void TaeTurn::doTurn(){ //check to make sure the game is still ging and this is not a combat turn if(isGameOver) { gameOver(); return; } else if(combat) { doCombatTurn(); return; } std::set<uint32_t>::iterator itcurr; Game* game = Game::getGame(); OrderManager* ordermanager = game->getOrderManager(); ObjectManager* objectmanager = game->getObjectManager(); ObjectTypeManager* obtm = game->getObjectTypeManager(); PlayerManager* playermanager = game->getPlayerManager(); //build map for storing orders std::map<uint32_t, std::list<IGObject*> > playerOrders; containerids.clear(); //separate orders by player std::set<uint32_t> objects = objectmanager->getAllIds(); for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) { IGObject * ob = objectmanager->getObject(*itcurr); if(ob->getType() == planettype || ob->getType() == fleettype){ OrderQueueObjectParam* oqop = dynamic_cast<OrderQueueObjectParam*>(ob->getParameterByType(obpT_Order_Queue)); if(oqop != NULL){ OrderQueue* orderqueue = ordermanager->getOrderQueue(oqop->getQueueId()); if(orderqueue != NULL){ Order * currOrder = orderqueue->getFirstOrder(); if(currOrder != NULL){ uint32_t owner = ((OwnedObject*)(ob->getObjectBehaviour()))->getOwner(); std::list<IGObject*>::iterator i = playerOrders[owner].end(); playerOrders[owner].insert(i, ob); } } } } } //Do orders for players in the correct order //The order in which orders are processed is rotated each turn std::set<uint32_t> players = playermanager->getAllIds(); itcurr = players.begin(); for(int i = 0; i < playerTurn; i++) { itcurr++; } for(int it = 0; it < players.size(); it++) { if(itcurr == players.end()) { itcurr = players.begin(); } if(playerOrders[*itcurr].size() > 0) { for(std::list<IGObject*>::iterator i = playerOrders[*itcurr].begin(); i != playerOrders[*itcurr].end(); i++) { OrderQueue* orderqueue = ordermanager->getOrderQueue(((OrderQueueObjectParam*)((*i)->getParameterByType(obpT_Order_Queue)))->getQueueId()); Order* currOrder = orderqueue->getFirstOrder(); if(currOrder!= NULL) { if(currOrder->doOrder(*i)) { orderqueue->removeFirstOrder(); } else { orderqueue->updateFirstOrder(); } } if((*i)->getContainerType() >= 1){ containerids.insert((*i)->getID()); } objectmanager->doneWithObject((*i)->getID()); } } itcurr++; } awardArtifacts(); //Check for end game condition of less than 3 artifacts remaining objects = objectmanager->getAllIds(); int numArtifacts = 0; for(itcurr = objects.begin(); itcurr != objects.end(); itcurr++) { IGObject * ob = objectmanager->getObject(*itcurr); if(ob->getType() == obtm->getObjectTypeByName("Planet")) { Planet* p = (Planet*) ob->getObjectBehaviour(); if(p->getResource(3) > 0) { numArtifacts++; } } } if(numArtifacts < 3) { isGameOver = true; gameOver(); return; } //Update which player's turn it is playerTurn = (playerTurn + 1) % playermanager->getNumPlayers(); objectmanager->clearRemovedObjects(); // to once a turn for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) { IGObject * ob = objectmanager->getObject(*itcurr); if(ob->isAlive()){ ob->getObjectBehaviour()->doOnceATurn(); } objectmanager->doneWithObject(ob->getID()); } // find the objects that are visible to each player std::set<uint32_t> vis = objectmanager->getAllIds(); for(std::set<uint32_t>::iterator itplayer = players.begin(); itplayer != players.end(); ++itplayer){ Player* player = playermanager->getPlayer(*itplayer); PlayerView* playerview = player->getPlayerView(); for(std::set<uint32_t>::iterator itob = vis.begin(); itob != vis.end(); ++itob){ ObjectView* obv = playerview->getObjectView(*itob); if(obv == NULL){ if(objectmanager->getObject(*itob)->isAlive()){ obv = new ObjectView(); obv->setObjectId(*itob); obv->setCompletelyVisible(true); playerview->addVisibleObject(obv); } objectmanager->doneWithObject(*itob); }else{ IGObject* ro = objectmanager->getObject(*itob); uint64_t obmt = ro->getModTime(); objectmanager->doneWithObject(*itob); if(obmt > obv->getModTime()){ obv->setModTime(obmt); playerview->updateObjectView(*itob); } } } // remove dead objects std::set<uint32_t> goneobjects; std::set<uint32_t> knownobjects = playerview->getVisibleObjects(); set_difference(knownobjects.begin(), knownobjects.end(), vis.begin(), vis.end(), inserter(goneobjects, goneobjects.begin())); for(std::set<uint32_t>::iterator itob = goneobjects.begin(); itob != goneobjects.end(); ++itob){ ObjectView* obv = playerview->getObjectView(*itob); if(!obv->isGone()){ obv->setGone(true); playerview->updateObjectView(*itob); } } //Replace colonist fleets int fleets = 0; IGObject* homePlanet; for(std::set<uint32_t>::iterator itob = objects.begin(); itob != objects.end(); ++itob){ IGObject * ob = objectmanager->getObject(*itob); if(ob->getName().compare("Colonist Fleet") == 0) { uint32_t owner = ((OwnedObject*)(ob->getObjectBehaviour()))->getOwner(); if(owner == *itplayer) { fleets++; } } if(ob->getName().compare(string(player->getName() + "'s Home Planet")) == 0) { homePlanet = ob; } } for(int i = fleets; i < 6; i++) { IGObject* fleet = fleetBuilder->createFleet(FleetBuilder::PASSENGER_FLEET, FleetBuilder::RANDOM_SHIP, player, homePlanet, "Colonist Fleet"); game->getObjectManager()->addObject(fleet); ObjectView* obv = new ObjectView(); obv->setObjectId(fleet->getID()); obv->setCompletelyVisible(true); player->getPlayerView()->addVisibleObject(obv); } //Send end of turn message to each player Message * msg = new Message(); msg->setSubject("Turn complete"); stringstream out; out << "Your Current Score: \n"; out << "Money: " << player->getScore(1) << "\n"; out << "Technology: " << player->getScore(2) << "\n"; out << "People: " << player->getScore(3) << "\n"; out << "Raw Materials: " << player->getScore(4) << "\n"; out << "Alien Artifacts: " << player->getScore(5); msg->setBody(out.str()); player->postToBoard(msg); //Alert players to the turn order for next round msg = new Message(); msg->setSubject("Turn Order"); string body = "The order for the next turn is: "; itcurr = players.begin(); for(int i = 0; i < playerTurn; i++) { itcurr++; } for(int it = 0; it < players.size(); it++) { if(itcurr == players.end()) { itcurr = players.begin(); } body += playermanager->getPlayer(*itcurr)->getName(); body += " "; itcurr++; } msg->setBody(body); player->postToBoard(msg); } //Initialize combat if the next turn is a combat turn if(combat) { initCombat(); } playermanager->updateAll(); }
void TaeTurn::doCombatTurn() { std::set<uint32_t>::iterator itcurr; Game* game = Game::getGame(); OrderManager* ordermanager = game->getOrderManager(); ObjectManager* objectmanager = game->getObjectManager(); ObjectTypeManager* obtm = game->getObjectTypeManager(); PlayerManager* playermanager = game->getPlayerManager(); containerids.clear(); // Do orders std::set<uint32_t> objects = objectmanager->getAllIds(); for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) { IGObject * ob = objectmanager->getObject(*itcurr); if(ob->getType() == planettype || ob->getType() == fleettype){ OrderQueueObjectParam* oqop = dynamic_cast<OrderQueueObjectParam*>(ob->getParameterByType(obpT_Order_Queue)); if(oqop != NULL){ OrderQueue* orderqueue = ordermanager->getOrderQueue(oqop->getQueueId()); if(orderqueue != NULL){ Order * currOrder = orderqueue->getFirstOrder(); if(currOrder != NULL){ if(currOrder->doOrder(ob)) { orderqueue->removeFirstOrder(); } else { orderqueue->updateFirstOrder(); } } if(ob->getContainerType() >= 1){ containerids.insert(ob->getID()); } objectmanager->doneWithObject((ob)->getID()); } } } } //Determine winner uint32_t winner = 0; uint32_t loser = 0; for(map<uint32_t, int>::iterator i = strength.begin(); i != strength.end(); ++i) { if(winner == 0) { winner = i->first; } else { if(strength[winner] < i->second) { winner = i->first; } else { loser = i->first; } } } //Remove losing combatants uint32_t losingRegion; uint32_t winningRegion; set<uint32_t> removedSystems; if(isInternal) { //Internal combat removes losing leader and awards one point to the winner for(map<uint32_t, uint32_t>::iterator i = combatants.begin(); i != combatants.end(); ++i) { IGObject* ob = objectmanager->getObject(i->first); Fleet* f = (Fleet*) ob->getObjectBehaviour(); if(f->getOwner() != winner) { sendHome(i->first); Player* p = playermanager->getPlayer(winner); p->setScore(2, p->getScore(2) + 1); losingRegion = i->second; winningRegion = losingRegion; } } objects = objectmanager->getAllIds(); for(itcurr = objects.begin(); itcurr!= objects.end(); ++itcurr) { IGObject* ob = objectmanager->getObject(*itcurr); if(ob->getType() == obtm->getObjectTypeByName("Star System")) { StarSystem* sysData = (StarSystem*) ob->getObjectBehaviour(); if(sysData->getRegion() == losingRegion) { sysData->setRegion(0); removedSystems.insert(*itcurr); } } } } else { //External combat removes the losing leader and losing colonies. //1 point is awarded for the leader and each colony removed string shipType; //set shiptype, losing/winning regions, and send home the losing leader for(map<uint32_t, uint32_t>::iterator i = combatants.begin(); i != combatants.end(); ++i) { IGObject* ob = objectmanager->getObject(i->first); Fleet* f = (Fleet*) ob->getObjectBehaviour(); if(f->getOwner() != winner) { losingRegion = i->second; shipType = ob->getName(); sendHome(i->first); } else { winningRegion = i->second; } } //set the correct resource type int resourceType; if(shipType.compare("Merchant Leader") == 0) { resourceType = 4; } else if(shipType.compare("Scientist Leader") == 0) { resourceType = 5; } else if(shipType.compare("Settler Leader") == 0) { resourceType = 6; } else { resourceType = 7; } //add 1 to the winner for removing the leader Player* player = playermanager->getPlayer(winner); player->setScore(resourceType - 3, player->getScore(resourceType-3) + 1); //remove all losing colonies objects = objectmanager->getAllIds(); for(itcurr = objects.begin(); itcurr!= objects.end(); ++itcurr) { IGObject* ob = objectmanager->getObject(*itcurr); if(ob->getType() == obtm->getObjectTypeByName("Planet")) { IGObject* sys = objectmanager->getObject(ob->getParent()); StarSystem* sysData = (StarSystem*) sys->getObjectBehaviour(); if(sysData->getRegion() == losingRegion) { Planet* p = (Planet*) ob->getObjectBehaviour(); sysData->setRegion(0); if(p->getResource(resourceType) > 0) { p->removeResource(resourceType, 1); player->setScore(resourceType - 3, player->getScore(resourceType-3) + 1); } else { removedSystems.insert(sys->getID()); } } else if(sysData->getRegion() == winningRegion) { sysData->setRegion(0); removedSystems.insert(sys->getID()); } } } } //rebuild region for(itcurr = removedSystems.begin(); itcurr!= removedSystems.end(); ++itcurr) { rebuildRegion(*itcurr); } //Check for combat combat = false; while(!combatQueue.empty() && !combat) { pair<bool, map<uint32_t, uint32_t> > temp = combatQueue.front(); combatQueue.pop(); isInternal = temp.first; combatants = temp.second; combat = true; uint32_t region = 0; for(map<uint32_t, uint32_t>::iterator i = combatants.begin(); i != combatants.end() && combat; i++) { IGObject* ob = objectmanager->getObject(i->first); IGObject* sys = objectmanager->getObject(ob->getParent()); StarSystem* sysData = (StarSystem*) sys->getObjectBehaviour(); i->second = sysData->getRegion(); if(region == 0) { region = sysData->getRegion(); } else if(region != sysData->getRegion()) { combat = false; } } } //Cleanup and Set visibility objects = objectmanager->getAllIds(); set<ObjectView*> views; for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) { IGObject * ob = objectmanager->getObject(*itcurr); if(ob->getType() == obtm->getObjectTypeByName("Fleet") && !combat) { Fleet* f = (Fleet*) ob->getObjectBehaviour(); f->toggleCombat(); f->setCombatant(false); } //Set visibility ObjectView* obv = new ObjectView(); obv->setObjectId(ob->getID()); obv->setCompletelyVisible(true); views.insert(obv); } std::set<uint32_t> players = playermanager->getAllIds(); std::set<uint32_t> vis = objectmanager->getAllIds(); //clear the removed objecs objectmanager->clearRemovedObjects(); objects = objectmanager->getAllIds(); for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) { IGObject * ob = objectmanager->getObject(*itcurr); if(ob->isAlive()){ ob->getObjectBehaviour()->doOnceATurn(); } objectmanager->doneWithObject(ob->getID()); } for(std::set<uint32_t>::iterator itplayer = players.begin(); itplayer != players.end(); ++itplayer){ Player* player = playermanager->getPlayer(*itplayer); PlayerView* playerview = player->getPlayerView(); //Update visibility for(std::set<ObjectView*>::iterator i = views.begin(); i != views.end(); ++i) { playerview->addVisibleObject(*i); } for(std::set<uint32_t>::iterator itob = vis.begin(); itob != vis.end(); ++itob){ ObjectView* obv = playerview->getObjectView(*itob); if(obv == NULL){ if(objectmanager->getObject(*itob)->isAlive()){ obv = new ObjectView(); obv->setObjectId(*itob); obv->setCompletelyVisible(true); playerview->addVisibleObject(obv); } objectmanager->doneWithObject(*itob); }else{ IGObject* ro = objectmanager->getObject(*itob); uint64_t obmt = ro->getModTime(); objectmanager->doneWithObject(*itob); if(obmt > obv->getModTime()){ obv->setModTime(obmt); playerview->updateObjectView(*itob); } } } // remove dead objects std::set<uint32_t> goneobjects; std::set<uint32_t> knownobjects = playerview->getVisibleObjects(); set_difference(knownobjects.begin(), knownobjects.end(), vis.begin(), vis.end(), inserter(goneobjects, goneobjects.begin())); for(std::set<uint32_t>::iterator itob = goneobjects.begin(); itob != goneobjects.end(); ++itob){ ObjectView* obv = playerview->getObjectView(*itob); if(!obv->isGone()){ obv->setGone(true); playerview->updateObjectView(*itob); } } //Replace colonist fleets int fleets = 0; IGObject* homePlanet; for(std::set<uint32_t>::iterator itob = objects.begin(); itob != objects.end(); ++itob){ IGObject * ob = objectmanager->getObject(*itob); if(ob->getName().compare("Colonist Fleet") == 0) { uint32_t owner = ((OwnedObject*)(ob->getObjectBehaviour()))->getOwner(); if(owner == *itplayer) { fleets++; } } if(ob->getName().compare(string(player->getName() + "'s Home Planet")) == 0) { homePlanet = ob; } } for(int i = fleets; i < 6; i++) { IGObject* fleet = fleetBuilder->createFleet(FleetBuilder::PASSENGER_FLEET, FleetBuilder::RANDOM_SHIP, player, homePlanet, "Colonist Fleet"); game->getObjectManager()->addObject(fleet); ObjectView* obv = new ObjectView(); obv->setObjectId(fleet->getID()); obv->setCompletelyVisible(true); player->getPlayerView()->addVisibleObject(obv); } //Send end of turn message to each player Message * msg = new Message(); msg->setSubject("Combat Complete!"); stringstream out; Player* win = playermanager->getPlayer(winner); out << win->getName() << " has won the battle with a strength of "; out << strength[winner] << "!"; msg->setBody(out.str()); player->postToBoard(msg); msg = new Message(); msg->setSubject("Turn complete"); stringstream out2; out2 << "Your Current Score: \n"; out2 << "Money: " << player->getScore(1) << "\n"; out2 << "Technology: " << player->getScore(2) << "\n"; out2 << "People: " << player->getScore(3) << "\n"; out2 << "Raw Materials: " << player->getScore(4) << "\n"; out2 << "Alien Artifacts: " << player->getScore(5); msg->setBody(out2.str()); player->postToBoard(msg); } if(combat) { initCombat(); } playermanager->updateAll(); }