//Sends a fleet back to it's home planet void TaeTurn::sendHome(uint32_t fleet) { Game* game = Game::getGame(); ObjectManager* obm = game->getObjectManager(); ObjectTypeManager* obtm = game->getObjectTypeManager(); PlayerManager::Ptr pm = game->getPlayerManager(); IGObject::Ptr fleetobj = obm->getObject(fleet); //Check to make sure it is really a fleet if(fleetobj->getType() != obtm->getObjectTypeByName("Fleet")) { return; } //Get all the required objects Fleet* f = (Fleet*) fleetobj->getObjectBehaviour(); Player::Ptr p = pm->getPlayer(f->getOwner()); IGObject::Ptr sys = obm->getObject(fleetobj->getParent()); StarSystem* sysData = (StarSystem*) sys->getObjectBehaviour(); //Remove fleet from system sysData->setRegion(0); fleetobj->removeFromParent(); //Find it's home planet std::set<uint32_t> objects = obm->getAllIds(); std::set<uint32_t>::iterator itcurr; for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) { IGObject::Ptr ob = obm->getObject(*itcurr); if(ob->getName().compare(string(p->getName() + "'s Home Planet")) == 0) { Planet* p = (Planet*) ob->getObjectBehaviour(); f->setPosition(p->getPosition()); fleetobj->addToParent(ob->getID()); } } }
bool DesignStore::addDesign(Design::Ptr d){ d->setDesignId(next_designid++); //check components all come from this category IdMap cl = d->getComponents(); Player::Ptr player = Game::getGame()->getPlayerManager()->getPlayer(d->getOwner()); PlayerView::Ptr playerview = player->getPlayerView(); for(IdMap::iterator itcurr = cl.begin(); itcurr != cl.end(); ++itcurr){ if(!(playerview->isUsableComponent(itcurr->first))) return false; std::map<uint32_t, Component::Ptr>::iterator itcomp = components.find(itcurr->first); if(itcomp == components.end()) return false; getComponent(itcurr->first)->setInUse(); } d->eval(); designs[d->getId()] = d; getCategory(d->getCategoryId())->doAddDesign(d); if(d->isValid()){ playerview->addUsableDesign(d->getId()); }else{ playerview->addVisibleDesign( DesignView::Ptr( new DesignView( d->getId(), true )) ); } Game::getGame()->getPlayerManager()->updatePlayer(player->getID()); Game::getGame()->getPersistence()->saveDesign(d); return true; }
Player::Ptr RftsTurn::getWinner() { Game *game = Game::getGame(); unsigned gameLength = strtol(Settings::getSettings()->get("game_length").c_str(), NULL, 10); uint32_t highestScore = 0, nextHighest = 0; Player::Ptr winner; // check for overwhelming victory (only if we're reasonablly started) if(game->getTurnNumber() > gameLength / 4.) { set<uint32_t> players = game->getPlayerManager()->getAllIds(); for(set<uint32_t>::iterator i = players.begin(); i!= players.end(); ++i) { uint32_t vp = PlayerInfo::getPlayerInfo(*i).getVictoryPoints(); if( vp > highestScore) { nextHighest = highestScore; highestScore = vp; winner = game->getPlayerManager()->getPlayer(*i); // save winner } } // clear 'winner' if: NOT in an overwhelming victory state // or game is NOT over if( highestScore < (nextHighest * 2.5) || game->getTurnNumber() != gameLength ) winner.reset(); } return winner; }
foreach (PollingPlayerFactory* factory, m_polledFactories) { if (factory->exists()) { Player::Ptr player = factory->create(); if (!player.isNull()) { m_players.insert(player); m_polledFactories.remove(factory); m_usedFactories.insert(factory); emit newPlayer(player); } else { kWarning() << "Failed to create a player"; } } }
foreach (Player::Ptr player, m_players) { if (!player->isRunning()) { m_players.remove(player); PollingPlayerFactory* factory = qobject_cast<PollingPlayerFactory*>(player->factory()); if (factory) { m_usedFactories.remove(factory); m_polledFactories.insert(factory); } else { kWarning() << "Missing factory for player" << player->name(); } emit playerDisappeared(player); } }
void setVisibleObjects(Player::Ptr player) { ObjectManager *om = Game::getGame()->getObjectManager(); IGObject::Ptr universe = om->getObject(0); PlayerView::Ptr pv = player->getPlayerView(); set<uint32_t> ownedObjects = pv->getOwnedObjects(); // add universe and star systems ObjectView::Ptr obv = pv->getObjectView(universe->getID()); if(!obv){ pv->addVisibleObject( universe->getID(), true ); } uint32_t fleettype = Game::getGame()->getObjectTypeManager()->getObjectTypeByName("Fleet"); set<uint32_t> containedObjects = universe->getContainedObjects(); for(set<uint32_t>::const_iterator i = containedObjects.begin(); i != containedObjects.end(); ++i){ IGObject::Ptr object = om->getObject(*i); obv = pv->getObjectView(*i); if(object->getType() != fleettype){ if(!obv){ pv->addVisibleObject(*i, true ); } }else{ if(obv && !obv->isGone()){ obv->setGone(true); pv->updateObjectView(*i); } } om->doneWithObject(*i); } for(set<uint32_t>::const_iterator i = ownedObjects.begin(); i != ownedObjects.end(); ++i) { IGObject::Ptr obj = om->getObject(*i); if(obj->getType() != fleettype || obj->getParent() != 0){ exploreStarSys(obj); } om->doneWithObject(*i); } set<uint32_t> visobjects = pv->getVisibleObjects(); for(set<uint32_t>::const_iterator i = visobjects.begin(); i != visobjects.end(); ++i) { IGObject::Ptr obj = om->getObject(*i); obv = pv->getObjectView(*i); if(!obj){ if(!obv->isGone()){ obv->setGone(true); pv->updateObjectView(*i); } }else if((!obv->isGone()) && obv->isCompletelyVisible() && obj->getModTime() > obv->getModTime()){ obv->setModTime(obj->getModTime()); pv->updateObjectView(*i); } if(obj != NULL){ om->doneWithObject(*i); } } }
void Build::inputFrame(InputFrame::Ptr f, uint32_t playerid) { Order::inputFrame(f, playerid); Player::Ptr player = Game::getGame()->getPlayerManager()->getPlayer(playerid); DesignStore::Ptr ds = Game::getGame()->getDesignStore(); uint32_t bldTmPropID = ds->getPropertyByName( "BuildTime"); IdMap fleettype = fleetlist->getList(); uint32_t usedshipres = 0; for(IdMap::iterator itcurr = fleettype.begin(); itcurr != fleettype.end(); ++itcurr) { uint32_t type = itcurr->first; uint32_t number = itcurr->second; // number to build if(player->getPlayerView()->isUsableDesign(type) && number >= 0){ Design::Ptr design = ds->getDesign(type); usedshipres += (int)(ceil(number * design->getPropertyValue(bldTmPropID))); design->addUnderConstruction(number); ds->designCountsUpdated(design); }else{ throw FrameException( fec_FrameError, "The requested design was not valid."); } } if(usedshipres == 0 && !fleettype.empty()){ throw FrameException( fec_FrameError, "To build was empty..."); } resources[1] = usedshipres; if(fleetname->getString().length() == 0){ fleetname->setString("A Fleet"); } }
