void TraineeWalker::checkDestination(const BuildingType buildingType, Propagator &pathPropagator) { Propagator::ReachedBuldings pathWayList; pathPropagator.getReachedBuildings(buildingType, pathWayList); for( Propagator::ReachedBuldings::iterator pathWayIt= pathWayList.begin(); pathWayIt != pathWayList.end(); ++pathWayIt) { // for every building within range BuildingPtr building = pathWayIt->first; float need = building->evaluateTrainee(_traineeType); if (need > _maxNeed) { _maxNeed = need; _destinationBuilding = building; } } }
TilePos getSupplierDestination2( Propagator &pathPropagator, const BuildingType type, const GoodType what, const int needQty, PathWay &oPathWay, long& reservId ) { SmartPtr< T > res; Propagator::ReachedBuldings pathWayList; pathPropagator.getReachedBuildings(type, pathWayList); int max_qty = 0; // select the warehouse with the max quantity of requested goods for( Propagator::ReachedBuldings::iterator pathWayIt= pathWayList.begin(); pathWayIt != pathWayList.end(); ++pathWayIt) { // for every warehouse within range BuildingPtr building= pathWayIt->first; PathWay& pathWay= pathWayIt->second; SmartPtr< T > destBuilding = building.as< T >(); int qty = destBuilding->getGoodStore().getMaxRetrieve( what ); if( qty > max_qty ) { res = destBuilding; oPathWay = pathWay; max_qty = qty; } } if( res.isValid() ) { // a warehouse/granary has been found! // reserve some goods from that warehouse/granary int qty = math::clamp( needQty, 0, max_qty ); GoodStock tmpStock( what, qty, qty); reservId = res->getGoodStore().reserveRetrieval( tmpStock ); return res->getTilePos(); } else { return TilePos( -1, -1 ); } }
BuildingPtr CartPusher::getWalkerDestination_warehouse(Propagator &pathPropagator, PathWay &oPathWay) { BuildingPtr res; Propagator::ReachedBuldings pathWayList; pathPropagator.getReachedBuildings(B_WAREHOUSE, pathWayList); for( Propagator::ReachedBuldings::iterator pathWayIt= pathWayList.begin(); pathWayIt != pathWayList.end(); ++pathWayIt) { // for every warehouse within range BuildingPtr building= pathWayIt->first; PathWay& pathWay= pathWayIt->second; SmartPtr<Warehouse> warehouse= building.as<Warehouse>(); _d->reservationID = warehouse->getGoodStore().reserveStorage(_d->stock); if (_d->reservationID != 0) { res = warehouse.as<Building>(); oPathWay = pathWay; break; } } return res; }
BuildingPtr CartPusher::getWalkerDestination_granary(Propagator &pathPropagator, PathWay &oPathWay) { BuildingPtr res; GoodType goodType = _d->stock._goodType; if (!(goodType == G_WHEAT || goodType == G_FISH || goodType == G_MEAT || goodType == G_FRUIT || goodType == G_VEGETABLE)) { // this good cannot be stored in a granary return NULL; } Propagator::ReachedBuldings pathWayList; pathPropagator.getReachedBuildings( B_GRANARY, pathWayList); // find a granary with enough storage for( Propagator::ReachedBuldings::iterator pathWayIt= pathWayList.begin(); pathWayIt != pathWayList.end(); ++pathWayIt) { // for every granary within range BuildingPtr building= pathWayIt->first; PathWay& pathWay= pathWayIt->second; SmartPtr<Granary> granary= building.as<Granary>(); _d->reservationID = granary->getGoodStore().reserveStorage(_d->stock); if (_d->reservationID != 0) { res = granary.as<Building>(); oPathWay = pathWay; break; } } return res; }
BuildingPtr CartPusher::getWalkerDestination_factory(Propagator &pathPropagator, PathWay &oPathWay) { BuildingPtr res; GoodType goodType = _d->stock._goodType; BuildingType buildingType = BuildingDataHolder::instance().getBuildingTypeByInGood(goodType); if (buildingType == B_NONE) { // no factory can use this good return NULL; } Propagator::ReachedBuldings pathWayList; pathPropagator.getReachedBuildings(buildingType, pathWayList); for( Propagator::ReachedBuldings::iterator pathWayIt= pathWayList.begin(); pathWayIt != pathWayList.end(); ++pathWayIt) { // for every factory within range BuildingPtr building= pathWayIt->first; PathWay& pathWay= pathWayIt->second; SmartPtr<Factory> factory = building.as<Factory>(); _d->reservationID = factory->getGoodStore().reserveStorage(_d->stock); if (_d->reservationID != 0) { res = factory.as<Building>(); oPathWay = pathWay; break; } } return res; }