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C++ ObjectManager::getObject方法代碼示例

本文整理匯總了C++中ObjectManager::getObject方法的典型用法代碼示例。如果您正苦於以下問題:C++ ObjectManager::getObject方法的具體用法?C++ ObjectManager::getObject怎麽用?C++ ObjectManager::getObject使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在ObjectManager的用法示例。


在下文中一共展示了ObjectManager::getObject方法的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。

示例1: doOrder

bool UnloadArmament::doOrder(IGObject::Ptr ob){
  Fleet* fleet = dynamic_cast<Fleet*>(ob->getObjectBehaviour());
  ObjectManager* obman = Game::getGame()->getObjectManager();
  ObjectTypeManager* otman = Game::getGame()->getObjectTypeManager();
  ResourceManager::Ptr resman = Game::getGame()->getResourceManager();
  std::set<uint32_t>objs = obman->getObjectsByPos(fleet->getPosition(), 10000);
  IGObject::Ptr planetObj;
  Planet* planet;

  for (std::set<uint32_t>::const_iterator itcurr = objs.begin(); itcurr != objs.end(); ++itcurr) {
    if (obman->getObject(*itcurr)->getType() == otman->getObjectTypeByName("Planet")) {

      planetObj = obman->getObject(*itcurr);
      planet = dynamic_cast<Planet*>(planetObj->getObjectBehaviour());
      Logger::getLogger()->debug("UnloadArmaments::doOrder Found Planet %s for Unload Armaments Order", planetObj->getName().c_str());
      const uint32_t factoryType = resman->getResourceDescription("Factories")->getResourceType();

    IdMap weapontype = weaponlist->getList();
    for(IdMap::iterator weaponit = weapontype.begin(); weaponit != weapontype.end(); ++weaponit) {
      if (planet->removeResource(factoryType, 1)) {
        if (fleet->removeResource(weaponit->first, weaponit->second)) {
          Logger::getLogger()->debug("UnloadArmaments::doOrder success, adding to resource %d: #:%d", weaponit->first, weaponit->second);
          planet->addResource(weaponit->first, weaponit->second);
          planetObj->touchModTime();
          return true;
          }
        } else {
          turns = 1;
          return true;
        }
      }
    }
  }
  return false;
}
開發者ID:epyon,項目名稱:tpserver-cpp,代碼行數:35,代碼來源:unloadarm.cpp

示例2: setVisibleObjects

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);
      }
   }
   
}
開發者ID:epyon,項目名稱:tpserver-cpp,代碼行數:60,代碼來源:rftsturn.cpp

示例3: 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::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());
        }
    }
}
開發者ID:epyon,項目名稱:tpserver-cpp,代碼行數:35,代碼來源:taeturn.cpp

示例4:

std::map<uint32_t, std::pair<std::string, uint32_t> > LoadArmament::generateListOptions(){
  Logger::getLogger()->debug("Entering LoadArmament::generateListOptions");
  std::map<uint32_t, std::pair<std::string, uint32_t> > options;

  Game* game = Game::getGame();
  IGObject::Ptr selectedObj = game->getObjectManager()->getObject(
            game->getOrderManager()->getOrderQueue(orderqueueid)->getObjectId());

  Fleet* fleet = dynamic_cast<Fleet*>(selectedObj->getObjectBehaviour());

  ObjectManager* obman = Game::getGame()->getObjectManager();
  ObjectTypeManager* otman = Game::getGame()->getObjectTypeManager();
  ResourceManager::Ptr resman = Game::getGame()->getResourceManager();
  std::set<uint32_t>objs = obman->getObjectsByPos(fleet->getPosition(), 10000);

  for (std::set<uint32_t>::iterator itcurr = objs.begin(); itcurr != objs.end(); ++itcurr) {
    if (obman->getObject(*itcurr)->getType() == otman->getObjectTypeByName("Planet")) {
      IGObject::Ptr planetObj = obman->getObject(*itcurr);
      Planet* planet = dynamic_cast<Planet*>(planetObj->getObjectBehaviour());
      Logger::getLogger()->debug("Found Planet %s for Load Armaments Order", planetObj->getName().c_str());
      std::map<uint32_t, std::pair<uint32_t, uint32_t> > reslist = planet->getResources();
      for (std::map<uint32_t, std::pair<uint32_t, uint32_t> >::iterator it = reslist.begin(); it != reslist.end(); ++it) {
        if (resman->getResourceDescription(it->first)->getUnitSingular() == "weapon") {
          options[it->first] = std::pair<std::string, uint32_t>(resman->getResourceDescription(it->first)->getNamePlural(),
            planet->getResourceSurfaceValue(it->first));
        }
      }

