コード例 #1
0
void DisasterEvent::exec( Game& game )
{
  Tilemap& tmap = game.getCity()->getTilemap();
  Tile& tile = tmap.at( _pos );
  TilePos rPos = _pos;

  if( tile.getFlag( Tile::isDestructible ) )
  {
    Size size( 1 );

    LandOverlayPtr overlay = tile.getOverlay();
    if( overlay.isValid() )
    {
      overlay->deleteLater();
      size = overlay->getSize();
      rPos = overlay->getTile().getIJ();
    }

    //bool deleteRoad = false;

    TilemapArea clearedTiles = tmap.getFilledRectangle( rPos, size );
    foreach( Tile* tile, clearedTiles )
    {
      BuildingType dstr2constr[] = { B_BURNING_RUINS, B_COLLAPSED_RUINS, B_PLAGUE_RUINS };
      bool canCreate = ConstructionManager::getInstance().canCreate( dstr2constr[_type] );
      if( canCreate )
      {
        GameEventMgr::append( BuildEvent::create( tile->getIJ(), dstr2constr[_type] ) );
      }
    }
コード例 #2
0
void WalkerPrefect::onMidTile()
{
  ReachedBuildings reachedBuildings;
  TilePos firePos;
  bool haveBurningRuinsNear = _looks4Fire( reachedBuildings, firePos );  
  bool isDestination = _getPathway().isDestination();

  switch( _d->action )
  {
  case Impl::doNothing:
  break;

  case Impl::patrol:
  {
    if( haveBurningRuinsNear )
    {
      //tell our prefecture that need send prefect with water to fight with fire
      //on next deliverService

      //found fire, no water, go prefecture
      getBase().as<Prefecture>()->fireDetect( firePos );
      _back2Prefecture();

      Walker::onNewDirection();
    }
    else
    {
      foreach( BuildingPtr building, reachedBuildings )
      {
        building->applyService( ServiceWalkerPtr( this ) );

        HousePtr house = building.as<House>();
        if( house.isValid() && house->getHealthLevel() < 1 )
        {
          house->deleteLater();

          GameEventMgr::append( DisasterEvent::create( house->getTilePos(), DisasterEvent::plague ) );
        }
      }
    }

    if( isDestination )
    {
      _back2Prefecture();
    }

    Walker::onMidTile();
  }
  break;

  case Impl::back2Prefecture:
  {
    if( haveBurningRuinsNear )
    {
      //tell our prefecture that need send prefect with water to fight with fire
      //on next deliverService
      getBase().as<Prefecture>()->fireDetect( firePos );
    }

    if( isDestination )
    {
      deleteLater();
      _d->action = Impl::doNothing;
    }

    Walker::onMidTile();
  }
  break;

  case Impl::gotoFire:
  {
    if( _getPathway().getDestination().getIJ().distanceFrom( getIJ() ) < 1.5f )
    {
      LandOverlayPtr overlay = _getPathway().getDestination().getOverlay();
      if( overlay.isValid() && overlay->getType() == B_BURNING_RUINS )
      {
        _d->action = Impl::fightFire;
        _setGraphic( WG_PREFECT_FIGHTS_FIRE );
        Walker::onNewDirection();
        isDestination = false;
      }
    }

    if( isDestination )
    {
      if( !haveBurningRuinsNear || _d->water == 0 )
      {
        _back2Prefecture();
      }
      else
      {
        _setGraphic( WG_PREFECT_DRAG_WATER );
        _d->action = Impl::gotoFire;

        _checkPath2NearestFire( reachedBuildings );
        Walker::onNewDirection();
      }
    }

    Walker::onMidTile();
  }
  break;

  case Impl::fightFire:
  break;
  }