示例#1
0
文件: Manager.cpp 项目: IcyX/bote
	bool CheckShips(const std::map<CString, CShipMap>& ships) const
	{
		const int scan_power = m_pSystem->GetScanPower(m_pSystem->OwnerID(), true);
		for(std::map<CString, CShipMap>::const_iterator race = ships.begin(); race != ships.end(); ++race)
			for(CShipMap::const_iterator ship = race->second.begin(); ship != race->second.end(); ++ship)
			{
				if(ship->second->GetTorpedoWeapons()->IsEmpty())
				{
					const boost::shared_ptr<CMajor> owner =
						boost::dynamic_pointer_cast<CMajor>(ship->second->Owner());
					if(owner && !owner->IsHumanPlayer())
						continue;
				}
				if(!ship->second->GetCloak() && m_pSystem->GetNeededScanPower(ship->second->OwnerID()) <= scan_power)
					return true;
			}
		return false;
	}
示例#2
0
bool CSystemManager::CheckEnergyConsumers(CSystem& system)
{
	if(!m_bOnOffline)
		return false;
	CEnergyConsumersChecker checker(system);
	CArray<CBuilding>* buildings = system.GetAllBuildings();
	bool bomb_warning = false;
	bool defense_checked = false;
	const CSystemProd& prod = *system.GetProduction();
	int additional_available_energy = prod.GetAvailableEnergy();
	for(int i = 0; i < buildings->GetSize(); ++i)
	{
		CBuilding& building = buildings->GetAt(i);
		const CBuildingInfo& info = resources::BuildingInfo->GetAt(building.GetRunningNumber() - 1);
		const int needed = info.GetNeededEnergy();
		if(needed == 0)
			continue;
		if(m_IgnoredBuildings.find(info.GetRunningNumber()) != m_IgnoredBuildings.end())
			continue;
		bool should_be_online = building.GetIsBuildingOnline();
		if(info.GetShipYard() || info.GetShipBuildSpeed() > 0)
		{
			AssertBotE(!info.IsDefenseBuilding());
			should_be_online = checker.ShouldTakeShipyardOnline();
		}
		if(info.IsDefenseBuilding())
		{
			AssertBotE(!info.GetShipYard());
			if(bomb_warning)
				should_be_online = true;
			else if(!defense_checked)
			{
				bomb_warning = checker.BomberInSector();
				should_be_online = bomb_warning;
				defense_checked = true;
			}
			else
				should_be_online = false;
		}
		if(info.IsDeritiumRefinery())
			should_be_online = checker.CheckStoreFull(RESOURCES::DERITIUM, info, building);

		if(info.GetResistance() > 0)
			should_be_online = !system.Taken();

		if(info.GetShipTraining() > 0)
			should_be_online = system.GetOwnerOfShip(system.OwnerID(), true);

		if(info.GetTroopTraining() > 0)
			should_be_online = !system.GetTroops()->IsEmpty();

		bool minus_moral = false;
		if(info.GetMoralProd() < 0)
			minus_moral = should_be_online = checker.CheckMoral(info, building, m_iMinMoral, m_iMinMoralProd);

		const WORKER::Typ type = info.ProducesWorkerfull();
		if(type != WORKER::NONE)
		{
			should_be_online = system.HasStore(type) ?
				checker.CheckStoreFull(WorkerToResource(type), info, building) : true;
		}

		should_be_online = should_be_online || info.IsUsefulForProduction();
		should_be_online = should_be_online &&
			(info.OnlyImprovesProduction(minus_moral) ||
				(info.GetShipBuildSpeed() > 0 && checker.ShouldTakeShipyardOnline()));
		should_be_online = should_be_online || info.IsUsefulMoral();

		const bool is_online = building.GetIsBuildingOnline();
		if(should_be_online && !is_online)
		{
			if(additional_available_energy >= needed)
			{
				building.SetIsBuildingOnline(true);
				additional_available_energy -= needed;
				system.CalculateVariables();
			}
		}
		else if (!should_be_online && is_online)
		{
			const int needed = info.GetNeededEnergy();
			building.SetIsBuildingOnline(false);
			additional_available_energy += needed;
			system.CalculateVariables();
		}
	}
	AssertBotE(additional_available_energy >= 0);
	return m_bBombWarning && bomb_warning;
}