void CvEventReporter::chat(CvWString szString) { /* Message form: * <color=...>[{Playername} to {all|Playername2}]: {Message}<\color> * */ if( 0 == szString.compare(szString.find(CvWString("]: "))+4, m_pauseString.length(), m_pauseString)){ GC.getGameINLINE().setPausePlayer(NO_PLAYER); } m_kPythonEventMgr.reportChat(szString); }
void CvOutcomeMission::buildDisplayString(CvWStringBuffer &szBuffer, CvUnit *pUnit) { if ((m_iCost != 0) || !m_PropertyCost.isEmpty()) { szBuffer.append(NEWLINE); szBuffer.append(L"Cost: "); if (m_iCost != 0) { CvWString szTempBuffer; szTempBuffer.Format(L"%d%c", m_iCost, GC.getCommerceInfo(COMMERCE_GOLD).getChar()); szBuffer.append(szTempBuffer); } m_PropertyCost.buildCompactChangesString(szBuffer); } if (m_bKill) { szBuffer.append(NEWLINE); szBuffer.append(gDLL->getText("TXT_KEY_ACTION_CONSUME_UNIT")); } m_OutcomeList.buildDisplayString(szBuffer, *pUnit); }
void CvPropertyPropagatorDiffuse::buildDisplayString(CvWStringBuffer &szBuffer) const { CvWString szTemp; szTemp.Format(L"%d%% %c diffusion / Turn", m_iPercent, GC.getPropertyInfo(getProperty()).getChar()); szBuffer.append(szTemp); }
void CvPropertyPropagatorGather::buildDisplayString(CvWStringBuffer &szBuffer) const { CvWString szTemp; szTemp.Format(L"Gathers %d %c / Turn", m_iAmountPerTurn, GC.getPropertyInfo(getProperty()).getChar()); szBuffer.append(szTemp); }
// Returns true if the group has become busy... bool CvSelectionGroupAI::AI_update() { CLLNode<IDInfo>* pEntityNode; CvUnit* pLoopUnit; bool bDead; bool bFollow; PROFILE("CvSelectionGroupAI::AI_update"); FAssert(getOwnerINLINE() != NO_PLAYER); if (!AI_isControlled()) { return false; } if (getNumUnits() == 0) { return false; } if (isForceUpdate()) { clearMissionQueue(); // XXX ??? setActivityType(ACTIVITY_AWAKE); setForceUpdate(false); // if we are in the middle of attacking with a stack, cancel it AI_cancelGroupAttack(); } FAssert(!(GET_PLAYER(getOwnerINLINE()).isAutoMoves())); int iTempHack = 0; // XXX bDead = false; bool bFailedAlreadyFighting = false; while ((m_bGroupAttack && !bFailedAlreadyFighting) || readyToMove()) { iTempHack++; if (iTempHack > 100) { FAssert(false); CvUnit* pHeadUnit = getHeadUnit(); if (NULL != pHeadUnit) { if (GC.getLogging()) { TCHAR szOut[1024]; CvWString szTempString; getUnitAIString(szTempString, pHeadUnit->AI_getUnitAIType()); sprintf(szOut, "Unit stuck in loop: %S(%S)[%d, %d] (%S)\n", pHeadUnit->getName().GetCString(), GET_PLAYER(pHeadUnit->getOwnerINLINE()).getName(), pHeadUnit->getX_INLINE(), pHeadUnit->getY_INLINE(), szTempString.GetCString()); gDLL->messageControlLog(szOut); } pHeadUnit->finishMoves(); } break; } // if we want to force the group to attack, force another attack if (m_bGroupAttack) { m_bGroupAttack = false; groupAttack(m_iGroupAttackX, m_iGroupAttackY, MOVE_DIRECT_ATTACK, bFailedAlreadyFighting); } // else pick AI action else { CvUnit* pHeadUnit = getHeadUnit(); if (pHeadUnit == NULL || pHeadUnit->isDelayedDeath()) { break; } resetPath(); if (pHeadUnit->AI_update()) { // AI_update returns true when we should abort the loop and wait until next slice break; } } if (doDelayedDeath()) { bDead = true; break; } // if no longer group attacking, and force separate is true, then bail, decide what to do after group is split up // (UnitAI of head unit may have changed) if (!m_bGroupAttack && AI_isForceSeparate()) { AI_separate(); // pointers could become invalid... return true; } } if (!bDead) { if (!isHuman()) { bFollow = false; // if we not group attacking, then check for follow action if (!m_bGroupAttack) { pEntityNode = headUnitNode(); while ((pEntityNode != NULL) && readyToMove(true)) { pLoopUnit = ::getUnit(pEntityNode->m_data); pEntityNode = nextUnitNode(pEntityNode); if (pLoopUnit->canMove()) { resetPath(); if (pLoopUnit->AI_follow()) { bFollow = true; break; } } } } if (doDelayedDeath()) { bDead = true; } if (!bDead) { if (!bFollow && readyToMove(true)) { pushMission(MISSION_SKIP); } } } } if (bDead) { return true; } return (isBusy() || isCargoBusy()); }