void PollingWatcher::addFactory(PollingPlayerFactory* factory) { if (factory->exists()) { Player::Ptr player = factory->create(); if (!player.isNull()) { m_players.insert(player); m_usedFactories.insert(factory); emit newPlayer(player); } else { kWarning() << "Failed to create a player"; m_polledFactories.insert(factory); } } else { m_polledFactories.insert(factory); } if (!m_timer) { m_timer = new QTimer(this); m_timer->setInterval(5000); connect(m_timer, SIGNAL(timeout()), this, SLOT(checkPlayers())); m_timer->start(); } }
void Colonize::sendPlayerMessages(IGObject::Ptr obj, map<IGObject::Ptr ,uint32_t> bids, pair<IGObject::Ptr ,uint32_t> winner) { PlayerManager::Ptr pm = Game::getGame()->getPlayerManager(); Planet* target = dynamic_cast<Planet*>(obj->getObjectBehaviour()); assert(target); //Message subjects string loserSubject = "Colonize Bid for " + target->getName() + " Rejected"; string winnerSubject = "Colonize Bid for " + target->getName() + " Accepted"; for(map<IGObject::Ptr ,uint32_t>::iterator i = bids.begin(); i != bids.end(); i++ ) { Planet* ownerPlanet = dynamic_cast<Planet*>(i->first->getObjectBehaviour()); assert(ownerPlanet); Player::Ptr player = pm->getPlayer(ownerPlanet->getOwner()); assert(player); //Populate message's subject and body string subject; format body ("Colonize bid via %1% to colonize %2% with %3% units was %4%."); body % ownerPlanet->getName(); body % target->getName(); body % i->second; if ( i->first == winner.first ) { //If this is the winning bid subject = winnerSubject; body % "Accepted"; } else { //The bid did not win subject = loserSubject; body % "Rejected"; } Message::Ptr msg( new Message() ); msg->setSubject(subject); msg->setBody(body.str()); player->postToBoard(msg); } }
bool DesignStore::modifyDesign(Design::Ptr d){ Design::Ptr current = designs[d->getId()]; if(!current || current->getOwner() != d->getOwner() || current->getNumExist() != 0 || current->getInUse() != 0) return false; Player::Ptr player = Game::getGame()->getPlayerManager()->getPlayer(d->getOwner()); PlayerView::Ptr playerview = player->getPlayerView(); playerview->removeUsableDesign(d->getId()); IdMap cl = current->getComponents(); for(IdMap::iterator itcurr = cl.begin(); itcurr != cl.end(); ++itcurr){ components[itcurr->first]->setInUse(false); } for(IdMap::iterator itcurr = cl.begin(); itcurr != cl.end(); ++itcurr){ if(!(playerview->isUsableComponent(itcurr->first))) return false; std::map<uint32_t, Component::Ptr>::iterator itcomp = components.find(itcurr->first); if(itcomp == components.end()) return false; itcomp->second->setInUse(); } d->eval(); bool rtv; if(getCategory(d->getCategoryId())->doModifyDesign(d)){ designs[d->getId()] = d; rtv = true; }else{ d = current; rtv = false; } if(d->isValid()){ playerview->addUsableDesign(d->getId()); } Game::getGame()->getPlayerManager()->updatePlayer(player->getID()); Game::getGame()->getPersistence()->updateDesign(d); return rtv; }
//End the game void gameOver() { Game* game = Game::getGame(); PlayerManager::Ptr pm = game->getPlayerManager(); map<uint32_t, uint32_t> finalScore; set<uint32_t>::iterator itcurr; set<uint32_t> players = pm->getAllIds(); //Find each player's final score for(itcurr = players.begin(); itcurr != players.end(); itcurr++) { Player::Ptr p = pm->getPlayer(*itcurr); uint32_t artifacts = p->getScore(5); //change artifact points to improve the types with the lowest //points while(artifacts > 0) { int lowest = 1; for(int i = 2; i < 5; i++) { if(p->getScore(i) < p->getScore(lowest)) { lowest = i; } } p->setScore(lowest, p->getScore(lowest) + 1); artifacts--; } //Find the final score int low = 1; for(int i = 2; i < 5; i++) { if(p->getScore(i) < p->getScore(low)) { low = i; } } finalScore[*itcurr] = p->getScore(low); } //Find the winner uint32_t winner = 0; for(map<uint32_t, uint32_t>::iterator i = finalScore.begin(); i != finalScore.end(); i++) { if(winner == 0 || i->second > finalScore[winner]) { winner = i->first; } } for(itcurr = players.begin(); itcurr != players.end(); itcurr++) { Player::Ptr p = pm->getPlayer(*itcurr); //Send message to each player Message::Ptr msg( new Message() ); msg->setSubject("GAME OVER!"); stringstream out; Player::Ptr win = pm->getPlayer(winner); out << win->getName() << " has won the game with a score of "; out << finalScore[winner] << "! "; out << "Your final score after distributing your alien artifacts was: "; out << finalScore[*itcurr]; msg->setBody(out.str()); p->postToBoard(msg); p->setIsAlive(false); } }
void RftsTurn::doTurn() { Game* game = Game::getGame(); OrderManager* ordermanager = game->getOrderManager(); ObjectManager* objectmanager = game->getObjectManager(); PlayerManager::Ptr pm = game->getPlayerManager(); set<uint32_t> objectsIds = objectmanager->getAllIds(); // currently just go through each obj and do each order // will be prioritized/sorted soon TODO for(set<uint32_t>::iterator i = objectsIds.begin(); i != objectsIds.end(); ++i) { IGObject::Ptr currObj = objectmanager->getObject(*i); OrderQueueObjectParam* oqop = dynamic_cast<OrderQueueObjectParam*>(currObj->getParameterByType(obpT_Order_Queue)); OrderQueue::Ptr oq; if(oqop != NULL && (oq = ordermanager->getOrderQueue(oqop->getQueueId())) != NULL) { for(uint32_t j = 0; j < oq->getNumberOrders(); j++) { OwnedObject *orderedObj = dynamic_cast<OwnedObject*>(currObj->getObjectBehaviour()); assert(orderedObj); Order* order = oq->getOrder(j, orderedObj->getOwner()); if(order->doOrder(currObj)) { oq->removeOrder(j, orderedObj->getOwner()); j--; // list has been reordered } else oq->updateFirstOrder(); // CHECK } currObj->touchModTime(); } objectmanager->doneWithObject(currObj->getID()); } objectmanager->clearRemovedObjects(); // re-explore new area setPlayerVisibleObjects(); // to