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Message #03321
Re: [Merge] lp:~widelands-dev/widelands/seafaring-ai into lp:widelands
I have added some code cleanup suggestions. They are all small changes that will make the code easier to read. Otherwise, LGTM.
Diff comments:
> === modified file 'src/ai/ai_help_structs.h'
> --- src/ai/ai_help_structs.h 2014-10-30 20:24:57 +0000
> +++ src/ai/ai_help_structs.h 2014-12-03 11:32:28 +0000
> @@ -32,6 +32,8 @@
> #include "logic/player.h"
> #include "logic/world/terrain_description.h"
> #include "logic/world/world.h"
> +#include "logic/ship.h"
> +#include <unordered_set>
>
> namespace Widelands {
>
> @@ -227,10 +229,9 @@
> int16_t military_stationed_;
> // stationed (manned) military buildings nearby
> int16_t military_unstationed_;
> - // some buildings must be postponed bit
> - int32_t prohibited_till_;
> - // and then some must be forced
> - int32_t forced_after_;
> + bool is_portspace_;
> + bool port_nearby_; // to increase priority if a port is nearby,
> + // especially for new colonies
>
> std::vector<uint8_t> consumers_nearby_;
> std::vector<uint8_t> producers_nearby_;
> @@ -261,7 +262,9 @@
> military_loneliness_(1000),
> military_in_constr_nearby_(0),
> military_presence_(0),
> - military_stationed_(0) {
> + military_stationed_(0),
> + is_portspace_(false),
> + port_nearby_(false) {
> }
> };
>
> @@ -310,12 +313,14 @@
> bool plants_trees_;
> bool recruitment_; // is "producing" workers?
> bool is_buildable_;
> - bool need_trees_; // lumberjack = true
> - bool need_stones_; // quarry = true
> - bool mines_water_; // wells
> - bool need_water_; // fisher, fish_breeder = true
> - bool is_hunter_; // need to identify hunters
> - bool is_fisher_; // need to identify fishers
> + bool need_trees_; // lumberjack = true
> + bool need_stones_; // quarry = true
> + bool mines_water_; // wells
> + bool need_water_; // fisher, fish_breeder = true
> + bool is_hunter_; // need to identify hunters
> + bool is_fisher_; // need to identify fishers
> + bool is_port_;
> + bool is_shipyard_;
> bool space_consumer_; // farm, vineyard... = true
> bool expansion_type_; // military building used that can be used to control area
> bool fighting_type_; // military building built near enemies
> @@ -327,7 +332,6 @@
>
> int32_t mines_; // type of resource it mines_
> uint16_t mines_percent_; // % of res it can mine
> -
> uint32_t current_stats_;
>
> std::vector<int16_t> inputs_;
> @@ -372,6 +376,25 @@
> bool enemies_nearby_;
> };
>
> +struct TrainingSiteObserver {
> + Widelands::TrainingSite* site;
> + BuildingObserver* bo;
> +};
> +
> +struct WarehouseSiteObserver {
> + Widelands::Warehouse* site;
> + BuildingObserver* bo;
> +};
> +
> +struct ShipObserver {
> + Widelands::Ship* ship;
> + Widelands::Coords expedition_start_point_;
> + std::unordered_set<uint32_t> visited_spots_;
> + bool island_circ_direction = true; // a ship circumvents all island in the same direction
> + bool waiting_for_command_ = false;
> + int32_t last_command_time = 0;
> +};
> +
> struct WareObserver {
> uint8_t producers_;
> uint8_t consumers_;
>
> === modified file 'src/ai/defaultai.cc'
> --- src/ai/defaultai.cc 2014-11-30 18:53:22 +0000
> +++ src/ai/defaultai.cc 2014-12-03 11:32:28 +0000
> @@ -31,7 +31,9 @@
> #include "base/macros.h"
> #include "economy/economy.h"
> #include "economy/flag.h"
> +#include "economy/portdock.h"
> #include "economy/road.h"
> +#include "economy/wares_queue.h"
> #include "logic/constructionsite.h"
> #include "logic/findbob.h"
> #include "logic/findimmovable.h"
> @@ -39,15 +41,19 @@
> #include "logic/map.h"
> #include "logic/militarysite.h"
> #include "logic/player.h"
> +#include "logic/playercommand.h"
> #include "logic/productionsite.h"
> +#include "logic/ship.h"
> #include "logic/trainingsite.h"
> #include "logic/tribe.h"
> #include "logic/warehouse.h"
