示例#1
0
void Planet::Reset() {
    PopCenter::Reset();
    ResourceCenter::Reset();

    GetMeter(METER_SUPPLY)->Reset();
    GetMeter(METER_MAX_SUPPLY)->Reset();
    GetMeter(METER_SHIELD)->Reset();
    GetMeter(METER_MAX_SHIELD)->Reset();
    GetMeter(METER_DEFENSE)->Reset();
    GetMeter(METER_MAX_DEFENSE)->Reset();
    GetMeter(METER_DETECTION)->Reset();
    GetMeter(METER_REBEL_TROOPS)->Reset();

    if (m_is_about_to_be_colonized && !OwnedBy(ALL_EMPIRES)) {
        for (int building_id : m_buildings)
            if (auto building = GetBuilding(building_id))
                building->Reset();
    }

    m_just_conquered = false;
    m_is_about_to_be_colonized = false;
    m_is_about_to_be_invaded = false;
    m_is_about_to_be_bombarded = false;
    SetOwner(ALL_EMPIRES);
}
示例#2
0
void Planet::Reset() {
    PopCenter::Reset();
    ResourceCenter::Reset();

    GetMeter(METER_SUPPLY)->Reset();
    GetMeter(METER_MAX_SUPPLY)->Reset();
    GetMeter(METER_SHIELD)->Reset();
    GetMeter(METER_MAX_SHIELD)->Reset();
    GetMeter(METER_DEFENSE)->Reset();
    GetMeter(METER_MAX_DEFENSE)->Reset();
    GetMeter(METER_DETECTION)->Reset();
    GetMeter(METER_REBEL_TROOPS)->Reset();

    if (m_is_about_to_be_colonized && !OwnedBy(ALL_EMPIRES)) {
        for (std::set<int>::const_iterator it = m_buildings.begin(); it != m_buildings.end(); ++it)
            if (TemporaryPtr<Building> building = GetBuilding(*it))
                building->Reset();
    }

    m_just_conquered = false;
    m_is_about_to_be_colonized = false;
    m_is_about_to_be_invaded = false;
    m_is_about_to_be_bombarded = false;
    SetOwner(ALL_EMPIRES);
}
示例#3
0
const std::string& Fleet::PublicName(int empire_id) const {
    // Disclose real fleet name only to fleet owners. Rationale: a player might become suspicious if the incoming
    // foreign fleet is called "Decoy"
    if (Universe::ALL_OBJECTS_VISIBLE || empire_id == ALL_EMPIRES || OwnedBy(empire_id))
        return Name();
    else if (Unowned() && HasMonsters())
        return UserString("MONSTERS");
    else if (Unowned())
        return UserString("FW_ROGUE_FLEET");
    else
        return UserString("FW_FOREIGN_FLEET");
}
示例#4
0
bool Planet::HostileToEmpire(int empire_id) const
{
    if (OwnedBy(empire_id))
        return false;

    // Empire owned planets are hostile to ALL_EMPIRES
    if (empire_id == ALL_EMPIRES)
        return !Unowned();

    // Unowned planets are only considered hostile if populated
    auto pop_meter = GetMeter(METER_TARGET_POPULATION);
    if (Unowned())
        return pop_meter && (pop_meter->Current() != 0.0f);

    // both empires are normal empires
    return Empires().GetDiplomaticStatus(Owner(), empire_id) == DIPLO_WAR;
}
示例#5
0
文件: Ship.cpp 项目: Ouaz/freeorion
const std::string& Ship::PublicName(int empire_id) const {
    // Disclose real ship name only to fleet owners. Rationale: a player who
    // doesn't know the design for a particular ship can easily guess it if the
    // ship's name is "Scout"
    // An exception is made for unowned monsters.
    if (GetUniverse().AllObjectsVisible() || empire_id == ALL_EMPIRES || OwnedBy(empire_id) || (IsMonster() && Owner() == ALL_EMPIRES))
        return Name();
    const ShipDesign* design = Design();
    if (design)
        return design->Name();
    else if (IsMonster())
        return UserString("SM_MONSTER");
    else if (!Unowned())
        return UserString("FW_FOREIGN_SHIP");
    else if (Unowned() && GetVisibility(empire_id) > VIS_NO_VISIBILITY)
        return UserString("FW_ROGUE_SHIP");
    else
        return UserString("OBJ_SHIP");
}
示例#6
0
bool Planet::Colonize(int empire_id, const std::string& species_name, double population) {
    const Species* species = nullptr;

    // if desired pop > 0, we want a colony, not an outpost, so we need to do some checks
    if (population > 0.0) {
        // check if specified species exists and get reference
        species = GetSpecies(species_name);
        if (!species) {
            ErrorLogger() << "Planet::Colonize couldn't get species already on planet with name: " << species_name;
            return false;
        }
        // check if specified species can colonize this planet
        if (EnvironmentForSpecies(species_name) < PE_HOSTILE) {
            ErrorLogger() << "Planet::Colonize: can't colonize planet already populated by species " << species_name;
            return false;
        }
    }

    // reset the planet to unowned/unpopulated
    if (!OwnedBy(empire_id)) {
        Reset();
    } else {
        PopCenter::Reset();
        for (int building_id : m_buildings)
            if (auto building = GetBuilding(building_id))
                building->Reset();
        m_just_conquered = false;
        m_is_about_to_be_colonized = false;
        m_is_about_to_be_invaded = false;
        m_is_about_to_be_bombarded = false;
        SetOwner(ALL_EMPIRES);
    }

    // if desired pop > 0, we want a colony, not an outpost, so we have to set the colony species
    if (population > 0.0)
        SetSpecies(species_name);

    // find a default focus. use first defined available focus.
    // AvailableFoci function should return a vector of all names of
    // available foci.
    std::vector<std::string> available_foci = AvailableFoci();
    if (species && !available_foci.empty()) {
        bool found_preference = false;
        for (const std::string& focus : available_foci) {
            if (!focus.empty() && focus == species->PreferredFocus()) {
                SetFocus(focus);
                found_preference = true;
                break;
            }
        }

        if (!found_preference)
            SetFocus(*available_foci.begin());
    } else {
        DebugLogger() << "Planet::Colonize unable to find a focus to set for species " << species_name;
    }

    // set colony population
    GetMeter(METER_POPULATION)->SetCurrent(population);
    GetMeter(METER_TARGET_POPULATION)->SetCurrent(population);
    BackPropagateMeters();


    // set specified empire as owner
    SetOwner(empire_id);

    // if there are buildings on the planet, set the specified empire as their owner too
    for (auto& building : Objects().FindObjects<Building>(BuildingIDs()))
    { building->SetOwner(empire_id); }

    return true;
}