once a turn (right at the end) objectsIds = objectmanager->getAllIds(); for(std::set<uint32_t>::iterator i = objectsIds.begin(); i != objectsIds.end(); ++i) { IGObject::Ptr obj = objectmanager->getObject(*i); obj->getObjectBehaviour()->doOnceATurn(); objectmanager->doneWithObject(obj->getID()); } objectmanager->clearRemovedObjects(); // update in case fleets were destroyed in combat setPlayerVisibleObjects(); set<uint32_t> players = pm->getAllIds(); for(set<uint32_t>::iterator i = players.begin(); i != players.end(); ++i) PlayerInfo::getPlayerInfo(*i).clearPdbUpgrade(); Player::Ptr winner = getWinner(); if(winner != NULL) { string body; Message::Ptr gameOver( new Message() ); gameOver->setSubject("Game over!"); if( game->getTurnNumber() == static_cast<unsigned>(strtol(Settings::getSettings()->get("game_length").c_str(), NULL, 10)) ) body = "Game length elapsed, winner is: "; else body = "Overwhelming victory by: "; body += winner->getName(); gameOver->setBody(PlayerInfo::appAllVictoryPoints(body)); for(set<uint32_t>::iterator i = players.begin(); i != players.end(); ++i) pm->getPlayer(*i)->postToBoard( Message::Ptr( new Message(*gameOver) )); } int turn = game->getTurnNumber() % 3; if(turn == 0){ game->setTurnName("Production, Construction, Movement"); }else if(turn == 1){ game->setTurnName("Construction, Movement"); }else{ game->setTurnName("Movement"); } }
//Award artifacts to any players who have a merchant leader //in a region with two artifacts void TaeTurn::awardArtifacts() { Game* game = Game::getGame(); ObjectTypeManager* obtm = game->getObjectTypeManager(); ObjectManager* objectmanager = game->getObjectManager(); std::set<uint32_t> artifacts; std::set<uint32_t> regions; std::set<uint32_t> objects = objectmanager->getAllIds(); std::set<uint32_t>::iterator itcurr; //Find any regions with 2 or more alien artifacts for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) { IGObject::Ptr ob = objectmanager->getObject(*itcurr); if(ob->getType() == obtm->getObjectTypeByName("Planet")) { Planet* p = (Planet*) ob->getObjectBehaviour(); if(p->getResource(3) > 0) { StarSystem* sys = (StarSystem*)(objectmanager->getObject(ob->getParent())->getObjectBehaviour()); if(sys->getRegion() != 0) { if(regions.count(sys->getRegion()) > 0) { artifacts.insert(*itcurr); } else { regions.insert(sys->getRegion()); } } } } } if(!artifacts.empty()) { uint32_t type; DesignStore::Ptr ds = game->getDesignStore(); PlayerManager::Ptr pm = game->getPlayerManager(); std::set<uint32_t> designs = ds->getDesignIds(); //get leader ID for(itcurr = designs.begin(); itcurr != designs.end(); ++itcurr) { if(ds->getDesign(*itcurr)->getName().compare("MerchantLeaderShip")) { type = *itcurr; } } //Search the objects for a merchant leader for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) { IGObject::Ptr ob = objectmanager->getObject(*itcurr); if(ob->getType() == obtm->getObjectTypeByName("Fleet")) { Fleet* f = (Fleet*) (ob->getObjectBehaviour()); if(f->getShips().count(type) > 0) { IGObject::Ptr parent = objectmanager->getObject(ob->getParent()); if(parent->getType() == obtm->getObjectTypeByName("Star System")) { StarSystem* parentData = (StarSystem*) (parent->getObjectBehaviour()); //See if this leader is in a region with //2 or more alien artifacts for(std::set<uint32_t>::iterator i = artifacts.begin(); i != artifacts.end(); ++i) { IGObject::Ptr obj = objectmanager->getObject(*i); Planet* p = (Planet*) obj->getObjectBehaviour(); StarSystem* sys = (StarSystem*)(objectmanager->getObject(obj->getParent())->getObjectBehaviour()); if(sys->getRegion() == parentData->getRegion()) { //+1 to leader's owner's artifact score Player::Ptr owner = pm->getPlayer(f->getOwner()); owner->setScore(5, owner->getScore(5) + 1); p->removeResource(3, 1); artifacts.erase(*i); } } } } } } } }
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::Ptr playermanager = game->getPlayerManager(); //build map for storing orders std::map<uint32_t, std::list<IGObject::Ptr > > playerOrders; containerids.clear(); //separate orders by player std::set<uint32_t> objects = objectmanager->getAllIds(); for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) { IGObject::Ptr 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::Ptr 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::Ptr >::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(uint32_t it = 0; it < players.size(); it++) { if(itcurr == players.end()) { itcurr = players.begin(); } if(playerOrders[*itcurr].size() > 0) { for(std::list<IGObject::Ptr >::iterator i = playerOrders[*itcurr].begin(); i != playerOrders[*itcurr].end(); i++) { OrderQueue::Ptr 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::Ptr 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::Ptr 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::Ptr player = playermanager->getPlayer(*itplayer); PlayerView::Ptr playerview = player->getPlayerView(); for(std::set<uint32_t>::iterator itob = vis.begin(); itob != vis.end(); ++itob) { ObjectView::Ptr obv = playerview->getObjectView(*itob); if(obv == NULL) { if(objectmanager->getObject(*itob)->isAlive()) { playerview->addVisibleObject( *itob, true ); } objectmanager->doneWithObject(*itob); } else { IGObject::Ptr 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::Ptr obv = playerview->getObjectView(*itob); if(!obv->isGone()) { obv->setGone(true); playerview->updateObjectView(*itob); } } //Replace colonist fleets int fleets = 0; IGObject::Ptr homePlanet; for(std::set<uint32_t>::iterator itob = objects.begin(); itob != objects.end(); ++itob) { IGObject::Ptr 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::Ptr fleet = fleetBuilder->createFleet(FleetBuilder::PASSENGER_FLEET, FleetBuilder::RANDOM_SHIP, player, homePlanet, "Colonist Fleet"); game->getObjectManager()->addObject(fleet); player->getPlayerView()->addVisibleObject(fleet->getID(), true); } //Send end of turn message to each player Message::Ptr 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.reset( 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(uint32_t 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::Ptr