Esempio n. 1
0
void TaeTurn::doTurn() {
    //check to make sure the game is still ging and this is not a combat turn
    if(isGameOver) {
        gameOver();
        return;
    } else if(combat) {
        doCombatTurn();
        return;
    }

    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();

    //build map for storing orders
    std::map<uint32_t, std::list<IGObject::Ptr > > playerOrders;

    containerids.clear();
    //separate orders by player
    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) {
                        uint32_t owner = ((OwnedObject*)(ob->getObjectBehaviour()))->getOwner();
                        std::list<IGObject::Ptr >::iterator i = playerOrders[owner].end();
                        playerOrders[owner].insert(i, ob);
                    }
                }
            }
        }
    }

    //Do orders for players in the correct order
    //The order in which orders are processed is rotated each turn
    std::set<uint32_t> players = playermanager->getAllIds();
    itcurr = players.begin();
    for(int i = 0; i < playerTurn; i++) {
        itcurr++;
    }
    for(uint32_t it = 0; it < players.size(); it++) {
        if(itcurr == players.end()) {
            itcurr = players.begin();
        }
        if(playerOrders[*itcurr].size() > 0) {
            for(std::list<IGObject::Ptr >::iterator i = playerOrders[*itcurr].begin(); i != playerOrders[*itcurr].end(); i++) {
                OrderQueue::Ptr orderqueue = ordermanager->getOrderQueue(((OrderQueueObjectParam*)((*i)->getParameterByType(obpT_Order_Queue)))->getQueueId());
                Order* currOrder = orderqueue->getFirstOrder();
                if(currOrder!= NULL) {
                    if(currOrder->doOrder(*i)) {
                        orderqueue->removeFirstOrder();
                    } else {
                        orderqueue->updateFirstOrder();
                    }
                }
                if((*i)->getContainerType() >= 1) {
                    containerids.insert((*i)->getID());
                }
                objectmanager->doneWithObject((*i)->getID());
            }
        }
        itcurr++;
    }

    awardArtifacts();
    //Check for end game condition of less than 3 artifacts remaining
    objects = objectmanager->getAllIds();
    int numArtifacts = 0;
    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) {
                numArtifacts++;
            }
        }
    }
    if(numArtifacts < 3) {
        isGameOver = true;
        gameOver();
        return;
    }

    //Update which player's turn it is
    playerTurn = (playerTurn + 1) % playermanager->getNumPlayers();

    objectmanager->clearRemovedObjects();


    // to once a turn
    for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) {
        IGObject::Ptr ob = objectmanager->getObject(*itcurr);
        if(ob->isAlive()) {
            ob->getObjectBehaviour()->doOnceATurn();
        }
        objectmanager->doneWithObject(ob->getID());
    }

    // find the objects that are visible to each player
    std::set<uint32_t> vis = objectmanager->getAllIds();
    for(std::set<uint32_t>::iterator itplayer = players.begin(); itplayer != players.end(); ++itplayer) {
        Player::Ptr player = playermanager->getPlayer(*itplayer);
        PlayerView::Ptr playerview = player->getPlayerView();

        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("Turn complete");
        stringstream out;
        out << "Your Current Score: \n";
        out << "Money: " << player->getScore(1) << "\n";
        out << "Technology: " << player->getScore(2) << "\n";
        out << "People: " << player->getScore(3) << "\n";
        out << "Raw Materials: " << player->getScore(4) << "\n";
        out << "Alien Artifacts: " << player->getScore(5);
        msg->setBody(out.str());
        player->postToBoard(msg);

        //Alert players to the turn order for next round
        msg.reset( new Message() );
        msg->setSubject("Turn Order");
        string body = "The order for the next turn is: ";
        itcurr = players.begin();
        for(int i = 0; i < playerTurn; i++) {
            itcurr++;
        }
        for(uint32_t it = 0; it < players.size(); it++) {
            if(itcurr == players.end()) {
                itcurr = players.begin();
            }
            body += playermanager->getPlayer(*itcurr)->getName();
            body += " ";
            itcurr++;
        }
        msg->setBody(body);
        player->postToBoard(msg);
    }

