Пример #1
0
int Workwidget::qt_metacall(QMetaObject::Call _c, int _id, void **_a)
{
    _id = QWidget::qt_metacall(_c, _id, _a);
    if (_id < 0)
        return _id;
    if (_c == QMetaObject::InvokeMetaMethod) {
        switch (_id) {
        case 0: SwitchToCompleteWorkSignal(); break;
        case 1: SwitchToChooseCraftSignal(); break;
        case 2: SwitchToTimeSecretSignal(); break;
        case 3: SwitchToSensorSecretSignal(); break;
        case 4: SwitchToParaSecretSignal(); break;
        case 5: SwitchToSysEleSecretSignal(); break;
        case 6: ShutDownSignal(); break;
        case 7: SwitchToGThSignal(); break;
        case 8: UpdateShowSig(); break;
        case 9: UpdateNetWorkInfoSig(); break;
        case 10: ShowRecordStateSig(); break;
        case 11: SwitchToCompleteWorkSlot(); break;
        case 12: SwitchToChooseCraftSlot(); break;
        case 13: SwitchToTimeSecretSlot(); break;
        case 14: SwitchToSensorSecretSlot(); break;
        case 15: SwitchToParaSecretSlot(); break;
        case 16: SwitchToSysEleSecretSlot(); break;
        case 17: ShutDown(); break;
        case 18: SwitchToGThSecretSlot(); break;
        case 19: updatetime(); break;
        case 20: showMenu(); break;
        case 21: UpdateShowSlot(); break;
        case 22: TCPState((*reinterpret_cast< bool(*)>(_a[1]))); break;
        case 23: WorkFinished(); break;
        case 24: ToWorkWidget(); break;
        case 25: UpdateNetWorkInfoSlot(); break;
        case 26: ComIndexChange((*reinterpret_cast< int(*)>(_a[1]))); break;
        case 27: ShowRecordState(); break;
        case 28: on_StartWorkBtn_clicked(); break;
        case 29: on_ManInputBtn_clicked(); break;
        case 30: on_QuPi_clicked(); break;
        default: ;
        }
        _id -= 31;
    }
    return _id;
}
Пример #2
0
void nofFarmhand::HandleDerivedEvent(const unsigned int id)
{
    switch(state)
    {
        case STATE_WORK:
        {
            // fertig mit Arbeiten --> dann müssen die "Folgen des Arbeitens" ausgeführt werden
            WorkFinished();
            // Objekt wieder freigeben
            gwg->GetNode(pos).reserved = false;
            // Wieder nach Hause gehen
            StartWalkingHome();

            // Evtl. Sounds löschen
            if(was_sounding)
            {
                SOUNDMANAGER.WorkingFinished(this);
                was_sounding = false;
            }

        } break;
        case STATE_WAITING1:
        {
            // Fertig mit warten --> anfangen zu arbeiten
            // Die Arbeitsradien der Berufe wie in JobConst.h (ab JOB_WOODCUTTER!)
            const unsigned char RADIUS[7] =
            { 6, 7, 6, 0, 8, 2, 2 };

            // Additional radius delta r which is used when a point in radius r was found
            // I.e. looks till radius r + delta r
            const unsigned ADD_RADIUS_WHEN_FOUND[7] =
            { 1, 1, 1, 1, 0, 1, 1};


            // Anzahl der Radien, wo wir gültige Punkte gefunden haben
            unsigned radius_count = 0;

            // Available points: 1st class and 2st class
            std::vector< MapPoint > available_points[3];

            unsigned max_radius = (job_ == JOB_CHARBURNER) ? 3 : RADIUS[job_ - JOB_WOODCUTTER];
            unsigned add_radius_when_found = (job_ == JOB_CHARBURNER) ? 1 : ADD_RADIUS_WHEN_FOUND[job_ - JOB_WOODCUTTER];

            bool points_found = false;
            bool wait = false;

            for(MapCoord tx = gwg->GetXA(pos, 0), r = 1; r <= max_radius; tx = gwg->GetXA(tx, pos.y, 0), ++r)
            {
                // Wurde ein Punkt in diesem Radius gefunden?
                bool found_in_radius = false;