playermanager = game->getPlayerManager(); containerids.clear(); // Do orders std::set<uint32_t> objects = objectmanager->getAllIds(); for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) { IGObject::Ptr 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::Ptr 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::Ptr ob = objectmanager->getObject(i->first); Fleet* f = (Fleet*) ob->getObjectBehaviour(); if(f->getOwner() != winner) { sendHome(i->first); Player::Ptr 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::Ptr 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::Ptr 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::Ptr 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::Ptr ob = objectmanager->getObject(*itcurr); if(ob->getType() == obtm->getObjectTypeByName("Planet")) { IGObject::Ptr 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::Ptr ob = objectmanager->getObject(i->first); IGObject::Ptr 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<uint32_t> views; for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) { IGObject::Ptr ob = objectmanager->getObject(*itcurr); if(ob->getType() == obtm->getObjectTypeByName("Fleet") && !combat) { Fleet* f = (Fleet*) ob->getObjectBehaviour(); f->toggleCombat(); f->setCombatant(false); } //Set visibility views.insert(ob->getID()); } 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::Ptr 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::Ptr player = playermanager->getPlayer(*itplayer); PlayerView::Ptr playerview = player->getPlayerView(); //Update visibility playerview->addVisibleObjects(views); for(std::set<uint32_t>::iterator itob = vis.begin(); itob != vis.end(); ++itob) { ObjectView::Ptr obv = playerview->getObjectView(*itob); if(obv == NULL) { if(objectmanager->getObject(*itob)->isAlive()) { playerview->addVisibleObject(*itob, true); } objectmanager->doneWithObject(*itob); } else { IGObject::Ptr 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::Ptr obv = playerview->getObjectView(*itob); if(!obv->isGone()) { obv->setGone(true); playerview->updateObjectView(*itob); } } //Replace colonist fleets int fleets = 0; IGObject::Ptr homePlanet; for(std::set<uint32_t>::iterator itob = objects.begin(); itob != objects.end(); ++itob) { IGObject::Ptr 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::Ptr fleet = fleetBuilder->createFleet(FleetBuilder::PASSENGER_FLEET, FleetBuilder::RANDOM_SHIP, player, homePlanet, "Colonist Fleet"); game->getObjectManager()->addObject(fleet); player->getPlayerView()->addVisibleObject(fleet->getID(), true); } //Send end of turn message to each player Message::Ptr msg( new Message() ); msg->setSubject("Combat Complete!"); stringstream out; Player::Ptr 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.reset( 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(); }
//Setup the next turn to be ready for combat void TaeTurn::initCombat() { std::set<uint32_t>::iterator itcurr; Game* game = Game::getGame(); ObjectManager* objectmanager = game->getObjectManager(); PlayerManager::Ptr playermanager = game->getPlayerManager(); ObjectTypeManager* obtm = game->getObjectTypeManager(); DesignStore::Ptr ds = game->getDesignStore(); //Pop the combat queue and set the combatants pair<bool, map<uint32_t, uint32_t> > temp; temp = combatQueue.front(); combatQueue.pop(); isInternal = temp.first; combatants = temp.second; strength.clear(); for(map<uint32_t, uint32_t>::iterator i = combatants.begin(); i != combatants.end(); ++i) { IGObject::Ptr ob = Game::getGame()->getObjectManager()->getObject(i->first); Fleet* f = (Fleet*) ob->getObjectBehaviour(); strength[f->getOwner()] = 0; } set<uint32_t> owners; set<uint32_t> regions; string shipType; for(map<uint32_t, uint32_t>::iterator i = combatants.begin(); i != combatants.end(); ++i) { IGObject::Ptr ob = objectmanager->getObject(i->first); Fleet* leader = (Fleet*) (ob)->getObjectBehaviour(); //look for the shiptype which this combat is associated with if(shipType.empty()) { if(isInternal) { shipType = "ScientistShip"; } else { //Set shiptype to the type corresponding to the leader uint32_t ship = leader->getShips().begin()->first; shipType = ds->getDesign(ship)->getName(); size_t pos = shipType.find("Leader"); if(pos != shipType.npos) { shipType.erase(pos, 6); } } } owners.insert(leader->getOwner()); //Set which regions are involved in combat if(regions.count(i->second) <= 0) { regions.insert(i->second); } //Set initial internal combat strength if(isInternal) { IGObject::Ptr starSys = objectmanager->getObject(ob->getParent()); StarSystem* starSysData = (StarSystem*)(starSys->getObjectBehaviour()); Vector3d pos = starSysData->getPosition(); //Search for bordering science colonies //east-west neighbors for(int i = -1; i < 2; i+=2) { set<uint32_t> ids = objectmanager->getObjectsByPos(pos+Vector3d(80000*i,0,0), 1); for(set<uint32_t>::iterator j=ids.begin(); j != ids.end(); j++) { IGObject::Ptr tempObj = objectmanager->getObject(*j); if(tempObj->getType() == obtm->getObjectTypeByName("Planet")) { Planet* p = (Planet*)(tempObj->getObjectBehaviour()); if(p->getResource(5) > 0) { addReinforcement(leader->getOwner()); } } } } //north-south neighbors for(int i = -1; i < 2; i+=2) { set<uint32_t> ids = objectmanager->getObjectsByPos(pos+Vector3d(0,80000*i,0), 1); for(set<uint32_t>::iterator j=ids.begin(); j != ids.end(); j++) { IGObject::Ptr tempObj = objectmanager->getObject(*j); if(tempObj->getType() == obtm->getObjectTypeByName("Planet")) { Planet* p = (Planet*)(tempObj->getObjectBehaviour()); if(p->getResource(5) > 0) { addReinforcement(leader->getOwner()); } } } } } } //Set which resource will be awarded int resourceType; if(shipType.compare("MerchantShip") == 0) { resourceType = 4; } else if(shipType.compare("ScientistShip") == 0) { resourceType = 5; } else if(shipType.compare("SettlerShip") == 0) { resourceType = 6; } else { resourceType = 7; } //Set all fleets to combat mode. Flag the fleets whose owners are //directly involved in combat. std::set<uint32_t> views; std::set<uint32_t> objects = objectmanager->getAllIds(); for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) { IGObject::Ptr