Exemplo n.º 1
0
//The colonize order checks to make sure the system is valid, then adds a resource to the planet, checks for
//external combat, and awards one point to the player with the leader in the region of the new colony.
bool Colonize::doOrder(IGObject::Ptr obj) {
    ObjectManager* obm = Game::getGame()->getObjectManager();
    ObjectTypeManager* obtm = Game::getGame()->getObjectTypeManager();
    Fleet* fleetData = (Fleet*)(obj->getObjectBehaviour());
    Player::Ptr player = Game::getGame()->getPlayerManager()->getPlayer(fleetData->getOwner());

    IGObject::Ptr newStarSys = obm->getObject(starSys->getObjectId());

    //Perform last minute checks to make sure the system can be colonized
    if(newStarSys->getType() != obtm->getObjectTypeByName("Star System")) {
        //Not a star system
        Logger::getLogger()->debug("Trying to colonize to an object which is not a star system");
        Message::Ptr msg( new Message() );
        msg->setSubject("Colonize order failed");
        msg->setBody(string("You're fleet, \"" + obj->getName() + "\" tried to colonize an object which is not a star system!"));
        msg->addReference(rst_Object, obj->getID());
        player->postToBoard(msg);
        return false;
    }
    if(!((StarSystem*)(newStarSys->getObjectBehaviour()))->canBeColonized(isMining)) {
        //Not colonizable
        Logger::getLogger()->debug("Player tried to colonize a system which cannot be colonized.");
        Message::Ptr msg( new Message() );
        msg->setSubject("Colonize order failed");
        msg->setBody(string("You're fleet, \"" + obj->getName() + "\" tried to colonize a fleet which cannot be colonized!"));
        msg->addReference(rst_Object, obj->getID());
        player->postToBoard(msg);
        return false;
    }   

    //Find the star system's planet
    set<uint32_t> children = newStarSys->getContainedObjects();
    uint32_t pid;
    bool planetFound = false;
    for(set<uint32_t>::iterator i=children.begin(); i != children.end(); i++) {
        if(obm->getObject(*i)->getType() == obtm->getObjectTypeByName("Planet")) {
            pid = *i;
            planetFound = true;
        }
    }
    if(!planetFound) {
        Logger::getLogger()->debug("Colonize Order: No planet found in target star system");
        return false;
    }

    //Add resource to planet
    Planet* planet = (Planet*)(obm->getObject(pid)->getObjectBehaviour());
    Design::Ptr ship = Game::getGame()->getDesignStore()->getDesign(fleetData->getShips().begin()->first);
    uint32_t scoreType = 0;
    string leaderName;
    if(ship->getName().compare("MerchantShip") == 0) {
        planet->addResource(4, 1);
        scoreType = 1;
        leaderName = "MerchantLeaderShip";
    } else if(ship->getName().compare("ScientistShip") == 0) {
        planet->addResource(5, 1);
        scoreType = 2;
        leaderName = "ScientistLeaderShip";
    } else if(ship->getName().compare("SettlerShip") == 0) {
        planet->addResource(6, 1);
        scoreType = 3;
        leaderName = "SettlerLeaderShip";
    } else if(ship->getName().compare("MiningShip") == 0) {
        planet->addResource(7, 1);
        scoreType = 4;
        leaderName = "MiningLeaderShip";
    }

    //Get bordering star systems' regions
    StarSystem* starSysData = (StarSystem*)(newStarSys->getObjectBehaviour());
    set<uint32_t> regions = getBorderingRegions();
    