> #include "logic/world/world.h"
> #include "profile/profile.h"
>
> +
> // Building of new military buildings can be restricted
> constexpr int kPushExpansion = 1;
> +
> constexpr int kResourcesOrDefense = 2;
> constexpr int kDefenseOnly = 3;
> constexpr int kNoNewMilitary = 4;
> @@ -59,6 +65,10 @@
> // building of the same building can be started after 25s at earliest
> constexpr int kBuildingMinInterval = 25 * 1000;
> constexpr int kMinBFCheckInterval = 5 * 1000;
> +constexpr int kShipCheckInterval = 5 * 1000;
> +constexpr int kMarineDecisionInterval = 20 * 1000;
> +constexpr int kTrainingSitesCheckInterval = 30 * 1000;
> +
> // Some buildings have to be built close to borders and their
> // priority might be decreased below 0, so this is to
> // compensate
> @@ -81,6 +91,7 @@
> num_constructionsites_(0),
> num_milit_constructionsites(0),
> num_prod_constructionsites(0),
> + num_ports(0),
> next_road_due_(2000),
> next_stats_update_due_(30000),
> next_construction_due_(1000),
> @@ -88,9 +99,12 @@
> next_productionsite_check_due_(0),
> next_mine_check_due_(0),
> next_militarysite_check_due_(0),
> + next_ship_check_due(5 * 60 * 1000),
> + next_marine_decisions_due(5 * 60 * 1000),
> next_attack_consideration_due_(300000),
> - next_helpersites_check_due_(180000),
> + next_trainingsites_check_due_(15 * 60 * 1000),
> next_bf_check_due_(1000),
> + next_wares_review_due_(5 * 60 * 1000), // review
> inhibit_road_building_(0),
> time_of_last_construction_(0),
> enemy_last_seen_(-2 * 60 * 1000),
> @@ -103,15 +117,17 @@
> resource_necessity_water_needed_(false),
> unstationed_milit_buildings_(0),
> military_last_dismantle_(0),
> - military_last_build_(-60 * 1000),
> - last_attack_target_(
> + military_last_build_(-60 * 1000),
> + last_attack_target_(
> std::numeric_limits<uint16_t>::max(), std::numeric_limits<uint16_t>::max()),
> next_attack_waittime_(10),
> + seafaring_economy(false),
> + colony_scan_area_(35),
> spots_(0) {
>
> // Subscribe to NoteFieldPossession.
> field_possession_subscriber_ =
> - Notifications::subscribe<NoteFieldPossession>([this](const NoteFieldPossession& note) {
> + Notifications::subscribe<NoteFieldPossession>([this](const NoteFieldPossession& note) {
> if (note.player != player_) {
> return;
> }
> @@ -143,6 +159,39 @@
> out_of_resources_site(*note.ps);
>
> });
> +
> + // Subscribe to ShipNotes.
> + shipnotes_subscriber_ =
> + Notifications::subscribe<NoteShipMessage>([this](const NoteShipMessage& note) {
> + if (note.ship->get_owner()->player_number() != player_->player_number()) {
> + return;
> + }
> +
> + if (note.message == NoteShipMessage::Message::GAINED) {
> + marineTaskQueue_.push_back(STOPSHIPYARD);
> +
> + allships.push_back(ShipObserver());
> + allships.back().ship = note.ship;
> + if (game().get_gametime() % 2 == 0) {
> + allships.back().island_circ_direction = true;
> + } else {
> + allships.back().island_circ_direction = false;
> + }
> +
> + } else if (note.message == NoteShipMessage::Message::LOST) {
> + for (std::list<ShipObserver>::iterator i = allships.begin(); i != allships.end(); ++i)
> + if (i->ship == note.ship) {
> + allships.erase(i);
> + break;
> + }
> + } else if (note.message == NoteShipMessage::Message::WAITINGFORCOMMAND) {
> + for (std::list<ShipObserver>::iterator i = allships.begin(); i != allships.end(); ++i)
> + if (i->ship == note.ship) {
> + i->waiting_for_command_ = true;
> + break;
> + }
> + }
> + });
> }
>
> DefaultAI::~DefaultAI() {
> @@ -238,6 +287,14 @@
> return;
> }
>
> + if (check_ships(gametime)) {
> + return;
> + }
> +
> + if (marine_main_decisions(gametime)) {
> + return;
> + }
> +
> // Check the mines and consider upgrading or destroying one
> if (check_mines_(gametime)) {
> return;
> @@ -249,6 +306,10 @@
> return;
> }
>
> + if (check_trainingsites(gametime)) {
> + return;
> + }
> +
> // improve existing roads!