ob = objectmanager->getObject(*itcurr); if(ob->getType() == obtm->getObjectTypeByName("Fleet")) { Fleet* f = (Fleet*) ob->getObjectBehaviour(); f->toggleCombat(); //check to see if this fleet is a combatant if(owners.count(f->getOwner()) > 0) { uint32_t ship = f->getShips().begin()->first; string name = ds->getDesign(ship)->getName(); if(name.compare(shipType) == 0) { f->setCombatant(true); } } //Set visibility views.insert(ob->getID()); } //Set initial external combat strength else if(ob->getType() == obtm->getObjectTypeByName("Planet") && !isInternal) { Planet* p = (Planet*) ob->getObjectBehaviour(); StarSystem* sys = (StarSystem*) objectmanager->getObject(ob->getParent())->getObjectBehaviour(); if(regions.count(sys->getRegion()) > 0) { if(p->getResource(resourceType) > 0) { for(map<uint32_t, uint32_t>::iterator i = combatants.begin(); i != combatants.end(); ++i) { if(i->second == sys->getRegion()) { Fleet* leader = (Fleet*) (objectmanager->getObject(i->first))->getObjectBehaviour(); addReinforcement(leader->getOwner()); } } } } } } //Send message to players letting them know about combat Message::Ptr msg( new Message() ); msg->setSubject("COMBAT!"); stringstream out; out << "The next turn is an "; if(isInternal) { out << "INTERNAL "; } else { out << "EXTERNAL "; } out << "combat turn! Combatants are: "; out << playermanager->getPlayer(*owners.begin())->getName(); out << " with an initial strength of "; out << strength[*owners.begin()] << " and "; out << playermanager->getPlayer(*owners.end())->getName(); out << " with an initial strength of "; out << strength[*owners.end()]; msg->setBody(out.str()); std::set<uint32_t> players = playermanager->getAllIds(); for(itcurr = players.begin(); itcurr != players.end(); ++itcurr) { Player::Ptr player = playermanager->getPlayer(*itcurr); player->postToBoard(Message::Ptr( new Message(*msg))); player->getPlayerView()->addVisibleObjects( views ); } }
void RSPCombat::doCombat(std::map<uint32_t, IdSet> sides) { Game* game = Game::getGame(); PlayerManager::Ptr playermanager = game->getPlayerManager(); ObjectManager* objectmanager = game->getObjectManager(); DesignStore::Ptr ds = game->getDesignStore(); const char * const rsp[] = {"rock", "scissors", "paper"}; IdSet listallobids; IdSet listallplayerids; std::map<uint32_t, std::vector<Combatant*> > fleetcache; battlelogger.reset(new BattleXML::BattleLogger()); msgstrings.clear(); for(std::map<uint32_t, IdSet>::iterator itmap = sides.begin(); itmap != sides.end(); ++itmap) { std::vector<Combatant*> pcombatant; Player::Ptr player = playermanager->getPlayer(itmap->first); battlelogger->startSide(player->getName()); IdSet theset = itmap->second; for(IdSet::iterator itset = theset.begin(); itset != theset.end(); ++itset) { listallobids.insert(*itset); IGObject::Ptr obj = objectmanager->getObject (*itset); objectcache[*itset] = obj; if(obj->getType() == obT_Fleet) { Fleet* f2 = (Fleet*)(obj->getObjectBehaviour()); IdMap shiplist = f2->getShips(); uint32_t damage = f2->getDamage(); for(IdMap::reverse_iterator itship = shiplist.rbegin(); itship != shiplist.rend(); ++itship) { for(uint32_t i = 0; i < itship->second; i++) { Combatant* f1 = new Combatant(); f1->setOwner(itmap->first); f1->setObject(obj->getID()); f1->setShipType(itship->first); uint32_t mydamage = damage / std::max(1U, (unsigned int)(shiplist.size() - i)); f1->setDamage(mydamage); damage -= mydamage; std::string type = ds->getDesign(itship->first)->getName(); f1->setBattleXmlType(type); f1->setBattleXmlId(str(boost::format("%1%-%2%-%3%") % type % obj->getID() % i)); f1->setBattleXmlName(str(boost::format("%1%'s %2%, %3% %4%") % player->getName() % obj->getName() % type % i)); battlelogger->addCombatant(f1); pcombatant.push_back(f1); } } } else { int shipcount = 2; int homeplanetid = game->getResourceManager()->getResourceDescription("Home Planet")->getResourceType(); if(((Planet*)(obj->getObjectBehaviour()))->getResource(homeplanetid) == 1) { //three more for home planets shipcount += 3; } for(int i = 0; i < shipcount; i++) { Combatant* f1 = new Combatant(); f1->setOwner(itmap->first); f1->setObject(obj->getID()); f1->setShipType(0); f1->setBattleXmlType("planet"); f1->setBattleXmlId(str(boost::format("planet-%1%-%2%") % obj->getID() % i)); f1->setBattleXmlName(str(boost::format("%1%'s colony on %2%, Defense battery %3%") % player->getName() % obj->getName() % i)); battlelogger->addCombatant(f1); pcombatant.push_back(f1); } } } listallplayerids.insert(itmap->first); battlelogger->endSide(); //sort combatant list by ship type, descending sort(pcombatant.begin(), pcombatant.end(), CombatantSorter()); fleetcache[itmap->first] = pcombatant; } for(std::set<uint32_t>::iterator itplayer = listallplayerids.begin(); itplayer != listallplayerids.end(); ++itplayer) { msgstrings[*itplayer] = ""; } Random* random = Game::getGame()->getRandom(); Logger::getLogger()->debug("Combat start"); while(fleetcache.size() >= 2) { battlelogger->startRound(); uint32_t pos1, pos2; if(fleetcache.size() == 2) { pos1 = 0; pos2 = 1; } else { pos1 = pos2 = random->getInRange(0U, ((uint32_t)(fleetcache.size() - 1))); while(pos2 == pos1) { pos2 = random->getInRange(0U, ((uint32_t)(fleetcache.size() - 1))); } } std::map<uint32_t, std::vector<Combatant*> >::iterator itpa = fleetcache.begin(); advance(itpa, pos1); std::map<uint32_t, std::vector<Combatant*> >::iterator itpb = fleetcache.begin(); advance(itpb, pos2); std::vector<Combatant*> f1 = itpa->second; std::vector<Combatant*> f2 = itpb->second; uint32_t ownerid1 = f1[0]->getOwner(); uint32_t ownerid2 = f2[0]->getOwner(); std::string p1name = playermanager->getPlayer(ownerid1)->getName(); std::string p2name = playermanager->getPlayer(ownerid2)->getName(); int32_t r1 = random->getInRange((int32_t)0, (int32_t)2); int32_t r2 = random->getInRange((int32_t)0, (int32_t)2); std::map<Combatant*, uint32_t> d1, d2; battlelogger->log(str(boost::format("%1%'s fleet chooses %2%.") % p1name % rsp[r2])); battlelogger->log(str(boost::format("%1%'s fleet chooses %2%.") % p2name % rsp[(r2 + r1) % 3])); if(r1 == 