    //Initialize combat if the next turn is a combat turn
    if(combat) {
        initCombat();
    }

    playermanager->updateAll();

}
Esempio n. 2
0
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();

}
Esempio n. 3
0
void RftsTurn::doTurn() {

   Game* game = Game::getGame();
   OrderManager* ordermanager = game->getOrderManager();
   ObjectManager* objectmanager = game->getObjectManager();
   PlayerManager::Ptr pm = game->getPlayerManager();

   set<uint32_t> objectsIds = objectmanager->getAllIds();

   // currently just go through each obj and do each order
   // will be prioritized/sorted soon TODO

   for(set<uint32_t>::iterator i = objectsIds.begin();
         i != objectsIds.end(); ++i)
   {
      IGObject::Ptr currObj = objectmanager->getObject(*i);

      OrderQueueObjectParam* oqop = dynamic_cast<OrderQueueObjectParam*>(currObj->getParameterByType(obpT_Order_Queue));
      OrderQueue::Ptr oq;
      if(oqop != NULL && 
         (oq = ordermanager->getOrderQueue(oqop->getQueueId())) != NULL)
      {
         for(uint32_t j = 0; j < oq->getNumberOrders(); j++)
         {
            OwnedObject *orderedObj = dynamic_cast<OwnedObject*>(currObj->getObjectBehaviour());
            assert(orderedObj);

            Order* order = oq->getOrder(j, orderedObj->getOwner());
            if(order->doOrder(currObj))
            {
               oq->removeOrder(j, orderedObj->getOwner());
               j--; // list has been reordered
            }
            else
               oq->updateFirstOrder(); // CHECK
         }
         currObj->touchModTime();
      }
      objectmanager->doneWithObject(currObj->getID());
          
   }
   
   objectmanager->clearRemovedObjects();

   // re-explore new area
   setPlayerVisibleObjects();

   // to once a turn (right at the end)
   objectsIds = objectmanager->getAllIds();
   for(std::set<uint32_t>::iterator i = objectsIds.begin(); 
       i != objectsIds.end(); ++i)
   {
      IGObject::Ptr obj = objectmanager->getObject(*i);
      obj->getObjectBehaviour()->doOnceATurn();
      objectmanager->doneWithObject(obj->getID());
   }

   objectmanager->clearRemovedObjects();
   
   // update in case fleets were destroyed in combat
   setPlayerVisibleObjects();

   set<uint32_t> players = pm->getAllIds();
   for(set<uint32_t>::iterator i = players.begin(); i != players.end(); ++i)
      PlayerInfo::getPlayerInfo(*i).clearPdbUpgrade();

   Player::Ptr winner = getWinner();
   if(winner != NULL)
   {
      string body;
      Message::Ptr gameOver( new Message() );
      gameOver->setSubject("Game over!");
      
      if( game->getTurnNumber() ==
            static_cast<unsigned>(strtol(Settings::getSettings()->get("game_length").c_str(), NULL, 10)) )
         body = "Game length elapsed, winner is: ";
      else
         body = "Overwhelming victory by: ";
         
      body += winner->getName();
      gameOver->setBody(PlayerInfo::appAllVictoryPoints(body));

      for(set<uint32_t>::iterator i = players.begin(); i != players.end(); ++i)
         pm->getPlayer(*i)->postToBoard( Message::Ptr( new Message(*gameOver) ));
   }
   
   int turn = game->getTurnNumber() % 3;
   if(turn == 0){
       game->setTurnName("Production, Construction, Movement");
   }else if(turn == 1){
       game->setTurnName("Construction, Movement");
   }else{
       game->setTurnName("Movement");
   }
}
Esempio n. 4
0
//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;
}
Esempio n. 5
0
void MinisecTurn::doTurn(){
  std::set<uint32_t>::iterator itcurr;
  
  Game* game = Game::getGame();
  OrderManager* ordermanager = game->getOrderManager();
  ObjectManager* objectmanager = game->getObjectManager();
  RSPCombat* combatstrategy = new RSPCombat();
  PlayerManager::Ptr playermanager = game->getPlayerManager();
 
