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C++ PlayerManager::getPlayer方法代码示例

本文整理汇总了C++中PlayerManager::getPlayer方法的典型用法代码示例。如果您正苦于以下问题:C++ PlayerManager::getPlayer方法的具体用法?C++ PlayerManager::getPlayer怎么用?C++ PlayerManager::getPlayer使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在PlayerManager的用法示例。


在下文中一共展示了PlayerManager::getPlayer方法的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: sendHome

//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* pm = game->getPlayerManager();

    IGObject* 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* p = pm->getPlayer(f->getOwner());
    IGObject* 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 * 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());
        }
    }
}
开发者ID:AfrazHussain,项目名称:tpserver-cpp,代码行数:35,代码来源:taeturn.cpp

示例2: broadcastMessageCheckIgnore

void ChatRoomImplementation::broadcastMessageCheckIgnore(BaseMessage* msg, String& senderName) {
	Locker locker(_this.get());
	String lowerName = senderName.toLowerCase();
	PlayerManager* playerManager = server->getPlayerManager();
	ManagedReference<CreatureObject*> sender = NULL;
	bool privileged = false;
	ManagedReference<PlayerObject*> senderPlayer = NULL;

	if (playerManager == NULL)
		return;

	sender = playerManager->getPlayer(lowerName);

	if (sender == NULL)
		return;

	senderPlayer = sender->getPlayerObject();

	if (senderPlayer == NULL)
		return;

	if (senderPlayer->isPrivileged())
		privileged = true;


	for (int i = 0; i < playerList.size(); ++i) {
		ManagedReference<CreatureObject*> player = playerList.get(i);

		if (player){
			PlayerObject* ghost = player->getPlayerObject();
			if (ghost == NULL)
				continue;

			if (!ghost->isIgnoring(lowerName) || privileged) {
				player->sendMessage(msg->clone());
			}
		}
	}

	delete msg;
}
开发者ID:SWGChoice,项目名称:Core3,代码行数:41,代码来源:ChatRoomImplementation.cpp

示例3: createCharacter

bool PlayerCreationManager::createCharacter(MessageCallback* data) {
	TemplateManager* templateManager = TemplateManager::instance();

	ClientCreateCharacterCallback* callback = cast<
			ClientCreateCharacterCallback*>(data);
	ZoneClientSession* client = data->getClient();

	if (client->getCharacterCount(zoneServer.get()->getGalaxyID()) >= 10) {
		ErrorMessage* errMsg = new ErrorMessage("Create Error", "You are limited to 10 characters per galaxy.", 0x0);
		client->sendMessage(errMsg);

		return false;
	}

	PlayerManager* playerManager = zoneServer.get()->getPlayerManager();

	SkillManager* skillManager = SkillManager::instance();

	//Get all the data and validate it.
	UnicodeString characterName;
	callback->getCharacterName(characterName);

	//TODO: Replace this at some point?
	if (!playerManager->checkPlayerName(callback))
		return false;

	String raceFile;
	callback->getRaceFile(raceFile);

	uint32 serverObjectCRC = raceFile.hashCode();

	PlayerCreatureTemplate* playerTemplate =
			dynamic_cast<PlayerCreatureTemplate*>(templateManager->getTemplate(
					serverObjectCRC));

	if (playerTemplate == NULL) {
		error("Unknown player template selected: " + raceFile);
		return false;
	}

	int raceID = playerTemplate->getRace();


	String fileName = playerTemplate->getTemplateFileName();
	String clientTemplate = templateManager->getTemplateFile(
			playerTemplate->getClientObjectCRC());

	RacialCreationData* raceData = racialCreationData.get(fileName);

	if (raceData == NULL)
		raceData = racialCreationData.get(0); //Just get the first race, since they tried to create a race that doesn't exist.

	String profession, customization, hairTemplate, hairCustomization;
	callback->getSkill(profession);

	if (profession.contains("jedi"))
		profession = "crafting_artisan";

	callback->getCustomizationString(customization);
	callback->getHairObject(hairTemplate);
	callback->getHairCustomization(hairCustomization);

	float height = callback->getHeight();
	height = MAX(MIN(height, playerTemplate->getMaxScale()),
			playerTemplate->getMinScale());

	//validate biography
	UnicodeString bio;
	callback->getBiography(bio);

	bool doTutorial = callback->getTutorialFlag();
	//bool doTutorial = false;

	ManagedReference<CreatureObject*> playerCreature =
			zoneServer.get()->createObject(
					serverObjectCRC, 2).castTo<CreatureObject*>();

	if (playerCreature == NULL) {
		error("Could not create player with template: " + raceFile);
		return false;
	}

	Locker playerLocker(playerCreature);

	playerCreature->createChildObjects();
	playerCreature->setHeight(height);
	playerCreature->setCustomObjectName(characterName, false); //TODO: Validate with Name Manager.

	client->setPlayer(playerCreature);
	playerCreature->setClient(client);

	// Set starting cash and starting bank
	playerCreature->setCashCredits(startingCash, false);
	playerCreature->setBankCredits(startingBank, false);