                MapPoint t2(tx, pos.y);
                for(unsigned i = 2; i < 8; ++i)
                {
                    for(MapCoord r2 = 0; r2 < r; t2 = gwg->GetNeighbour(t2,  i % 6), ++r2)
                    {
                        if(IsPointAvailable(t2))
                        {
                            if (!gwg->GetNode(t2).reserved)
                            {
                                available_points[GetPointQuality(t2) - PQ_CLASS1].push_back(MapPoint(t2));
                                found_in_radius = true;
                                points_found = true;
                            }
                            else if (job_ == JOB_STONEMASON)
                            {
                                // just wait a little bit longer
                                wait = true;
                            }
                        }
                    }
                }


                // Nur die zwei ADD_RADIUS_WHEN_FOUND Radien erst einmal nehmen
                if(found_in_radius)
                {
                    if( radius_count++ == add_radius_when_found)
                        break;
                }
            }

            // Are there any objects at all?
            if(points_found)
            {
                // Prefer 1st class objects and use only 2nd class objects if there are no more other objects anymore
                MapPoint p(0, 0);
                for(unsigned i = 0; i < 3; ++i)
                {
                    if(!available_points[i].empty())
                    {
                        p = available_points[i][RANDOM.Rand(__FILE__, __LINE__, GetObjId(), available_points[i].size())];
                        break;
                    }
                }

                // Als neues Ziel nehmen
                dest = p;

                state = STATE_WALKTOWORKPOINT;

                // Wir arbeiten jetzt
                workplace->is_working = true;

                // Punkt für uns reservieren
                gwg->GetNode(dest).reserved = true;;

                // Anfangen zu laufen (erstmal aus dem Haus raus!)
                StartWalking(4);

                StopNotWorking();

                WalkingStarted();
            }
            else if (wait)
            {
                // We have to wait, since we do not know whether there are any unreachable or reserved points where there's more to get
                current_ev = em->AddEvent(this, JOB_CONSTS[job_].wait1_length, 1);

                StartNotWorking();
            }
            else
            {

                if(GAMECLIENT.GetPlayerID() == this->player)
                {
                    if (!OutOfRessourcesMsgSent)
                    {
                        switch(job_)
                        {
                            case JOB_STONEMASON:
                                GAMECLIENT.SendPostMessage(
                                    new ImagePostMsgWithLocation(_("No more stones in range"), PMC_GENERAL, pos, workplace->GetBuildingType(), workplace->GetNation()));
                                OutOfRessourcesMsgSent = true;
                                // Produktivitätsanzeige auf 0 setzen
                                workplace->SetProductivityToZero();
                                break;
                            case JOB_FISHER:
                                GAMECLIENT.SendPostMessage(
                                    new ImagePostMsgWithLocation(_("No more fishes in range"), PMC_GENERAL, pos, workplace->GetBuildingType(), workplace->GetNation()));
                                OutOfRessourcesMsgSent = true;
                                // Produktivitätsanzeige auf 0 setzen
                                workplace->SetProductivityToZero();
                                break;
                            default:
                                break;
                        }
                    }
                }

                // KI-Event erzeugen
                switch(workplace->GetBuildingType())
                {
                    case BLD_WOODCUTTER:
                    case BLD_QUARRY:
                    case BLD_FISHERY:
                        GAMECLIENT.SendAIEvent(new AIEvent::Building(AIEvent::NoMoreResourcesReachable, workplace->GetPos(), workplace->GetBuildingType()), player);
                        break;
                    default:
                        break;
                }

                // Weiter warten, vielleicht gibts ja später wieder mal was
                current_ev = em->AddEvent(this, JOB_CONSTS[job_].wait1_length, 1);

                StartNotWorking();
            }

        } break;
        default:
            break;
    }
}
Пример #3
0
void nofShipWright::HandleDerivedEvent(const unsigned int id)
{
    switch(state)
    {
        case STATE_WAITING1:
        {
            // Herausfinden, was der Schiffsbauer als nächstes bauen soll
            if(dynamic_cast<nobShipYard*>(workplace)->GetMode() == nobShipYard::BOATS)
                // in Handwerksmanier Boote herstellen
                nofWorkman::HandleStateWaiting1();
            else
            {
                // Verfügbare Punkte, die geeignete Plätze darstellen würden
                std::vector<ShipPoint> available_points;