  //sort by order type
  std::set<uint32_t> movers;
  std::set<uint32_t> otherorders;
  std::set<uint32_t> interceptors; 
  
  containerids.clear();
  std::set<uint32_t> possiblecombatants;
  
  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){
      possiblecombatants.insert(ob->getID());
      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->getType() == ordermanager->getOrderTypeByName("Move")){
              movers.insert(ob->getID());
            } else if (currOrder->getType() == ordermanager->getOrderTypeByName("Intercept")){
              interceptors.insert(ob->getID());
            }else{
              otherorders.insert(ob->getID());
            }
          }
        }
      }
    }
    if(ob->getContainerType() >= 1){
      containerids.insert(ob->getID());
    }
    objectmanager->doneWithObject(ob->getID());
  }
  
  // do move
  for(itcurr = movers.begin(); itcurr != movers.end(); ++itcurr) {
    IGObject::Ptr ob = objectmanager->getObject(*itcurr);
    
    OrderQueueObjectParam* oqop = dynamic_cast<OrderQueueObjectParam*>(ob->getParameterByType(obpT_Order_Queue));
    OrderQueue::Ptr orderqueue = ordermanager->getOrderQueue(oqop->getQueueId());
    Order * currOrder = orderqueue->getFirstOrder();
    if(currOrder->doOrder(ob)){
      orderqueue->removeFirstOrder();
    }else{
      orderqueue->updateFirstOrder();
    }
    
    objectmanager->doneWithObject(ob->getID());
  }

  // do interceptions

  for(itcurr = interceptors.begin(); itcurr != interceptors.end(); ++itcurr) {
    IGObject::Ptr ob = objectmanager->getObject(*itcurr);
    
    OrderQueueObjectParam* oqop = dynamic_cast<OrderQueueObjectParam*>(ob->getParameterByType(obpT_Order_Queue));
    OrderQueue::Ptr orderqueue = ordermanager->getOrderQueue(oqop->getQueueId());
    Order * currOrder = orderqueue->getFirstOrder();
    if(currOrder->doOrder(ob)){
      orderqueue->removeFirstOrder();
    }else{
      orderqueue->updateFirstOrder();
    }
    
    objectmanager->doneWithObject(ob->getID());
  }
 
  // do combat
  
  std::list<std::map<uint32_t, std::set<uint32_t> > > combats;
  
  for(itcurr = possiblecombatants.begin(); itcurr != possiblecombatants.end(); ++itcurr) {
    IGObject::Ptr ob = objectmanager->getObject(*itcurr);
    uint32_t playerid1;
    Vector3d pos1;
    uint32_t size1;
    if(ob->getType() == planettype){
      Planet* planet = (Planet*)(ob->getObjectBehaviour());
      playerid1 = planet->getOwner();
      pos1 = planet->getPosition();
      size1 = planet->getSize();
    }else{
      Fleet* fleet = (Fleet*)(ob->getObjectBehaviour());
      playerid1 = fleet->getOwner();
      pos1 = fleet->getPosition();
      size1 = fleet->getSize();
    }
    
    if(playerid1 == 0){
      objectmanager->doneWithObject(ob->getID());
      continue;
    }
    
    bool placed = false;
    
    for(std::list<std::map<uint32_t, std::set<uint32_t> > >::iterator itlist = combats.begin();
        itlist != combats.end(); ++itlist){
      std::map<uint32_t, std::set<uint32_t> > themap = *itlist;
      for(std::map<uint32_t, std::set<uint32_t> >::iterator itmap = themap.begin();
          itmap != themap.end(); ++itmap){
        std::set<uint32_t> theset = itmap->second;
        for(std::set<uint32_t>::iterator itset = theset.begin(); itset != theset.end(); ++itset){
          IGObject::Ptr itbobj = objectmanager->getObject(*itset);
          uint32_t playerid2;
          Vector3d pos2;
          uint32_t size2;
          if(itbobj->getType() == planettype){
            Planet* planet = (Planet*)(itbobj->getObjectBehaviour());
            playerid2 = planet->getOwner();
            pos2 = planet->getPosition();
            size2 = planet->getSize();
          }else{
            Fleet* fleet = (Fleet*)(itbobj->getObjectBehaviour());
            playerid2 = fleet->getOwner();
            pos2 = fleet->getPosition();
            size2 = fleet->getSize();
          }
        