> // main part of this improvment is creation 'shortcut roads'
> // this includes also connection of new buildings
> @@ -257,6 +318,12 @@
> m_mineable_changed = true;
> return;
> }
> +
> + // once in 15 minutes we increase(or decrease) targets for wares
> + if (next_wares_review_due_ <= gametime) {
> + next_wares_review_due_ = gametime + 15 * 60 * 1000;
> + review_wares_targets(gametime);
> + }
> }
>
> /**
> @@ -317,6 +384,7 @@
> bo.mountain_conqueror_ = bh.is_mountain_conqueror();
> bo.prohibited_till_ = bh.get_prohibited_till() * 1000; // value in conf is in seconds
> bo.forced_after_ = bh.get_forced_after() * 1000; // value in conf is in seconds
> + bo.is_port_ = bld.get_isport();
> if (char const* const s = bh.get_renews_map_resource()) {
> bo.production_hint_ = tribe_->safe_ware_index(s);
> }
> @@ -362,6 +430,13 @@
> } else {
> bo.is_fisher_ = false;
> }
> +
> + if (building_name == "shipyard") {
> + bo.is_shipyard_ = true;
> + } else {
> + bo.is_shipyard_ = false;
> + }
> +
> continue;
> }
>
> @@ -394,6 +469,11 @@
>
> if (bld.type() == MapObjectType::TRAININGSITE) {
> bo.type = BuildingObserver::TRAININGSITE;
> + const TrainingSiteDescr& train =
> + dynamic_cast<const TrainingSiteDescr&>(bld);
> + for (const WareAmount& temp_input : train.inputs()) {
> + bo.inputs_.push_back(temp_input.first);
> + }
> continue;
> }
>
> @@ -593,6 +673,37 @@
> }
> }
>
> + if (!field.is_portspace_) { // if we know it no need to do it once more
> + if (player_->get_buildcaps(field.coords) & BUILDCAPS_PORT) {
> + field.is_portspace_ = true;
> + seafaring_economy = true;
> + // blocking fields in vicinity
> + MapRegion<Area<FCoords>> mr(map, Area<FCoords>(map.get_fcoords(field.coords), 3));
> + do {
> + const int32_t hash = coords_hash(map.get_fcoords(*(mr.location().field)));
> + if (port_reserved_coords.count(hash) == 0)
> + port_reserved_coords.insert(hash);
> + } while (mr.advance(map));
> + } else {
> + field.is_portspace_ = false;
> + }
> + }
Suggestion: I think this would be easier to read:
field.is_portspace_ = false;
if (player_->get_buildcaps(field.coords) & BUILDCAPS_PORT) {
field.is_portspace_ = true;
seafaring_economy = true;
etc...
}
then drop the "else".
> +
> + // testing if a port is nearby, such field will get a priority boost
> + uint16_t nearest_distance = std::numeric_limits<uint16_t>::max();
> + for (const WarehouseSiteObserver& wh_obs : warehousesites) {
> + const uint16_t actual_distance =
> + map.calc_distance(field.coords, wh_obs.site->get_position());
> + if (nearest_distance > actual_distance) {
> + nearest_distance = actual_distance;
> + }
> + }
> + if (nearest_distance < 15) {
> + field.port_nearby_ = true;
> + } else {
> + field.port_nearby_ = false;
> + }
> +
> // collect information about resources in the area
> std::vector<ImmovableFound> immovables;
> // Search in a radius of range
> @@ -704,7 +815,6 @@
> field.stones_nearby_ = 0;
>
> for (uint32_t j = 0; j < immovables.size(); ++j) {
> - // const BaseImmovable & base_immovable = *immovables.at(i).object;
> if (immovables.at(j).object->has_attribute(stone_attr)) {
> ++field.stones_nearby_;
> }
> @@ -906,14 +1016,14 @@
> // - there is an enemy
> // Currently more military buildings are built then needed
> // and "optimalization" (dismantling not needed buildings) is done afterwards
> -bool DefaultAI::construct_building(int32_t gametime) { // (int32_t gametime)
> +bool DefaultAI::construct_building(int32_t gametime) {
> // Just used for easy checking whether a mine or something else was built.
