void WalkerPrefect::onMidTile() { ReachedBuildings reachedBuildings; TilePos firePos; bool haveBurningRuinsNear = _looks4Fire( reachedBuildings, firePos ); bool isDestination = _getPathway().isDestination(); switch( _d->action ) { case Impl::doNothing: break; case Impl::patrol: { if( haveBurningRuinsNear ) { //tell our prefecture that need send prefect with water to fight with fire //on next deliverService //found fire, no water, go prefecture getBase().as<Prefecture>()->fireDetect( firePos ); _back2Prefecture(); Walker::onNewDirection(); } else { foreach( BuildingPtr building, reachedBuildings ) { building->applyService( ServiceWalkerPtr( this ) ); HousePtr house = building.as<House>(); if( house.isValid() && house->getHealthLevel() < 1 ) { house->deleteLater(); GameEventMgr::append( DisasterEvent::create( house->getTilePos(), DisasterEvent::plague ) ); } } } if( isDestination ) { _back2Prefecture(); } Walker::onMidTile(); } break; case Impl::back2Prefecture: { if( haveBurningRuinsNear ) { //tell our prefecture that need send prefect with water to fight with fire //on next deliverService getBase().as<Prefecture>()->fireDetect( firePos ); } if( isDestination ) { deleteLater(); _d->action = Impl::doNothing; } Walker::onMidTile(); } break; case Impl::gotoFire: { if( _getPathway().getDestination().getIJ().distanceFrom( getIJ() ) < 1.5f ) { LandOverlayPtr overlay = _getPathway().getDestination().getOverlay(); if( overlay.isValid() && overlay->getType() == B_BURNING_RUINS ) { _d->action = Impl::fightFire; _setGraphic( WG_PREFECT_FIGHTS_FIRE ); Walker::onNewDirection(); isDestination = false; } } if( isDestination ) { if( !haveBurningRuinsNear || _d->water == 0 ) { _back2Prefecture(); } else { _setGraphic( WG_PREFECT_DRAG_WATER ); _d->action = Impl::gotoFire; _checkPath2NearestFire( reachedBuildings ); Walker::onNewDirection(); } } Walker::onMidTile(); } break; case Impl::fightFire: break; }
void WalkerPrefect::onMidTile() { ReachedBuildings reachedBuildings; TilePos firePos; bool haveBurningRuinsNear = _looks4Fire( reachedBuildings, firePos ); bool isDestination = _pathWay.isDestination(); switch( _d->action ) { case Impl::patrol: { if( haveBurningRuinsNear ) { //tell our prefecture that need send prefect with water to fight with fire //on next deliverService //found fire, no water, go prefecture getBase().as<BuildingPrefect>()->fireDetect( firePos ); _back2Prefecture(); Walker::onNewDirection(); } else { for( ReachedBuildings::iterator itBuilding = reachedBuildings.begin(); itBuilding != reachedBuildings.end(); ++itBuilding) { (*itBuilding)->applyService( ServiceWalkerPtr( this ) ); } } if( isDestination ) { _back2Prefecture(); } Walker::onMidTile(); } break; case Impl::back2Prefecture: { if( haveBurningRuinsNear ) { //tell our prefecture that need send prefect with water to fight with fire //on next deliverService getBase().as<BuildingPrefect>()->fireDetect( firePos ); } if( isDestination ) { deleteLater(); _d->action = Impl::doNothing; } Walker::onMidTile(); } break; case Impl::gotoFire: { if( _pathWay.getDestination().getIJ().distanceFrom( getIJ() ) < 1.5f ) { LandOverlayPtr overlay = _pathWay.getDestination().get_terrain().getOverlay(); BurningRuinsPtr bruins = overlay.as<BurningRuins>(); if( bruins.isValid() ) { _d->action = Impl::fightFire; _walkerGraphic = WG_PREFECT_FIGHTS_FIRE; Walker::onNewDirection(); isDestination = false; } } if( isDestination ) { if( !haveBurningRuinsNear || _d->water == 0 ) { _back2Prefecture(); } else { _walkerGraphic = WG_PREFECT_DRAG_WATER; _d->action = Impl::gotoFire; _checkPath2NearestFire( reachedBuildings ); Walker::onNewDirection(); } } Walker::onMidTile(); } break; case Impl::fightFire: break; } }