    }
  }

  Logger::getLogger()->debug("Exiting LoadArmament::generateListOptions");
  return options;
}
開發者ID:epyon,項目名稱:tpserver-cpp,代碼行數:34,代碼來源:loadarm.cpp

示例5: canBeColonized

//System cannot be destroyed, occupied, or colonized in order to be able to be colonized.
//It also must be inhabitable for the colony type.
bool StarSystem::canBeColonized(bool mining) {
    ObjectManager* obm = Game::getGame()->getObjectManager();
    ObjectTypeManager* obtm = Game::getGame()->getObjectTypeManager();

    if(isDestroyed()) {
        Logger::getLogger()->debug("StarSystem->canBeColonized: System is destroyed");
        return false;
    }

    //Grab the children and see if the system is occupied
    set<uint32_t> children = obj->getContainedObjects();
    uint32_t pid;
    bool isOccupied = false;
    for(set<uint32_t>::iterator i = children.begin(); i != children.end(); i++) {
        if(obm->getObject(*i)->getType() == obtm->getObjectTypeByName("Planet")) {
            pid = *i;
        } else if (obm->getObject(*i)->getType() == obtm->getObjectTypeByName("Fleet")) {
            isOccupied = true;
        }
    }
    if(isOccupied) {
        Logger::getLogger()->debug("StarSystem->canBeColonized: System is occupied");
        return false;
    }

    //Check to see if the system has already been colonized
    Planet* planet = (Planet*)(obm->getObject(pid)->getObjectBehaviour());
    if(planet->getResource(4) > 0) {
        Logger::getLogger()->debug("StarSystem->canBeColonized: System has been colonized by merchants.");
        return false;
    } else if(planet->getResource(5) > 0) {
        Logger::getLogger()->debug("StarSystem->canBeColonized: System has been colonized by scientists.");
        return false;
    } else if(planet->getResource(6) > 0) {
        Logger::getLogger()->debug("StarSystem->canBeColonized: System has been colonized by settlers.");
        return false;
    } else if(planet->getResource(7) > 0) {
        Logger::getLogger()->debug("StarSystem->canBeColonized: System has been colonized by mining robots.");
        return false;
    }

    //Check to make sure the system is inhabitable by the fleet
    if(mining && planet->getResource(1) < 1) {
        Logger::getLogger()->debug("StarSystem->canBeColonized: System is inhabitable and cannot be colonized by mining robots");
        return false;
    } else if(!mining && planet->getResource(1) > 0) {
        Logger::getLogger()->debug("StarSystem->canBeColonized: System is Uninhabitable and can ONLY be colonized by mining robots");
        return false;
    }

    return true;
}
開發者ID:AfrazHussain,項目名稱:tpserver-cpp,代碼行數:54,代碼來源:starsystem.cpp

示例6: assert

map<uint32_t, pair<string, uint32_t> > Colonize::generateListOptions() {
   map<uint32_t, pair<string,uint32_t> > options;
   Game* game = Game::getGame();
   ObjectManager* om = game->getObjectManager();

   IGObject::Ptr selectedObj = game->getObjectManager()->getObject(
      game->getOrderManager()->getOrderQueue(orderqueueid)->getObjectId());
   Planet* planet = dynamic_cast<Planet*>(selectedObj->getObjectBehaviour());
   assert(planet);
   om->doneWithObject(selectedObj->getID());

   set<uint32_t> allObjs = om->getAllIds();

   uint32_t availibleUnits = planet->getResource("Army").first + planet->getResource("Army").second - 1;

   /* This for loop will iterate over every adjacent planet. 
   This is where the majority of the work occurs, and we populate our list.
   You see here we select an item of the map, in my case (*i)->getID(), and
   for that item we create a pair.
      If its a little hard to read, here is what I am doing:
            options[#] = pair<string,uint32_t>( "title", max# );