    //Put the newly colonized ship into the proper region
    //If it does not border any regions, then set it to a new one with a unique id
    if(regions.size() == 0) {
        starSysData->setRegion(starSys->getObjectId());
        stringstream out;
        out << starSysData->getRegion();
        Logger::getLogger()->debug(string("System " + newStarSys->getName() + " added to region " + out.str()).c_str());
    } else if(regions.size() == 1) {
        // Add +1 to the resource score of the player with the correct leader 
        // in this region
        
        int leaderID = getLeaderInRegion(*(regions.begin()), leaderName);
        if(leaderID < 0 && leaderName.compare("SettlerLeaderShip") != 0) {
            leaderID = getLeaderInRegion(*(regions.begin()), "SettlerLeaderShip");
        }
        if(leaderID >= 0) {
            Fleet* leader = (Fleet*) ((obm->getObject((uint32_t) leaderID))->getObjectBehaviour());
            Player::Ptr owner = Game::getGame()->getPlayerManager()->getPlayer(leader->getOwner());
            owner->setScore(scoreType, owner->getScore(scoreType) + 1);
        }    

        //Add the newly colonized system to the region
        starSysData->setRegion(*(regions.begin()));
        stringstream out;
        out << starSysData->getRegion();
        Logger::getLogger()->debug(string("System " + newStarSys->getName() + " added to region " + out.str()).c_str());
    } else {
        // This means that 2 regions are being connected. Perform check
        // for external combat
        map<uint32_t, uint32_t> settlers;
        map<uint32_t, uint32_t> scientists;
        map<uint32_t, uint32_t> merchants;
        map<uint32_t, uint32_t> miners;
        for(set<uint32_t>::iterator i = regions.begin(); i != regions.end(); i++) {
            int temp = getLeaderInRegion(*i, "SettlerLeaderShip");
            if(temp != -1) {
                settlers[temp] = *i;
            }
            temp = getLeaderInRegion(*i, "ScientistLeaderShip");
            if(temp != -1) {
                scientists[temp] = *i;
            }
            temp = getLeaderInRegion(*i, "MerchantLeaderShip");
            if(temp != -1) {
                merchants[temp] = *i;
            }
            temp = getLeaderInRegion(*i, "MiningLeaderShip");
            if(temp != -1) {
                miners[temp] = *i;
            }
        }

        TaeTurn* turn = (TaeTurn*) Game::getGame()->getTurnProcess();
        bool conflict = false;
        if(settlers.size() > 1) {
            //Settler Conflict!
            turn->queueCombatTurn(false, settlers);
            conflict = true;
        }
        if(scientists.size() > 1) {
            //Scientist Conflict!
            turn->queueCombatTurn(false, scientists);
            conflict = true;
        }
        if(merchants.size() > 1) {
            //Merchant Conflict!
            turn->queueCombatTurn(false, merchants);
            conflict = true;
        }
        if(miners.size() > 1) {
            //Miner Conflict!
            turn->queueCombatTurn(false, miners);
            conflict = true;
        }
        
        if(!conflict) {
            uint32_t region = *(regions.begin());
            set<uint32_t> objects = obm->getAllIds();
            for(set<uint32_t>::iterator i = objects.begin(); i != objects.end(); i++) {
                IGObject::Ptr ob = obm->getObject(*i);
                if(ob->getType() == obtm->getObjectTypeByName("Star System")) {
                    StarSystem* sys = (StarSystem*) ob->getObjectBehaviour();
                    uint32_t r = sys->getRegion();
                    if(r != region && regions.count(r) > 0) {
                        sys->setRegion(region);
                    }
                }
            }
        }
    }

    obm->doneWithObject(newStarSys->getID());
   
 
    // post completion message
    Message::Ptr msg( new Message() );
    msg->setSubject("Colonize fleet order complete");
    msg->setBody(string("You're fleet, \"" + obj->getName() + "\" has colonized ")
            + newStarSys->getName() + ".");
    msg->addReference(rst_Action_Order, rsorav_Completion);
    msg->addReference(rst_Object, starSys->getObjectId());
    msg->addReference(rst_Object, obj->getID());

    player->postToBoard(msg);

    //Remove fleet
    obj->removeFromParent();
    obm->scheduleRemoveObject(obj->getID());

    return true;
}