bool TrainAction::Execute()
{
    LogActivity(Execute);

    EntityClassType traineeType = (EntityClassType)_params[PARAM_EntityClassId];
    GameEntity *pGameTrainer;
    AbstractAdapter *pAdapter = g_OnlineCaseBasedPlanner->Reasoner()->Adapter();
    bool executed = false;

    // Adapt trainer
    m_trainerId = pAdapter->AdaptBuildingForTraining(traineeType);

    if (m_trainerId != INVALID_TID)
    {
        // Issue train order
        pGameTrainer = g_Game->Self()->GetEntity(m_trainerId);
        _ASSERTE(pGameTrainer);
        executed = pGameTrainer->Train(traineeType);

        if (executed)
        {
            pGameTrainer->Lock(this);
        }
    }

    return executed;
}
示例#2
0
//----------------------------------------------------------------------------------------------
bool TrainAction::ExecuteAux(RtsGame& game, const WorldClock& clock)
{
	LogActivity(ExecuteAux);

    EntityClassType traineeType = (EntityClassType)_params[PARAM_EntityClassId];
    GameEntity *pGameTrainer;
    AbstractAdapter *pAdapter = g_OnlineCaseBasedPlanner->Reasoner()->Adapter();
    bool executed = false;

    // Adapt trainer
    m_trainerId = pAdapter->AdaptBuildingForTraining(traineeType);

    if (m_trainerId != INVALID_TID)
    {
        // Issue train order
        pGameTrainer = game.Self()->GetEntity(m_trainerId);
        _ASSERTE(pGameTrainer);
        _ASSERTE(!m_requiredResources.IsNull());
        m_requiredResources.Lock(this);
        executed = pGameTrainer->Train(traineeType);
    }

    return executed;
}