> bool mine = false;
> bool field_blocked = false;
> uint32_t consumers_nearby_count = 0;
> std::vector<int32_t> spots_avail;
> spots_avail.resize(4);
> - // uint16_t const pn = player_number();
> + Map& map = game().map();
>
> for (int32_t i = 0; i < 4; ++i)
> spots_avail.at(i) = 0;
> @@ -1019,7 +1129,8 @@
> }
>
> // testing big military buildings, whether critical construction
> - // material is (not) needed
> + // material is available (at least in amount of
> + // 2/3 of default target amount)
> for (uint32_t j = 0; j < buildings_.size(); ++j) {
>
> BuildingObserver& bo = buildings_.at(j);
> @@ -1037,19 +1148,13 @@
>
> bo.build_material_shortage_ = false;
>
> - for (EconomyObserver* observer : economies) {
> - // Don't check if the economy has no warehouse.
> - if (observer->economy.warehouses().empty()) {
> - continue;
> - }
> -
> - for (uint32_t m = 0; m < bo.critical_built_mat_.size(); ++m) {
> - WareIndex wt(static_cast<size_t>(bo.critical_built_mat_.at(m)));
> -
> - if (observer->economy.needs_ware(wt)) {
> - bo.build_material_shortage_ = true;
> - continue;
> - }
> + // checking we have enough critical material on stock
> + for (uint32_t m = 0; m < bo.critical_built_mat_.size(); ++m) {
> + WareIndex wt(static_cast<size_t>(bo.critical_built_mat_.at(m)));
> + // using default ware quantity, not the best solution but will do
> + if (get_warehoused_stock(wt) <
> + tribe_->get_ware_descr(wt)->default_target_quantity() * 2 / 3) {
> + bo.build_material_shortage_ = true;
> }
> }
> }
> @@ -1065,10 +1170,6 @@
> ++i) {
> BuildableField* const bf = *i;
>
> - // if 'buildable field' update is overdue for more then 8 seconds
> - // (= bf has not been updated for about 15 seconds)
> - // skip the bf in evaluation, bacause information
> - // contained in bf are too old
> if (bf->next_update_due_ < gametime - 8000) {
> continue;
> }
> @@ -1108,6 +1209,13 @@
> continue;
> }
>
> + // testing for reserved ports
> + if (!bo.is_port_) {
> + if (port_reserved_coords.count(coords_hash(bf->coords)) > 0) {
> + continue;
> + }
> + }
> +
> if (time(nullptr) % 3 == 0 && bo.total_count() > 0) {
> continue;
> } // add randomnes and ease AI
> @@ -1405,6 +1513,10 @@
> } else if (bo.cnt_built_ == 1 && game().get_gametime() > 40 * 60 * 1000 &&
> bo.desc->enhancement() != INVALID_INDEX && !mines_.empty()) {
> prio += 10;
> + } else if (bo.is_shipyard_ && seafaring_economy) {
> + ;
> + } else if (bo.is_shipyard_ && !seafaring_economy) {
> + continue;
> } else if (!output_is_needed) {
Suggestion:
} else if (bo.is_shipyard_) {
if(!seafaring_economy) {
continue;
}
} else if ...
> continue;
> } else if (bo.cnt_built_ == 0 && game().get_gametime() > 40 * 60 * 1000) {
> @@ -1444,7 +1556,13 @@
> prio -= bf->space_consumers_nearby_ * 3;
> }
>
> - if (!bo.inputs_.empty()) {
> + else if (bo.is_shipyard_) {
> + // for now AI builds only one shipyard
> + if (bf->water_nearby_ > 3 && bo.total_count() == 0 && seafaring_economy) {
> + prio += kDefaultPrioBoost + productionsites.size() * 5 + bf->water_nearby_;
> + }
> +
> + } else if (!bo.inputs_.empty()) {
> if (bo.total_count() == 0) {
> prio += max_needed_preciousness + kDefaultPrioBoost;
> }
> @@ -1560,9 +1678,19 @@
> } else if (bo.type == BuildingObserver::WAREHOUSE) {
>
> // exclude spots on border
> - if (bf->near_border_) {
> - continue;
> - }
> + if (bf->near_border_ && !bo.is_port_) {
> + continue;
> + }
> +
> + if (!bf->is_portspace_ && bo.is_port_) {
> + continue;
> + }
> +
> + if (bo.cnt_under_construction_ > 0) {
> + continue;
> + }
> +
> + bool warehouse_needed = false;
>
> // Build one warehouse for ~every 35 productionsites and mines_.