          if(playerid2 == 0){
            objectmanager->doneWithObject(itbobj->getID());
            continue;
          }
          uint64_t diff = pos1.getDistance(pos2);
          if(diff <= size1 / 2 + size2 / 2){
            themap[playerid1].insert(ob->getID());
            *itlist = themap;
            placed = true;
            objectmanager->doneWithObject(itbobj->getID());
            break;
          }
          objectmanager->doneWithObject(itbobj->getID());
        }
        if(placed)
          break;
      }
      if(placed)
        break;
    }
    if(!placed){
      std::map<uint32_t, std::set<uint32_t> > themap;
      std::set<uint32_t> theset;
      theset.insert(ob->getID());
      themap[playerid1] = theset;
      combats.push_back(themap);
    }
    objectmanager->doneWithObject(ob->getID());
  }
  
  for(std::list<std::map<uint32_t, std::set<uint32_t> > >::iterator itlist = combats.begin();
        itlist != combats.end(); ++itlist){
    std::map<uint32_t, std::set<uint32_t> > themap = *itlist;
    if(themap.size() >= 2){
      combatstrategy->doCombat(themap);
    }
  }
  

  objectmanager->clearRemovedObjects();
  
  // do other orders (nop, buildfleet, colonise)
  
  for(itcurr = otherorders.begin(); itcurr != otherorders.end(); ++itcurr) {
    IGObject::Ptr ob = objectmanager->getObject(*itcurr);
    if(ob != NULL){
      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();
              }
            }
          }
        }
      }
      objectmanager->doneWithObject(ob->getID());
    }
  }

  objectmanager->clearRemovedObjects();
  
  // to once a turn (right at the end)
  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());
  }

  // find the objects that are visible to each player
  std::set<uint32_t> vis = objectmanager->getAllIds();
  std::set<uint32_t> players = playermanager->getAllIds();
  uint32_t numaliveplayers = 0;
  uint32_t numdeadplayers = 0;
  for(std::set<uint32_t>::iterator itplayer = players.begin(); itplayer != players.end(); ++itplayer){
    Player::Ptr player = playermanager->getPlayer(*itplayer);
    PlayerView::Ptr playerview = player->getPlayerView();
    
    for(std::set<uint32_t>::iterator itob = vis.begin(); itob != vis.end(); ++itob){
      ObjectView::Ptr obv = playerview->getObjectView(*itob);
      if(!obv){
        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);
        }
    }

    
    if(!player->isAlive() || playerview->getNumberOwnedObjects() == 0){
      if(player->isAlive()){
        Message::Ptr msg( new Message() );
        msg->setSubject("You lost");
        msg->setBody("You do not own any objects, therefore you game has finished.");
        msg->addReference(rst_Action_Player, rspav_Eliminated);
        player->postToBoard(msg);
        player->setIsAlive(false);
      }
      numdeadplayers++;
    }else{
      numaliveplayers++;
    }
  }
  
  if(numaliveplayers == 1){
    //find alive player
    Player::Ptr player;
    for(std::set<uint32_t>::iterator itplayer = players.begin(); itplayer != players.end(); ++itplayer){
      player = playermanager->getPlayer(*itplayer);
      if(player->isAlive())
        break;
    }
    if(player->getScore(0) != numdeadplayers - 1){
      Message::Ptr msg( new Message() );
      msg->setSubject("You won!");
      msg->setBody("You have eliminated all the competing players. Congratulations!");
      player->postToBoard(msg);
      player->setScore(0, numdeadplayers - 1);
    }
  }
  
  playermanager->updateAll();
  
  delete combatstrategy;
}