                // Wege müssen immer von der Flagge aus berechnet werden
                MapPoint flagPos = gwg->GetNeighbour(pos, 4);
                for(MapCoord tx = gwg->GetXA(pos, 0), r = 1; r <= SHIPWRIGHT_RADIUS; tx = gwg->GetXA(tx, pos.y, 0), ++r)
                {
                    MapPoint t2(tx, pos.y);
                    for(unsigned i = 2; i < 8; ++i)
                    {
                        for(MapCoord r2 = 0; r2 < r; t2 = gwg->GetNeighbour(t2,  i % 6), ++r2)
                        {
                            // Besitze ich noch ein Schiff, was gebaut werden muss?
                            noBase* obj = gwg->GetNode(t2).obj;

                            if(!obj)
                                continue;

                            // Schiff?
                            if(obj->GetGOT() == GOT_SHIPBUILDINGSITE)
                            {
                                // Platz noch nicht reserviert und gehört das Schiff auch mir?
                                unsigned char first_dir = 0xFF;
                                if(!gwg->GetNode(pos).reserved &&
                                        static_cast<noShipBuildingSite*>(obj)->GetPlayer() == player &&
                                        (first_dir = gwg->FindHumanPath(flagPos, t2, SHIPWRIGHT_WALKING_DISTANCE)) != 0xFF)
                                {
                                    available_points.push_back(ShipPoint(t2, first_dir));
                                }
                            }
                        }
                    }
                }

                // Kein Schiff im Bau gefunden? Dann Plätzchen für ein neues Schiff suchen
                if(available_points.empty())
                {
                    for(MapCoord tx = gwg->GetXA(pos, 0), r = 1; r <= SHIPWRIGHT_RADIUS; tx = gwg->GetXA(tx, pos.y, 0), ++r)
                    {
                        MapPoint t2(tx, pos.y);
                        for(unsigned i = 2; i < 8; ++i)
                        {
                            for(MapCoord r2 = 0; r2 < r; t2 = gwg->GetNeighbour(t2,  i % 6), ++r2)
                            {
                                // Dieser Punkt geeignet?
                                if(IsPointGood(t2))
                                {
                                    // Weg dorthin finden
                                    unsigned char first_dir = gwg->FindHumanPath(flagPos, t2, SHIPWRIGHT_WALKING_DISTANCE);
                                    if(first_dir != 0xFF)
                                    {
                                        available_points.push_back(ShipPoint(t2, first_dir));
                                    }
                                }
                            }
                        }
                    }
                }

                // Punkte gefunden?
                if(!available_points.empty())
                {
                    // Einen Punkt zufällig auswählen und dorthin laufen
                    ShipPoint p = available_points[RANDOM.Rand(__FILE__, __LINE__, obj_id, available_points.size())];
                    dest = p.pos;
                    StartWalkingToShip(p.first_dir);
                }
                else
                {
                    // Nichts zu arbeiten gefunden
                    StartNotWorking();
                    // Weiter warten, vielleicht gibts ja später wieder mal was
                    current_ev = em->AddEvent(this, JOB_CONSTS[job].wait1_length, 1);
                }
            }
        } break;
        case STATE_WORK:
        {
            // Sind wir an unserem Arbeitsplatz (dem Gebäude), wenn wir die Arbeit beendet haben, bauen wir nur Boote,
            // ansonsten sind wir an unserem Schiff und bauen große Schiffe
            if(workplace->GetPos() == pos)
                // Boote bauen
                nofWorkman::HandleStateWork();
            else
            {
                // fertig mit Arbeiten --> dann müssen die "Folgen des Arbeitens" ausgeführt werden
                WorkFinished();
                // Objekt wieder freigeben
                gwg->GetNode(pos).reserved = false;
                // Wieder nach Hause gehen
                StartWalkingHome();

                // Evtl. Sounds löschen
                if(was_sounding)
                {
                    SOUNDMANAGER.WorkingFinished(this);
                    was_sounding = false;
                }

            }
        } break;
        case STATE_WAITING2:
        {
            // Hier ist die Sache klar, dieser State kann nur bei Handwerkern vorkommen
            nofWorkman::HandleStateWaiting2();
        } break;
        default:
            break;
    }
}