> // Militarysites are slightly important as well, to have a bigger
> @@ -1572,22 +1700,51 @@
> static_cast<int32_t>(numof_warehouses_) &&
> bo.cnt_under_construction_ == 0) {
> prio = 20;
> - }
> -
> - // take care about borders and enemies
> + warehouse_needed = true;
> + }
> +
> + // but generally we prefer ports
> + if (bo.is_port_) {
> + prio += 10;
> + }
> +
> + // special boost for first port
> + if (bo.is_port_ && bo.total_count() == 0 && productionsites.size() > 5 &&
> + !bf->enemy_nearby_ && bf->is_portspace_ && seafaring_economy) {
> + prio += kDefaultPrioBoost + productionsites.size();
> + warehouse_needed = true;
> + }
> +
> + if (!warehouse_needed) {
> + continue;
> + }
> +
> + // iterating over current warehouses and testing a distance
> + // getting distance to nearest warehouse and adding it to a score
> + uint16_t nearest_distance = std::numeric_limits<uint16_t>::max();
> + for (const WarehouseSiteObserver& wh_obs : warehousesites) {
> + const uint16_t actual_distance =
> + map.calc_distance(bf->coords, wh_obs.site->get_position());
> + if (nearest_distance > actual_distance) {
> + nearest_distance = actual_distance;
> + }
> + }
> +
> + // take care about and enemies
> if (bf->enemy_nearby_) {
> prio /= 2;
> }
>
> - if (bf->unowned_land_nearby_) {
> + if (bf->unowned_land_nearby_ && !bo.is_port_) {
> prio /= 2;
> }
>
> - // TODO(unknown): introduce check that there is no warehouse nearby
> - // to prevent too close placing
> -
> } else if (bo.type == BuildingObserver::TRAININGSITE) {
>
> + if (virtual_mines < 5) {
> + continue;
> + }
> +
> // exclude spots on border
> if (bf->near_border_) {
> continue;
> @@ -1598,7 +1755,7 @@
> }
>
> // build after 20 production sites and then after each 50 production site
> - if (static_cast<int32_t>((productionsites.size() + 30) / 50) > bo.total_count() &&
> + if (static_cast<int32_t>((productionsites.size() + 40) / 60) > bo.total_count() &&
> bo.cnt_under_construction_ == 0) {
> prio = 4 + kDefaultPrioBoost;
> }
> @@ -1621,11 +1778,24 @@
> continue;
> }
>
> + // testing also vicinity
> + if (!bo.is_port_) {
> + const int32_t hash = bf->coords.x << 16 | bf->coords.y;
> + if (port_reserved_coords.count(hash) > 0) {
You have a nice function for this in defaultai.h:
uint32_t coords_hash(Widelands::Coords coords)
> + continue;
> + }
> + }
> +
> // Prefer road side fields
> prio += bf->preferred_ ? 1 : 0;
> // don't waste good land for small huts
> prio -= (maxsize - bo.desc->get_size()) * 5;
>
> + // prefer vicinity of ports (with exemption of warehouses)
> + if (bf->port_nearby_ && bo.type == BuildingObserver::MILITARYSITE) {
> + prio *= 2;
> + }
> +
> if (prio > proposed_priority) {
> best_building = &bo;
> proposed_priority = prio;
> @@ -1762,7 +1932,6 @@
> block_time = 25 * 1000;
> block_area = 6;
> }
> - Map& map = game().map();
>
> MapRegion<Area<FCoords>> mr(map, Area<FCoords>(map.get_fcoords(proposed_coords), block_area));
> do {
> @@ -1968,7 +2137,39 @@
> // Increasing the failed_connection_tries counter
> // At the same time it indicates a time an economy is without a warehouse
> EconomyObserver* eco = get_economy_observer(flag.economy());
> +
> + // there are two special situations which have a bit different treatment
> + bool is_remote_port_csite = false;
> + bool stationed_military = false;
> if (flag.get_economy()->warehouses().empty()) {
> + // first very special case - lonesome port (in the phase of constructionsite)
> + // obviously it has no warehouse/road network to connect to
> + if (upcast(ConstructionSite const, constructionsite, flag.get_building())) {
