Esempio n. 1
0
void taeRuleset::createGame() {
    Game* game = Game::getGame();
    ObjectManager* obm = game->getObjectManager();
    ObjectTypeManager* obtm = game->getObjectTypeManager();

    //Create ship design category
    Category* cat = new Category();
    cat->setName("Ships");
    cat->setDescription("Ship components");
    game->getDesignStore()->addCategory(cat);
    
    //Create properties
    createProperties();

    //Create components
    createComponents();

    //Create resources
    setupResources();

    uint32_t obT_Universe = obtm->getObjectTypeByName("Universe");
    uint32_t obT_Galaxy = obtm->getObjectTypeByName("Galaxy");

    //Create the universe
    IGObject* universe = obm->createNewObject();
    obtm->setupObject(universe, obT_Universe);
    Universe* theUniverse = (Universe*)(universe->getObjectBehaviour());
    theUniverse->setSize(1000000000000ll);
    universe->setName("The Universe");
    theUniverse->setPosition(Vector3d(0ll,0ll,0ll));
    obm->addObject(universe);

    //Create the galaxy
    IGObject* gal = obm->createNewObject();
    obtm->setupObject(gal, obT_Galaxy);
    EmptyObject* galob = (EmptyObject*)(gal->getObjectBehaviour());
    galob->setSize(100000000000ll);
    gal->setName("The Fertile Galaxy");
    galob->setPosition(Vector3d(0ll, -6000ll, 0ll));
    gal->addToParent(universe->getID());
    obm->addObject(gal);

    string path = string(Settings::getSettings()->get("board_path"));
    Logger::getLogger()->debug(path.c_str());
    
    createBoard(path, gal->getID());
    
    Logger::getLogger()->info("TaE created");
}
Esempio n. 2
0
void taeRuleset::onPlayerAdded(Player* player) {
    Logger::getLogger()->debug("TaE onPlayerAdded");

    Game *game = Game::getGame();
    PlayerView* playerview = player->getPlayerView();
    ObjectTypeManager* obtm = game->getObjectTypeManager();

    //Set Player's score to 0
    player->setScore(1,0);
    player->setScore(2,0);
    player->setScore(3,0);
    player->setScore(4,0);
    player->setScore(5,0);

    //Set visibility of current designs
    std::set<uint32_t> allotherdesigns = Game::getGame()->getDesignStore()->getDesignIds();
    for(std::set<uint32_t>::const_iterator desid = allotherdesigns.begin(); desid != allotherdesigns.end(); ++desid){
        DesignView* dv = new DesignView();
        dv->setDesignId(*desid);
        playerview->addVisibleDesign(dv);
    }

   for(uint32_t i = 1; i <= game->getDesignStore()->getMaxComponentId(); ++i){
      playerview->addUsableComponent(i);
   }

   std::set<uint32_t> mydesignids;

    //Add system and planet to hold player's fleets
    IGObject* sys1 = game->getObjectManager()->createNewObject();
    obtm->setupObject(sys1, obtm->getObjectTypeByName("Star System"));
    StarSystem* sys1ob = (StarSystem*)(sys1->getObjectBehaviour());
    sys1ob->setSize(60000ll);
    sys1->setName(player->getName() + "'s System");
    sys1ob->setPosition(Vector3d(1ll+80000*player->getID(), 1ll, 0ll));
    sys1ob->setInhabitable(true);
    sys1ob->setDestroyed(true);
    sys1->addToParent(1);
    game->getObjectManager()->addObject(sys1);

    IGObject *p = game->getObjectManager()->createNewObject();
    obtm->setupObject(p, obtm->getObjectTypeByName("Planet"));
    Planet * pob = (Planet*)(p->getObjectBehaviour());
    pob->setSize(2);
    p->setName(player->getName() + "'s Home Planet");
    pob->setPosition(sys1ob->getPosition());
    OrderQueue *planetoq = new OrderQueue();
    planetoq->setObjectId(p->getID());
    planetoq->addOwner(player->getID());
    game->getOrderManager()->addOrderQueue(planetoq);
    OrderQueueObjectParam* oqop = static_cast<OrderQueueObjectParam*>(p->getParameterByType(obpT_Order_Queue));
    oqop->setQueueId(planetoq->getQueueId());
    pob->setDefaultOrderTypes();
    p->addToParent(sys1->getID());
    game->getObjectManager()->addObject(p);

    //Setup starting fleets
    IGObject* fleet;
    
    //Colonist fleets
    for(int i = 0; i < 6; i++) {
        fleet = fleetBuilder->createFleet(FleetBuilder::PASSENGER_FLEET, FleetBuilder::RANDOM_SHIP, player, p, "Colonist Fleet");
        game->getObjectManager()->addObject(fleet);
    }