0) { //draw battlelogger->log("It's a draw"); d1 = buildShotList(f1, true); d2 = buildShotList(f2, true); if(d1.size() != 0) doDamage(d1, f2); if(d2.size() != 0) doDamage(d2, f1); } else { if(r1 == 1) { //pa win battlelogger->log(str(boost::format("%1% wins.") % p1name)); d1 = buildShotList(f1); if(d1.size() == 0) { battlelogger->log(str(boost::format("%1%'s forces escape") % p1name)); msgstrings[ownerid1] += "Your Fleet escaped. "; for(std::map<uint32_t, std::string>::iterator msgit = msgstrings.begin(); msgit != msgstrings.end(); ++msgit) { if(msgit->first == ownerid1) continue; msgit->second += str(boost::format("%1%'s fleet of escaped. ") % p1name); } resolveCombatantsToObjects(f1); for(std::vector<Combatant*>::iterator itcombatant = f1.begin(); itcombatant != f1.end(); ++itcombatant) { delete *itcombatant; } fleetcache.erase(itpa); battlelogger->endRound(); continue; } doDamage(d1, f2); } else { //pb win battlelogger->log(str(boost::format("%1% wins.") % p2name)); d2 = buildShotList(f2); if(d2.size() == 0) { battlelogger->log(str(boost::format("%1%'s forces escape") % p2name)); msgstrings[ownerid2] += "Your Fleet escaped. "; for(std::map<uint32_t, std::string>::iterator msgit = msgstrings.begin(); msgit != msgstrings.end(); ++msgit) { if(msgit->first == ownerid2) continue; msgit->second += str(boost::format("%1%'s fleet of escaped. ") % p2name); } resolveCombatantsToObjects(f2); for(std::vector<Combatant*>::iterator itcombatant = f2.begin(); itcombatant != f2.end(); ++itcombatant) { delete *itcombatant; } fleetcache.erase(itpb); battlelogger->endRound(); continue; } doDamage(d2, f1); } } if(isAllDead(f1)) { msgstrings[ownerid1] += str(boost::format("Your fleet was destroyed by %1%'s fleet. ") % p2name); msgstrings[ownerid2] += str(boost::format("You destroyed %1%'s fleet. ") % p1name); std::string deathmsg = str(boost::format("%1%'s fleet destroyed %2%'s fleet. ") % p1name % p2name); for(std::map<uint32_t, std::string>::iterator msgit = msgstrings.begin(); msgit != msgstrings.end(); ++msgit) { if(msgit->first == ownerid1 || msgit->first == ownerid2) continue; msgit->second += deathmsg; } resolveCombatantsToObjects(f1); for(std::vector<Combatant*>::iterator itcombatant = f1.begin(); itcombatant != f1.end(); ++itcombatant) { delete *itcombatant; } fleetcache.erase(itpa); } if(isAllDead(f2)) { msgstrings[ownerid2] += str(boost::format("Your fleet was destroyed by %1%'s fleet. ") % p1name); msgstrings[ownerid1] += str(boost::format("You destroyed %1%'s fleet. ") % p2name); std::string deathmsg = str(boost::format("%1%'s fleet destroyed %2%'s fleet. ") % p2name % p1name); for(std::map<uint32_t, std::string>::iterator msgit = msgstrings.begin(); msgit != msgstrings.end(); ++msgit) { if(msgit->first == ownerid1 || msgit->first == ownerid2) continue; msgit->second += deathmsg; } resolveCombatantsToObjects(f2); for(std::vector<Combatant*>::iterator itcombatant = f2.begin(); itcombatant != f2.end(); ++itcombatant) { delete *itcombatant; } fleetcache.erase(itpb); } battlelogger->endRound(); } std::string file = battlelogger->save(); if(!fleetcache.empty()) { std::vector<Combatant*> flast = fleetcache.begin()->second; resolveCombatantsToObjects(flast); msgstrings[flast[0]->getOwner()] += "Your Fleet survived combat."; for(std::vector<Combatant*>::iterator itcombatant = flast.begin(); itcombatant != flast.end(); ++itcombatant) { delete *itcombatant; } fleetcache.erase(fleetcache.begin()); if(!fleetcache.empty()) { Logger::getLogger()->warning("fleetcache not empty at end of combat"); } } for(std::map<uint32_t, std::string>::iterator msgit = msgstrings.begin(); msgit != msgstrings.end(); ++msgit) { Message::Ptr msg( new Message() ); msg->setSubject("Combat"); for(std::set<uint32_t>::iterator itob = listallobids.begin(); itob != listallobids.end(); ++itob) { msg->addReference(rst_Object, *itob); } for(std::set<uint32_t>::iterator itpl = listallplayerids.begin(); itpl != listallplayerids.end(); ++itpl) { msg->addReference(rst_Player, *itpl); } msg->setBody(msgit->second); Game::getGame()->getPlayerManager()->getPlayer(msgit->first)->postToBoard(msg); } for(std::map<uint32_t, IGObject::Ptr>::iterator itob = objectcache.begin(); itob != objectcache.end(); ++itob) { Game::getGame()->getObjectManager()->doneWithObject(itob->first); } objectcache.clear(); }
//The colonize order checks to make sure the system is valid, then adds a resource to the planet, checks for //external combat, and awards one point to the player with the leader in the region of the new colony. bool Colonize::doOrder(IGObject::Ptr obj) { ObjectManager* obm = Game::getGame()->getObjectManager(); ObjectTypeManager* obtm = Game::getGame()->getObjectTypeManager(); Fleet* fleetData = (Fleet*)(obj->getObjectBehaviour()); Player::Ptr player = Game::getGame()->getPlayerManager()->getPlayer(fleetData->getOwner()); IGObject::Ptr newStarSys = obm->getObject(starSys->getObjectId()); //Perform last minute checks to make sure the system can be colonized if(newStarSys->getType() != obtm->getObjectTypeByName("Star System")) { //Not a star system Logger::getLogger()->debug("Trying to colonize to an object which is not a star system"); Message::Ptr msg( new Message() ); msg->setSubject("Colonize order failed"); msg->setBody(string("You're fleet, \"" + obj->getName() + "\" tried to colonize an object which is not a star system!")); msg->addReference(rst_Object, obj->getID()); player->postToBoard(msg); return false; } if(!