other bids on that planet will simply be ignored if ( biddedPlanet != NULL && biddedPlanet->getOwner() == 0) { Logger::getLogger()->debug("\tGetting the top player and bid for planet %s",biddedPlanet->getName().c_str()); //Get pair <owner's planet,bid> of top bidder pair<IGObject::Ptr ,uint32_t> topBidder = getTopPlayerAndBid(i->first); //Check if players bid is bigger than top bidder elsewhere - only did this because I wasn't sure //BUG: this code would force the reset of bid restriction // if ( i->second > topBidder.second ) { // topBidder.second = i->second; // topBidder.first = obj; // } Planet* ownerPlanet = dynamic_cast<Planet*>(topBidder.first->getObjectBehaviour()); assert(ownerPlanet); uint32_t player = ownerPlanet->getOwner(); biddedPlanet->setOwner(player); biddedPlanet->addResource("Army",topBidder.second); ownerPlanet->removeResource("Army",topBidder.second); //Inform colonize winner, and obj owner } else //Bidded planet is now owned { Logger::getLogger()->debug("\tNot getting top bidders, planet is already owned"); //inform player bid failed, obj is now owned by _person_, won bid with _#units_ } } return result; }
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 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; }