    //Leader fleets
    fleet = fleetBuilder->createFleet(FleetBuilder::VIP_FLEET, FleetBuilder::MERCHANT_SHIP, player, p, "Merchant Leader");
    game->getObjectManager()->addObject(fleet);

    fleet = fleetBuilder->createFleet(FleetBuilder::VIP_FLEET, FleetBuilder::SCIENTIST_SHIP, player, p, "Scientist Leader");
    game->getObjectManager()->addObject(fleet);

    fleet = fleetBuilder->createFleet(FleetBuilder::VIP_FLEET, FleetBuilder::SETTLER_SHIP, player, p, "Settler Leader");
    game->getObjectManager()->addObject(fleet);

    fleet = fleetBuilder->createFleet(FleetBuilder::VIP_FLEET, FleetBuilder::MINING_SHIP, player, p, "Mining Leader");
    game->getObjectManager()->addObject(fleet);

    //Bomber fleets
    for(int i = 0; i < 2; i++) {
        fleet = fleetBuilder->createFleet(FleetBuilder::BOMBER_FLEET, NULL, player, p, "Bomber");
        game->getObjectManager()->addObject(fleet);
    }


    //Set visibility of new designs and objects
    std::set<uint32_t> objids = game->getObjectManager()->getAllIds();
    for(std::set<uint32_t>::iterator itcurr = objids.begin(); itcurr != objids.end(); ++itcurr){
        ObjectView* obv = new ObjectView();
        obv->setObjectId(*itcurr);
        obv->setCompletelyVisible(true);
        playerview->addVisibleObject(obv);
    }

    std::set<uint32_t> playerids = game->getPlayerManager()->getAllIds();
    for(std::set<uint32_t>::iterator playerit = playerids.begin(); playerit != playerids.end(); ++playerit){

      Player* oplayer = game->getPlayerManager()->getPlayer(*playerit);
      game->getPlayerManager()->updatePlayer(oplayer->getID());
    }

}
Esempio n. 3
0
void taeRuleset::createBoard(string path, uint32_t galaxy) {
    Game* game = Game::getGame();
    ObjectManager* obm = game->getObjectManager();
    ObjectTypeManager* obtm = game->getObjectTypeManager();
    stack<string> lines;
    string line;
    int row = 0;
    ifstream file (path.c_str());

    //Attempt to read in a custom map
    if (file.is_open())
    {
        while(!file.eof()) {
            getline (file,line);
            lines.push(line);
        }
        if(lines.top().compare("") == 0) {
            lines.pop();
        }
        file.close();
    } else {
        //Build default map
        lines.push(string("....MMMMM.A.M..."));
        lines.push(string(".A..M.......M..A"));
        lines.push(string("...MMA......MM.."));
        lines.push(string("MMMM.........MMM"));
        lines.push(string(".............AMM"));
        lines.push(string("..............M."));
        lines.push(string("MMMM....A...MMM."));
        lines.push(string(".A.MMMM.....M..."));
        lines.push(string("......MMMMMMM.A."));
        lines.push(string(".....A.........."));
        lines.push(string("..........A....."));
    }
    while(!lines.empty()) {
        line = lines.top();
        lines.pop();
        for(int i = 0; i < line.length(); i++) {

            //Create a star system
            IGObject* sys1 = obm->createNewObject();
            obtm->setupObject(sys1, obtm->getObjectTypeByName("Star System"));
            StarSystem* sys1ob = (StarSystem*)(sys1->getObjectBehaviour());
            sys1ob->setSize(60000ll);
            char* name = new char[8];
            sprintf(name, "%d, %d", i, row);
            sys1->setName(name);
            sys1ob->setPosition(Vector3d(1ll + 80000ll*i, 1ll+80000ll*(row+1), 0ll));
            sys1ob->setDestroyed(false);                
            sys1->addToParent(galaxy);
            obm->addObject(sys1);

            //Create a planet
            IGObject *p = obm->createNewObject();
            obtm->setupObject(p, obtm->getObjectTypeByName("Planet"));
            Planet * pob = (Planet*)(p->getObjectBehaviour());
            pob->setSize(2);
            char* planetName = new char[20];
            sprintf(planetName, "Planet %d, %d", i, row);
            p->setName(planetName);
            pob->setPosition(sys1ob->getPosition());
            OrderQueue *planetoq = new OrderQueue();
            planetoq->setObjectId(p->getID());
            planetoq->addOwner(0);
            game->getOrderManager()->addOrderQueue(planetoq);
            OrderQueueObjectParam* oqop = static_cast<OrderQueueObjectParam*>(p->getParameterByType(obpT_Order_Queue));
            oqop->setQueueId(planetoq->getQueueId());
            pob->setDefaultOrderTypes();
            p->addToParent(sys1->getID());
            obm->addObject(p);
            if(line[i] == '.') {
                sys1ob->setInhabitable(true);
            } else if (line[i] == 'M') {
                sys1ob->setInhabitable(false);
                pob->addResource(1,1);
            } else if (line[i] == 'A') {
                sys1ob->setInhabitable(true);
                sys1ob->setRegion(sys1->getID());
                pob->addResource(3,1);
                pob->addResource(5,1);
            }   
        }
        row++;
    } 
}