   For my pair I set the title as the adjacent planet to move to, and set the
   max to availible units. */
   for(set<uint32_t>::iterator i = allObjs.begin(); i != allObjs.end(); i++) {
      IGObject::Ptr currObj = om->getObject((*i));
      Planet* owned = dynamic_cast<Planet*>(currObj->getObjectBehaviour());
      if ( owned != NULL && owned->getOwner() == 0) {   
         options[owned->getID()] = pair<string,uint32_t>(
            owned->getName(), availibleUnits );
      }
   }   

   return options;
}
開發者ID:epyon,項目名稱:tpserver-cpp,代碼行數:35,代碼來源:colonize.cpp

示例7: ConCmd_objectInfo

void ObjectManager::ConCmd_objectInfo(const Console::ArgvType& argv)
{
	if (argv.size() != 2) {
		pout << "usage: objectInfo <objectnum>" << std::endl;
		return;
	}

	ObjectManager* objman = ObjectManager::get_instance();

	ObjId objid = static_cast<ObjId>(strtol(argv[1].c_str(), 0, 0));

	Object* obj = objman->getObject(objid);
	if (obj == 0) {
		bool reserved = false;
		if (objid >= 256) // CONSTANT!
			reserved = objman->objIDs->isIDUsed(objid);
		else
			reserved = objman->actorIDs->isIDUsed(objid);
		if (reserved)
			pout << "Reserved objid: " << objid << std::endl;
		else
			pout << "No such object: " << objid << std::endl;
	} else {
		obj->dumpInfo();
	}
}
開發者ID:amichaelt,項目名稱:pentagram,代碼行數:26,代碼來源:ObjectManager.cpp

示例8:

set<Planet*> Planet::getAdjacent() {
   set<Planet*> result;
   Risk* risk = dynamic_cast<Risk*>(Game::getGame()->getRuleset());
   ObjectManager* om = Game::getGame()->getObjectManager();
   
   set<uint32_t> adjacent = risk->getGraph()->getAdjacent(this->obj->getID());
   for(set<uint32_t>::iterator i = adjacent.begin(); i != adjacent.end(); ++i) {
      result.insert(dynamic_cast<Planet*>(om->getObject(*i)->getObjectBehaviour()));
   }
   return result;
}
開發者ID:AfrazHussain,項目名稱:tpserver-cpp,代碼行數:11,代碼來源:planet.cpp

示例9: doOrder

bool Bombard::doOrder(IGObject *fleet) {

   Game *game = Game::getGame();
   ObjectManager *om = game->getObjectManager();
   ObjectTypeManager *odm = game->getObjectTypeManager();
   Random *rand = game->getRandom();

   IGObject *planetObj = om->getObject(planet->getObjectId());

   if(planetObj->getType() != odm->getObjectTypeByName("Planet"))
   {
      Logger::getLogger()->debug("Player tried to bombard something illogical");
      return true;
   }

   Fleet *fleetData = dynamic_cast<Fleet*>(fleet->getObjectBehaviour());
   Planet *planetData = dynamic_cast<Planet*>(planetObj->getObjectBehaviour());
   char planetShipTech = PlayerInfo::getPlayerInfo(planetData->getOwner()).getShipTechLevel();
   double attack = fleetData->getAttack();
   
   planetData->removeResource("Industry", 
                  static_cast<uint32_t>(attack * INDUSTRY_DMG * (1+rand->getInRange(-2,2)/100.) ));

   planetData->removeResource("Social Environment", 
                  static_cast<uint32_t>(attack * SOCIAL_DMG * (1+rand->getInRange(-2,2)/100.) ));

   planetData->removeResource("Planetary Environment", 
                  static_cast<uint32_t>(attack * PLANETARY_DMG * (1+rand->getInRange(-2,2)/100.) ));

   planetData->removeResource(string("PDB") + planetShipTech,
                  static_cast<uint32_t>(attack * PDB_DMG / 10. * (1+rand->getInRange(-2,2)/100.) ));

   PlayerInfo::getPlayerInfo(fleetData->getOwner()).addVictoryPoints(VICTORY_POINTS);


   // PDBs counter-attack at: PDB level * 6 * numPDBs
   fleetData->takeDamage( (planetShipTech - '0') *
                         6 * planetData->getResource(string("PDB") + planetShipTech).first);

