void Building::updateInhabitants(const Context& context) { // Bin ich ein Haus? if (!isHouse()) { return; } // Laune berücksichtigen. Neutral = keine Veränderung const PopulationTier* populationTier = mapObjectType->populationTier; if (colony->populationTiers[populationTier].populationSatisfaction == PopulationSatisfaction::NEUTRAL) { return; } if (colony->populationTiers[populationTier].populationSatisfaction == PopulationSatisfaction::BAD || colony->populationTiers[populationTier].populationSatisfaction == PopulationSatisfaction::WORST) { // TODO mies gelaunte Häuser Log::debug("Houses are not satisfied. TODO decrease inhabitants"); return; } // ggf. Aufstieg machen checkForHouseAdvancement(context); // Haus voll? if (inhabitants >= mapObjectType->populationTier->maxPopulationPerHouse) { return; } // In den ersten 2 Minuten kein Bevölkerungswachstum if (context.game->getTicks() - createdTicks < 125*TICKS_PER_SECOND) { return; } // Nicht alle Gebäude auf einmal. Maximal alle 500ms einer // TODO Zufall if (context.game->getTicks() - colony->populationTiers[populationTier].lastIncreaseTicks < 500) { return; } colony->populationTiers[populationTier].lastIncreaseTicks = context.game->getTicks(); context.game->addInhabitantsToBuilding(this, 1); // TODO Siedler und höhere Bevölkerungsgruppen nehmen nicht um 1, sondern mehr zu }
bool ChessModel::isMovable(char player, QPair<int, int> st, QPair<int, int> ed) const { if (player == 'A') { st.first = 14 - st.first; st.second = 6 - st.second; ed.first = 14 - ed.first; ed.second = 6 - ed.second; } if (st.first < 1 || st.first > 13 || st.second < 1 || st.second > 5 || ed.first < 1 || ed.first > 13 || ed.second < 1 || ed.second > 5) return 0; if (getChessId(player, ed) != -1) return 0; if (getChessId(player, st) == -1) return 0; if (isHouse(ed) && (getChessId('A' + 'B' - player, ed) != -1)) return 0; int pt = pieceType[getChessId(player, st)]; if (pt == 10 || pt == 12) return 0; if (ed.first == 7 && (ed.second == 2 || ed.second == 4)) return 0; if ((st.first == 1 || st.first == 13) && (st.second == 2 || st.second == 4)) return 0; int dis = abs(st.first - ed.first) + abs(st.second - ed.second); if (dis == 1) return 1; if (dis == 2 && (isHouse(st) || isHouse(ed))) return 1; if (isRail(st) && isRail(ed)) { if (st.first == ed.first) { bool flag = 1; for (int i = qMin(st.second, ed.second) + 1; i <= qMax(st.second, ed.second) - 1; i++) if (getChessId('A', qMakePair(st.first, i)) != -1 || getChessId('B', qMakePair(st.first, i)) != -1) flag = 0; if (flag) return 1; } if (st.second == ed.second) { bool flag = 1; for (int i = qMin(st.first, ed.first) + 1; i <= qMax(st.first, ed.first) - 1; i++) if (getChessId('A', qMakePair(i, st.second)) != -1 || getChessId('B', qMakePair(i, st.second)) != -1) flag = 0; if (flag) return 1; } if (pt != 9) return 0; QQueue< QPair<int, int> > queue; QSet< QPair<int, int> > set; queue.push_back(st); while (!queue.empty()) { QPair<int, int> now = queue.front(); queue.pop_front(); for (int i = 0; i < 4; i++) { QPair<int, int> tmp = now; tmp.first += dx[i]; tmp.second += dy[i]; if (isRail(tmp) && getChessId('A', tmp) == -1 && getChessId('B', tmp) == -1 && set.find(tmp) == set.end()) { queue.push_back(tmp); set.insert(tmp); } } } for (auto itm : set) { if (qAbs(itm.first - ed.first) + qAbs(itm.second - ed.second) <= 1) return 1; } } return 0; }