((StarSystem*)(newStarSys->getObjectBehaviour()))->canBeColonized(isMining)) { //Not colonizable Logger::getLogger()->debug("Player tried to colonize a system which cannot be colonized."); Message::Ptr msg( new Message() ); msg->setSubject("Colonize order failed"); msg->setBody(string("You're fleet, \"" + obj->getName() + "\" tried to colonize a fleet which cannot be colonized!")); msg->addReference(rst_Object, obj->getID()); player->postToBoard(msg); return false; } //Find the star system's planet set<uint32_t> children = newStarSys->getContainedObjects(); uint32_t pid; bool planetFound = false; for(set<uint32_t>::iterator i=children.begin(); i != children.end(); i++) { if(obm->getObject(*i)->getType() == obtm->getObjectTypeByName("Planet")) { pid = *i; planetFound = true; } } if(!planetFound) { Logger::getLogger()->debug("Colonize Order: No planet found in target star system"); return false; } //Add resource to planet Planet* planet = (Planet*)(obm->getObject(pid)->getObjectBehaviour()); Design::Ptr ship = Game::getGame()->getDesignStore()->getDesign(fleetData->getShips().begin()->first); uint32_t scoreType = 0; string leaderName; if(ship->getName().compare("MerchantShip") == 0) { planet->addResource(4, 1); scoreType = 1; leaderName = "MerchantLeaderShip"; } else if(ship->getName().compare("ScientistShip") == 0) { planet->addResource(5, 1); scoreType = 2; leaderName = "ScientistLeaderShip"; } else if(ship->getName().compare("SettlerShip") == 0) { planet->addResource(6, 1); scoreType = 3; leaderName = "SettlerLeaderShip"; } else if(ship->getName().compare("MiningShip") == 0) { planet->addResource(7, 1); scoreType = 4; leaderName = "MiningLeaderShip"; } //Get bordering star systems' regions StarSystem* starSysData = (StarSystem*)(newStarSys->getObjectBehaviour()); set<uint32_t> regions = getBorderingRegions(); //Put the newly colonized ship into the proper region //If it does not border any regions, then set it to a new one with a unique id if(regions.size() == 0) { starSysData->setRegion(starSys->getObjectId()); stringstream out; out << starSysData->getRegion(); Logger::getLogger()->debug(string("System " + newStarSys->getName() + " added to region " + out.str()).c_str()); } else if(regions.size() == 1) { // Add +1 to the resource score of the player with the correct leader // in this region int leaderID = getLeaderInRegion(*(regions.begin()), leaderName); if(leaderID < 0 && leaderName.compare("SettlerLeaderShip") != 0) { leaderID = getLeaderInRegion(*(regions.begin()), "SettlerLeaderShip"); } if(leaderID >= 0) { Fleet* leader = (Fleet*) ((obm->getObject((uint32_t) leaderID))->getObjectBehaviour()); Player::Ptr owner = Game::getGame()->getPlayerManager()->getPlayer(leader->getOwner()); owner->setScore(scoreType, owner->getScore(scoreType) + 1); } //Add the newly colonized system to the region starSysData->setRegion(*(regions.begin())); stringstream out; out << starSysData->getRegion(); Logger::getLogger()->debug(string("System " + newStarSys->getName() + " added to region " + out.str()).c_str()); } else { // This means that 2 regions are being connected. Perform check // for external combat map<uint32_t, uint32_t> settlers; map<uint32_t, uint32_t> scientists; map<uint32_t, uint32_t> merchants; map<uint32_t, uint32_t> miners; for(set<uint32_t>::iterator i = regions.begin(); i != regions.end(); i++) { int temp = getLeaderInRegion(*i, "SettlerLeaderShip"); if(temp != -1) { settlers[temp] = *i; } temp = getLeaderInRegion(*i, "ScientistLeaderShip"); if(temp != -1) { scientists[temp] = *i; } temp = getLeaderInRegion(*i, "MerchantLeaderShip"); if(temp != -1) { merchants[temp] = *i; } temp = getLeaderInRegion(*i, "MiningLeaderShip"); if(temp != -1) { miners[temp] = *i; } } TaeTurn* turn = (TaeTurn*) Game::getGame()->getTurnProcess(); bool conflict = false; if(settlers.size() > 1) { //Settler Conflict! turn->queueCombatTurn(false, settlers); conflict = true; } if(scientists.size() > 1) { //Scientist Conflict! turn->queueCombatTurn(false, scientists); conflict = true; } if(merchants.size() > 1) { //Merchant Conflict! turn->queueCombatTurn(false, merchants); conflict = true; } if(miners.size() > 1) { //Miner Conflict! turn->queueCombatTurn(false, miners); conflict = true; } if(!conflict) { uint32_t region = *(regions.begin()); set<uint32_t> objects = obm->getAllIds(); for(set<uint32_t>::iterator i = objects.begin(); i != objects.end(); i++) { IGObject::Ptr ob = obm->getObject(*i); if(ob->getType() == obtm->getObjectTypeByName("Star System")) { StarSystem* sys = (StarSystem*) ob->getObjectBehaviour(); uint32_t r = sys->getRegion(); if(r != region && regions.count(r) > 0) { sys->setRegion(region); } } } } } obm->doneWithObject(newStarSys->getID()); // post completion message Message::Ptr msg( new Message() ); msg->setSubject("Colonize fleet order complete"); msg->setBody(string("You're fleet, \"" + obj->getName() + "\" has colonized ") + newStarSys->getName() + "."); msg->addReference(rst_Action_Order, rsorav_Completion); msg->addReference(rst_Object, starSys->getObjectId()); msg->addReference(rst_Object, obj->getID()); player->postToBoard(msg); //Remove fleet obj->removeFromParent(); obm->scheduleRemoveObject(obj->getID()); return true; }
void MinisecTurn::doTurn(){ std::set<uint32_t>::iterator itcurr; Game* game = Game::getGame(); OrderManager* ordermanager = game->getOrderManager(); ObjectManager* objectmanager = game->getObjectManager(); RSPCombat* combatstrategy = new RSPCombat(); PlayerManager::Ptr playermanager = game->getPlayerManager(); //sort by order type std::set<uint32_t> movers; std::set<uint32_t> otherorders; std::set<uint32_t> interceptors; containerids.clear(); std::set<uint32_t> possiblecombatants; std::set<uint32_t> objects = objectmanager->getAllIds(); for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) { IGObject::Ptr ob = objectmanager->getObject(*itcurr); if(ob->getType() == planettype || ob->getType() == fleettype){ possiblecombatants.insert(ob->getID()); OrderQueueObjectParam* oqop = dynamic_cast<OrderQueueObjectParam*>(ob->getParameterByType(obpT_Order_Queue)); if(oqop != NULL){ OrderQueue::Ptr orderqueue = ordermanager->getOrderQueue(oqop->getQueueId()); if(orderqueue != NULL){ Order * currOrder = orderqueue->getFirstOrder(); if(currOrder != NULL){ if(currOrder->getType() == ordermanager->getOrderTypeByName("Move")){ movers.insert(ob->getID()); } else if (currOrder->getType() == ordermanager->getOrderTypeByName("Intercept")){ interceptors.insert(ob->getID()); }else{ otherorders.insert(ob->getID()); } } } } } if(ob->getContainerType() >= 1){ containerids.insert(ob->getID()); } objectmanager->doneWithObject(ob->getID()); } // do move for(itcurr = movers.begin(); itcurr != movers.end(); ++itcurr) { IGObject::Ptr ob = objectmanager->getObject(*itcurr); OrderQueueObjectParam* oqop = dynamic_cast<OrderQueueObjectParam*>(ob->getParameterByType(obpT_Order_Queue)); OrderQueue::Ptr orderqueue = ordermanager->getOrderQueue(oqop->getQueueId()); Order * currOrder = orderqueue->getFirstOrder(); if(currOrder->doOrder(ob)){ orderqueue->removeFirstOrder(); }else{ orderqueue->updateFirstOrder(); } objectmanager->doneWithObject(ob->getID()); } // do interceptions for(itcurr = interceptors.begin(); itcurr != interceptors.end(); ++itcurr) { IGObject::Ptr ob = objectmanager->getObject(*itcurr); OrderQueueObjectParam* oqop = dynamic_cast<OrderQueueObjectParam*>(ob->getParameterByType(obpT_Order_Queue)); OrderQueue::Ptr orderqueue = ordermanager->getOrderQueue(oqop->getQueueId()); Order * currOrder = orderqueue->getFirstOrder(); if(currOrder->doOrder(ob)){ orderqueue->removeFirstOrder(); }else{ orderqueue->updateFirstOrder(); } objectmanager->doneWithObject(ob->getID()); } // do combat std::list<std::map<uint32_t, std::set<uint32_t> > > combats; for(itcurr = possiblecombatants.begin(); itcurr != possiblecombatants.end(); ++itcurr) { IGObject::Ptr ob = objectmanager->getObject(*itcurr); uint32_t playerid1; Vector3d pos1; uint32_t size1; if(ob->getType() == planettype){ Planet* planet = (Planet*)(ob->getObjectBehaviour()); playerid1 = planet->getOwner(); pos1 = planet->getPosition(); size1 = planet->getSize(); }else{ Fleet* fleet = (Fleet*)(ob->getObjectBehaviour()); playerid1 = fleet->getOwner(); pos1 = fleet->getPosition(); size1 = fleet->getSize(); } if(playerid1 == 0){ objectmanager->doneWithObject(ob->getID()); continue; } bool placed = false; for(std::list<std::map<uint32_t, std::set<uint32_t> > >::iterator itlist = combats.begin(); itlist != combats.end(); ++itlist){ std::map<uint32_t, std::set<uint32_t> > themap = *itlist; for(std::map<uint32_t, std::set<uint32_t> >::iterator itmap = themap.begin(); itmap != themap.end(); ++itmap){ std::set<uint32_t> theset = itmap->second; for(std::set<uint32_t>::iterator itset = theset.begin(); itset != theset.end(); ++itset){ IGObject::Ptr itbobj = objectmanager->getObject(*itset); uint32_t playerid2; Vector3d pos2; uint32_t size2; if(itbobj->getType() == planettype){ Planet* planet = (Planet*)(itbobj->getObjectBehaviour()); playerid2 = planet->getOwner(); pos2 = planet->getPosition(); size2 = planet->getSize(); }else{ Fleet* fleet = (Fleet*)(itbobj->getObjectBehaviour()); playerid2 = fleet->getOwner(); pos2 = fleet->getPosition(); size2 = fleet->getSize(); } if(playerid2 == 0){ objectmanager->doneWithObject(itbobj->getID()); continue; } uint64_t diff = pos1.getDistance(pos2); if(diff <= size1 / 2 + size2 / 2){ themap[playerid1].insert(ob->getID()); *itlist = themap; placed = true; objectmanager->doneWithObject(itbobj->getID()); break; } objectmanager->doneWithObject(itbobj->getID()); } if(placed) break; } if(placed) break; } if(!placed){ std::map<uint32_t, std::set<uint32_t> > themap; std::set<uint32_t> theset; theset.insert(ob->getID()); themap[playerid1] = theset; combats.push_back(themap); } objectmanager->doneWithObject(ob->getID()); } for(std::list<std::map<uint32_t, std::set<uint32_t> > >::iterator itlist = combats.begin(); itlist != combats.end(); ++itlist){ std::map<uint32_t, std::set<uint32_t> > themap = *itlist; if(themap.size() >= 2){ combatstrategy->doCombat(themap); } } objectmanager->clearRemovedObjects(); // do other orders (nop, buildfleet, colonise) for(itcurr = otherorders.begin(); itcurr != otherorders.end(); ++itcurr) { IGObject::Ptr ob = objectmanager->getObject(*itcurr); if(ob != NULL){ if(ob->getType() == planettype || ob->getType() == fleettype){ OrderQueueObjectParam* oqop = dynamic_cast<OrderQueueObjectParam*>(ob->getParameterByType(obpT_Order_Queue)); if(oqop != NULL){ OrderQueue::Ptr orderqueue = ordermanager->getOrderQueue(oqop->getQueueId()); if(orderqueue != NULL){ Order * currOrder = orderqueue->getFirstOrder(); if(currOrder != NULL){ if(currOrder->doOrder(ob)){ orderqueue->removeFirstOrder(); }else{ orderqueue->updateFirstOrder(); } } } } } objectmanager->doneWithObject(ob->getID()); } } objectmanager->clearRemovedObjects(); // to once a turn (right at the end) objects = objectmanager->getAllIds(); for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) { IGObject::Ptr 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(); std::set<uint32_t> players = playermanager->getAllIds(); uint32_t numaliveplayers = 0; uint32_t numdeadplayers = 0; for(std::set<uint32_t>::iterator itplayer = players.begin(); itplayer != players.end(); ++itplayer){ Player::Ptr player = playermanager->getPlayer(*itplayer); PlayerView::Ptr playerview = player->getPlayerView(); for(std::set<uint32_t>::iterator itob = vis.begin(); itob != vis.end(); ++itob){ ObjectView::Ptr obv = playerview->getObjectView(*itob); if(!obv){ if(objectmanager->getObject(*itob)->isAlive()){ playerview->addVisibleObject( *itob, true ); } objectmanager->doneWithObject(*itob); }else{ IGObject::Ptr 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::Ptr obv = playerview->getObjectView(*itob); if(!obv->isGone()){ obv->setGone(true); playerview->updateObjectView(*itob); } } if(!player->isAlive() || playerview->getNumberOwnedObjects() == 0){ if(player->isAlive()){ Message::Ptr msg( new Message() ); msg->setSubject("You lost"); msg->setBody("You do not own any objects, therefore you game has finished."); msg->addReference(rst_Action_Player, rspav_Eliminated); player->postToBoard(msg); player->setIsAlive(false); } numdeadplayers++; }else{ numaliveplayers++; } } if(numaliveplayers == 1){ //find alive player Player::Ptr player; for(std::set<uint32_t>::iterator itplayer = players.begin(); itplayer != players.end(); ++itplayer){ player = playermanager->getPlayer(*itplayer); if(player->isAlive()) break; } if(player->getScore(0) != numdeadplayers - 1){ Message::Ptr msg( new Message() ); msg->setSubject("You won!"); msg->setBody("You have eliminated all the competing players. Congratulations!"); player->postToBoard(msg); player->setScore(0, numdeadplayers - 1); } } playermanager->updateAll(); delete combatstrategy; }