   Message *msg = new Message();
   msg->setSubject("Bombard complete");
   string body = "Fleet \"" + fleet->getName() + "\" bombarded " + planetObj->getName();
   msg->setBody(PlayerInfo::appAllVictoryPoints(body));
   msg->addReference(rst_Action_Order, rsorav_Completion);
   msg->addReference(rst_Object, fleet->getID());
   msg->addReference(rst_Object, planetObj->getID());

   game->getPlayerManager()->getPlayer(fleetData->getOwner())->postToBoard(msg);
   game->getPlayerManager()->getPlayer(planetData->getOwner())->postToBoard(msg);

   return true;
}
開發者ID:AfrazHussain,項目名稱:tpserver-cpp,代碼行數:52,代碼來源:bombard.cpp

示例10: inputFrame

Result Bombard::inputFrame(Frame * f, unsigned int playerid) {
   Result r = Order::inputFrame(f, playerid);
   if(!r) return r;

   ObjectManager *om = Game::getGame()->getObjectManager();

   IGObject *planetObj = om->getObject(planet->getObjectId());
   Planet *planetData = dynamic_cast<Planet*>(planetObj->getObjectBehaviour());

   if(!planetData)
      planet->setObjectId(0);
   else if(planetData->getOwner() == playerid)
      planet->setObjectId(0);

   return Success();
}
開發者ID:AfrazHussain,項目名稱:tpserver-cpp,代碼行數:16,代碼來源:bombard.cpp

示例11: inputFrame

void Colonize::inputFrame(InputFrame::Ptr f, uint32_t playerid) {
    FleetOrder::inputFrame(f, playerid);

    Game *game = Game::getGame();
    ObjectManager *obm = game->getObjectManager();
    ObjectTypeManager *obtm = game->getObjectTypeManager();

    IGObject::Ptr starSysObj = obm->getObject(starSys->getObjectId());
    StarSystem* starSysData = (StarSystem*) starSysObj->getObjectBehaviour();

    // Check to see if it is a legal system to colonize
    if(starSysObj->getType() == obtm->getObjectTypeByName("Star System") && !starSysData->canBeColonized(isMining)) {
        starSys->setObjectId(0);
        Logger::getLogger()->debug("Player tried to colonize a system which cannot be colonized.");
    }        
}
開發者ID:epyon,項目名稱:tpserver-cpp,代碼行數:16,代碼來源:colonize.cpp

示例12: exploreStarSys

void exploreStarSys(IGObject* obj) {
   // set the planets in this star sys to visible for my owner
   OwnedObject *objData = dynamic_cast<OwnedObject*>(obj->getObjectBehaviour());

   Game *game = Game::getGame();
   ObjectManager *om = game->getObjectManager();

   IGObject *starSys = om->getObject(obj->getParent());
   PlayerView *pview = game->getPlayerManager()->getPlayer(objData->getOwner())->getPlayerView();

   ObjectView* obv = pview->getObjectView(obj->getID());
   if(obv != NULL){
      if(!obv->isCompletelyVisible()){
        obv->setCompletelyVisible(true);
        pview->updateObjectView(obj->getID());
      }
      if(obv->isGone()){
        obv->setGone(false);
        pview->updateObjectView(obj->getID());
      }
   }else{
      obv = new ObjectView();
      obv->setObjectId(obj->getID());
      obv->setCompletelyVisible(true);
      pview->addVisibleObject(obv);
   }

   if(starSys->getID() == 0) return; // don't explore the universe

   set<uint32_t> planets = starSys->getContainedObjects();
   for(set<uint32_t>::const_iterator i = planets.begin(); i != planets.end(); ++i){
      obv = pview->getObjectView(*i);
      if(obv != NULL){
          if(!obv->isCompletelyVisible()){
            obv->setCompletelyVisible(true);
            pview->updateObjectView(*i);
          }
      }else{
          obv = new ObjectView();
          obv->setObjectId(*i);
          obv->setCompletelyVisible(true);
          pview->addVisibleObject(obv);
      }
   }
}
開發者ID:AfrazHussain,項目名稱:tpserver-cpp,代碼行數:45,代碼來源:ownedobject.cpp

示例13: doTurn

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){
//.........這裏部分代碼省略.........
開發者ID:glew,項目名稱:tpserver-cpp,代碼行數:101,代碼來源:minisecturn.cpp

示例14: doCombat

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);
//.........這裏部分代碼省略.........
開發者ID:glew,項目名稱:tpserver-cpp,代碼行數:101,代碼來源:rspcombat.cpp

示例15: doOrder

//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());
//.........這裏部分代碼省略.........
開發者ID:epyon,項目名稱:tpserver-cpp,代碼行數:101,代碼來源:colonize.cpp


注:本文中的ObjectManager::getObject方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。