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; }
std::map<uint32_t, std::pair<std::string, uint32_t> > LoadArmament::generateListOptions(){ Logger::getLogger()->debug("Entering LoadArmament::generateListOptions"); std::map<uint32_t, std::pair<std::string, uint32_t> > options; Game* game = Game::getGame(); IGObject::Ptr selectedObj = game->getObjectManager()->getObject( game->getOrderManager()->getOrderQueue(orderqueueid)->getObjectId()); Fleet* fleet = dynamic_cast<Fleet*>(selectedObj->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); for (std::set<uint32_t>::iterator itcurr = objs.begin(); itcurr != objs.end(); ++itcurr) { if (obman->getObject(*itcurr)->getType() == otman->getObjectTypeByName("Planet")) { IGObject::Ptr planetObj = obman->getObject(*itcurr); Planet* planet = dynamic_cast<Planet*>(planetObj->getObjectBehaviour()); Logger::getLogger()->debug("Found Planet %s for Load Armaments Order", planetObj->getName().c_str()); std::map<uint32_t, std::pair<uint32_t, uint32_t> > reslist = planet->getResources(); for (std::map<uint32_t, std::pair<uint32_t, uint32_t> >::iterator it = reslist.begin(); it != reslist.end(); ++it) { if (resman->getResourceDescription(it->first)->getUnitSingular() == "weapon") { options[it->first] = std::pair<std::string, uint32_t>(resman->getResourceDescription(it->first)->getNamePlural(), planet->getResourceSurfaceValue(it->first)); } } } } Logger::getLogger()->debug("Exiting LoadArmament::generateListOptions"); return options; }
int Move::getETA(IGObject *ob) const{ Fleet* fleet = ((Fleet*)(ob->getObjectBehaviour())); unsigned long long distance = coords->getPosition().getDistance(fleet->getPosition()); unsigned long max_speed = 3000000; if(distance == 0) return 1; return (int)((distance - 1) / max_speed) + 1; }
bool Move::doOrder(IGObject * ob){ Vector3d dest = coords->getPosition(); Fleet* fleet = ((Fleet*)(ob->getObjectBehaviour())); unsigned long long distance = dest.getDistance(fleet->getPosition()); unsigned long long max_speed = 3000000; Logger::getLogger()->debug("Moving %lld at %lld speed", distance, max_speed); if(distance <= max_speed){ uint32_t parentid; Logger::getLogger()->debug("Object(%d)->Move->doOrder(): Is arriving at [%lld, %lld, %lld] ", ob->getID(), dest.getX(), dest.getY(), dest.getZ()); fleet->setVelocity(Vector3d(0,0,0)); parentid = ob->getParent(); // recontainerise if necessary int containertype = Game::getGame()->getObjectManager()->getObject(parentid)->getContainerType(); Game::getGame()->getObjectManager()->doneWithObject(parentid); if(fleet->getPosition() != dest && containertype >= 1){ //removeFromParent(); std::set<unsigned int> oblist = ((MTSecTurn*)(Game::getGame()->getTurnProcess()))->getContainerIds(); for(std::set<unsigned int>::reverse_iterator itcurr = oblist.rbegin(); itcurr != oblist.rend(); ++itcurr){ IGObject* testedobject = Game::getGame()->getObjectManager()->getObject(*itcurr); Position3dObjectParam * pos = dynamic_cast<Position3dObjectParam*>(testedobject->getParameterByType(obpT_Position_3D)); SizeObjectParam * size = dynamic_cast<SizeObjectParam*>(testedobject->getParameterByType(obpT_Size)); if(pos == NULL || size == NULL){ Game::getGame()->getObjectManager()->doneWithObject(*itcurr); continue; } Vector3d pos1 = pos->getPosition(); uint64_t size1 = size->getSize(); uint64_t diff = dest.getDistance(pos1); if(diff <= fleet->getSize() / 2 + size1 / 2){ Logger::getLogger()->debug("Container object %d", *itcurr); //if(Game::getGame()->getObject(*itcurr)->getType() <= 2){ //if(*itcurr != id){ if(size1 >= fleet->getSize()){ if(*itcurr != parentid){ ob->removeFromParent(); ob->addToParent(*itcurr); } Game::getGame()->getObjectManager()->doneWithObject(*itcurr); parentid = *itcurr; break; } } Game::getGame()->getObjectManager()->doneWithObject(*itcurr); //} } if(parentid == 0){ ob->removeFromParent(); ob->addToParent(0); } } fleet->setPosition(dest); Message * msg = new Message(); msg->setSubject("Move order complete"); msg->setBody("The fleet '" + ob->getName() + "' has reached it's destination."); msg->addReference(rst_Action_Order, rsorav_Completion); msg->addReference(rst_Object, ob->getID()); msg->addReference(rst_Object, parentid); /* It's parent */ Game::getGame()->getPlayerManager()->getPlayer(fleet->getOwner())->postToBoard(msg); return true; }else{ Vector3d velo = (dest - fleet->getPosition()).makeLength(max_speed); Vector3d arriveat = fleet->getPosition()+velo; Logger::getLogger()->debug("Move->doOrder(%d): Velocity is [%lld, %lld, %lld] (will arrive at [%lld, %lld, %lld])", ob->getID(), velo.getX(), velo.getY(), velo.getZ(), arriveat.getX(), arriveat.getY(), arriveat.getZ()); fleet->setVelocity(velo); uint32_t parentid = ob->getParent(); // recontainerise if necessary uint32_t containertype = Game::getGame()->getObjectManager()->getObject(parentid)->getContainerType(); Game::getGame()->getObjectManager()->doneWithObject(parentid); if(fleet->getPosition() != arriveat && containertype >= 1){ //removeFromParent(); std::set<uint32_t> oblist = ((MTSecTurn*)(Game::getGame()->getTurnProcess()))->getContainerIds(); for(std::set<uint32_t>::reverse_iterator itcurr = oblist.rbegin(); itcurr != oblist.rend(); ++itcurr){ IGObject* testedobject = Game::getGame()->getObjectManager()->getObject(*itcurr); Position3dObjectParam * pos = dynamic_cast<Position3dObjectParam*>(testedobject->getParameterByType(obpT_Position_3D)); SizeObjectParam * size = dynamic_cast<SizeObjectParam*>(testedobject->getParameterByType(obpT_Size)); if(pos == NULL || size == NULL){ Game::getGame()->getObjectManager()->doneWithObject(*itcurr); continue; } Vector3d pos1 = pos->getPosition(); uint64_t size1 = size->getSize(); uint64_t diff = arriveat.getDistance(pos1); if(diff <= fleet->getSize() / 2 + size1 / 2){ Logger::getLogger()->debug("Container object %d", *itcurr); //if(Game::getGame()->getObject(*itcurr)->getType() <= 2){ //if(*itcurr != id){ if(size1 >= fleet->getSize()){ if(*itcurr != parentid){ ob->removeFromParent(); ob->addToParent(*itcurr); } Game::getGame()->getObjectManager()->doneWithObject(*itcurr); parentid = *itcurr; break; } } Game::getGame()->getObjectManager()->doneWithObject(*itcurr); //} } if(parentid == 0){ ob->removeFromParent(); ob->addToParent(0); } } fleet->setPosition(arriveat); 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; }
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; }