	ManagedReference<PlayerObject*> ghost = playerCreature->getPlayerObject();

	if (ghost != NULL) {
		//Set skillpoints before adding any skills.
		ghost->setSkillPoints(skillPoints);
//.........这里部分代码省略.........
开发者ID:angelsounds777,项目名称:Core3-CU,代码行数:101,代码来源:PlayerCreationManager.cpp

示例4: handlePost

void PermissionsServlet::handlePost(HttpRequest* request, HttpResponse* response) {
	PlayerManager* playerManager = server->getPlayerManager();
	bool applyToAll = false;
	String accountName = request->getParameter("accountName");
	String levelName = request->getParameter("level");
	int level = PermissionLevelList::instance()->getLevelNumber(levelName);

	if(request->getParameter("applyToAll") == "true")
		applyToAll = true;

	ManagedReference<Account*> account = AccountManager::getAccount(accountName);
	if(account == NULL) {
		response->println("HTTP/1.1 200 OK\r\n");
		response->println("Content-Type: text/html\r\n\r\n");
		response->println("<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Strict//EN " "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd\">");
		response->println("<html xmlns=\"http://www.w3.org/1999/xhtml\">");
		response->println("	<head>");
		response->println("		<title>SWGEmu Web Server Login</title>");
		response->println("		<meta http-equiv=\"content-type\" content=\"text/html;charset=utf-8\" />");
		response->println("		<link rel=\"stylesheet\" type=\"text/css\" href=\"css/style.css\" />");
		response->println("	</head>");
		response->println("	<body>");
		response->println("		<div class=\"login_box\">");
		response->println("			<h1>Account doesn't exist.</h1>");
		response->println("			<a href=\"permissions\"> Click here to return </a>");
		response->println("		</div>");
		response->println("	</body>");
		response->println("</html>");
	}

	Locker locker(account);
	account->setAdminLevel(level);
	locker.release();

	if(applyToAll == true) {
		Reference<CharacterList*> characterList = account->getCharacterList();
		for(int i = 0; i < characterList->size(); ++i) {
			ManagedReference<CreatureObject* > targetCreature = NULL;
			CharacterListEntry* entry = &characterList->get(i);

			targetCreature = playerManager->getPlayer(entry->getFirstName());
			playerManager->updatePermissionLevel(targetCreature, level);
		}
	}

	response->println("HTTP/1.1 200 OK\r\n");
	response->println("Content-Type: text/html\r\n\r\n");
	response->println("<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Strict//EN " "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd\">");
	response->println("<html xmlns=\"http://www.w3.org/1999/xhtml\">");
	response->println("	<head>");
	response->println("		<title>SWGEmu Web Server Login</title>");
	response->println("		<meta http-equiv=\"content-type\" content=\"text/html;charset=utf-8\" />");
	response->println("		<link rel=\"stylesheet\" type=\"text/css\" href=\"css/style.css\" />");
	response->println("	</head>");
	response->println("	<body>");
	response->println("		<div class=\"login_box\">");
	response->println("			<h1>Account updated.</h1>");
	response->println("			<a href=\"permissions\"> Click here to return </a>");
	response->println("		</div>");
	response->println("	</body>");
	response->println("</html>");
}
开发者ID:JigglyPoofSWG,项目名称:BSS,代码行数:62,代码来源:PermissionsServlet.cpp

示例5: gameOver

//End the game
void gameOver() {
    Game* game = Game::getGame();
    PlayerManager* 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* 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* p = pm->getPlayer(*itcurr);

        //Send message to each player
        Message * msg = new Message();
        msg->setSubject("GAME OVER!");
        stringstream out;
        Player* 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);
    }

}
开发者ID:AfrazHussain,项目名称:tpserver-cpp,代码行数:64,代码来源:taeturn.cpp

示例6: awardArtifacts

//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 * 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* ds = game->getDesignStore();
        PlayerManager* pm = game->getPlayerManager();
        std::set<unsigned int> 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 * ob = objectmanager->getObject(*itcurr);
            if(ob->getType() == obtm->getObjectTypeByName("Fleet")) {
                Fleet* f = (Fleet*) (ob->getObjectBehaviour());
                if(f->getShips().count(type) > 0) {
                    IGObject* 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* 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* owner = pm->getPlayer(f->getOwner());
                                owner->setScore(5, owner->getScore(5) + 1);
                                p->removeResource(3, 1);
                                artifacts.erase(*i);
                            }
                        }
                    }
                }
            } 
        }
    }
}
开发者ID:AfrazHussain,项目名称:tpserver-cpp,代码行数:70,代码来源:taeturn.cpp

示例7: doTurn

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) {
//.........这里部分代码省略.........
开发者ID:AfrazHussain,项目名称:tpserver-cpp,代码行数:101,代码来源:taeturn.cpp

示例8: doCombatTurn

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;
//.........这里部分代码省略.........
开发者ID:AfrazHussain,项目名称:tpserver-cpp,代码行数:101,代码来源:taeturn.cpp

示例9: initCombat

//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* playermanager = game->getPlayerManager();
    ObjectTypeManager* obtm = game->getObjectTypeManager();
    DesignStore* 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* 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* 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 *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 *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 *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<ObjectView*> views;
//.........这里部分代码省略.........
开发者ID:AfrazHussain,项目名称:tpserver-cpp,代码行数:101,代码来源:taeturn.cpp


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