// Returns true if the group has become busy... bool CvSelectionGroupAI::AI_update() { CLLNode<IDInfo>* pEntityNode; CvUnit* pLoopUnit; bool bDead; bool bFollow; PROFILE("CvSelectionGroupAI::AI_update"); FAssert(getOwnerINLINE() != NO_PLAYER); if (!AI_isControlled()) { return false; } if (getNumUnits() == 0) { return false; } // K-Mod / BBAI if (getActivityType() == ACTIVITY_SLEEP && !isHuman() && !getHeadUnit()->isCargo()) { setForceUpdate(true); } // end if (isForceUpdate()) { doForceUpdate(); // K-Mod (based on old code) } //FAssert(!(GET_PLAYER(getOwnerINLINE()).isAutoMoves())); // (no longer true in K-Mod) int iTempHack = 0; // XXX bDead = false; bool bFailedAlreadyFighting = false; //while ((m_bGroupAttack && !bFailedAlreadyFighting) || readyToMove()) while ((AI_isGroupAttack() && !isBusy()) || readyToMove()) // K-Mod { iTempHack++; if (iTempHack > 100) { FAssertMsg(false, "unit stuck in a loop"); CvUnit* pHeadUnit = getHeadUnit(); if (NULL != pHeadUnit) { if (GC.getLogging()) { TCHAR szOut[1024]; CvWString szTempString; getUnitAIString(szTempString, pHeadUnit->AI_getUnitAIType()); sprintf(szOut, "Unit stuck in loop: %S(%S)[%d, %d] (%S)\n", pHeadUnit->getName().GetCString(), GET_PLAYER(pHeadUnit->getOwnerINLINE()).getName(), pHeadUnit->getX_INLINE(), pHeadUnit->getY_INLINE(), szTempString.GetCString()); gDLL->messageControlLog(szOut); } pHeadUnit->finishMoves(); } break; } // if we want to force the group to attack, force another attack if (AI_isGroupAttack()) { AI_cancelGroupAttack(); groupAttack(m_iGroupAttackX, m_iGroupAttackY, MOVE_DIRECT_ATTACK, bFailedAlreadyFighting); } // else pick AI action else { CvUnit* pHeadUnit = getHeadUnit(); //if (pHeadUnit == NULL || pHeadUnit->isDelayedDeath()) if (pHeadUnit == NULL || pHeadUnit->doDelayedDeath()) // K-Mod { break; } //resetPath(); if (pHeadUnit->AI_update()) { // AI_update returns true when we should abort the loop and wait until next slice FAssert(!pHeadUnit->isDelayedDeath()); break; } } if (doDelayedDeath()) { bDead = true; break; } // if no longer group attacking, and force separate is true, then bail, decide what to do after group is split up // (UnitAI of head unit may have changed) if (!AI_isGroupAttack() && AI_isForceSeparate()) { AI_separate(); // pointers could become invalid... //return true; return false; // K-Mod } } if (!bDead) { if (!isHuman()) { bFollow = false; // if we not group attacking, then check for follow action if (!AI_isGroupAttack()) { pEntityNode = headUnitNode(); // K-Mod note: I've rearranged a few things below, and added 'bFirst'. bool bFirst = true; while ((pEntityNode != NULL) && readyToMove(true)) { pLoopUnit = ::getUnit(pEntityNode->m_data); pEntityNode = nextUnitNode(pEntityNode); if (bFirst) resetPath(); if (pLoopUnit->canMove()) { if (pLoopUnit->AI_follow(bFirst)) { bFollow = true; bFirst = true; // let the next unit start fresh. } else bFirst = false; } } // K-Mod end } if (doDelayedDeath()) { bDead = true; } if (!bDead) { if (!bFollow && readyToMove(true)) { pushMission(MISSION_SKIP); } } /************************************************************************************************/ /* BETTER_BTS_AI_MOD 04/28/10 jdog5000 */ /* */ /* Unit AI */ /************************************************************************************************/ // AI should never put units to sleep, how does this ever happen? //FAssert( getHeadUnit()->isCargo() || getActivityType() != ACTIVITY_SLEEP ); /************************************************************************************************/ /* BETTER_BTS_AI_MOD END */ /************************************************************************************************/ } } if (bDead) { //return true; return false; // K-Mod } return (isBusy() || isCargoBusy()); }