> + BuildingObserver& bo = get_building_observer(
> + constructionsite->building().name().c_str());
> + if (bo.is_port_ &&
> + remote_ports_coords.count(coords_hash(flag.get_building()->get_position())) > 0) {
> + is_remote_port_csite = true;
> + }
> + }
> +
> + // second exemption is when a military buiding was conquered, it
> + // might be just too far from near connected building
> + if (Building* b = flag.get_building()) {
> + if (upcast(MilitarySite, militb, b)) {
> + if (militb->present_soldiers().size() > 0) {
> + stationed_military = true;
> + // also increasing checkradius a bit
> + checkradius += 4;
> + }
> + }
> + }
> + }
> +
> + if (is_remote_port_csite ||
> + (stationed_military && game().get_gametime() % 10 > 0)) { // counter disabled
> + ;
> + } else if (flag.get_economy()->warehouses().empty()) {
> eco->failed_connection_tries += 1;
> } else {
> eco->failed_connection_tries = 0;
> @@ -2014,7 +2215,7 @@
>
> for (const Coords& reachable_coords : reachable) {
>
> - // first make sure there is an immovable (shold be, but still)
> + // first make sure there is an immovable (should be, but still)
> if (upcast(PlayerImmovable const, player_immovable, map[reachable_coords].get_immovable())) {
>
> // if it is the road, make a flag there
> @@ -2119,7 +2320,7 @@
> int32_t const hash_walk =
> nf_walk_it->flag->get_position().x << 16 | nf_walk_it->flag->get_position().y;
> if (lookuptable.count(hash_walk) > 0) {
You have a nice function for this in defaultai.h:
uint32_t coords_hash(Widelands::Coords coords)
> - // iterting over nearflags
> + // iterating over nearflags
> for (std::vector<NearFlag>::iterator nf_it = nearflags.begin(); nf_it != nearflags.end();
> ++nf_it) {
> int32_t const hash =
> @@ -2488,7 +2689,7 @@
> }
>
> // remaining buildings without inputs and not supporting ones (fishers only left probably and
> - // huters)
> + // hunters)
>
> if (site.bo->inputs_.empty() && site.bo->production_hint_ < 0 &&
> site.site->can_start_working() && !site.bo->space_consumer_ &&
> @@ -2536,6 +2737,222 @@
> return changed;
> }
>
> +// This function scans current situation with shipyards, ports, ships, ongoing expeditions
> +// and makes two decisions:
> +// - build a ship
> +// - start preparation for expedition
> +bool DefaultAI::marine_main_decisions(uint32_t const gametime) {
> + if (gametime < next_marine_decisions_due) {
> + return false;
> + }
> + next_marine_decisions_due += kMarineDecisionInterval;
> +
> + if (!seafaring_economy) {
> + return false;
> + }
> +
> + // getting some base statistics
> + player_ = game().get_player(player_number());
> + uint16_t ports_count = 0;
> + uint16_t shipyards_count = 0;
> + uint16_t working_shipyards_count = 0;
> + uint16_t expeditions_in_prep = 0;
> + uint16_t expeditions_in_progress = 0;
> + uint16_t territories_count = 1;
> + bool idle_shipyard_stocked = false;
> +
> + // goes over all warehouses (these includes ports)
> + for (const WarehouseSiteObserver& wh_obs : warehousesites) {
> + if (wh_obs.bo->is_port_) {
> + ports_count += 1;
> + if (Widelands::PortDock* pd = wh_obs.site->get_portdock()) {
> + if (pd->expedition_started()) {
> + expeditions_in_prep += 1;
> + }
> + } else {
> + log(" there is a port without portdock at %3dx%3d?\n",
> + wh_obs.site->get_position().x,
> + wh_obs.site->get_position().y);
> + }
> + }
> + }
> +
> + // goes over productionsites and gets status of shipyards
> + for (const ProductionSiteObserver& ps_obs : productionsites) {
> + if (ps_obs.bo->is_shipyard_) {
> + shipyards_count += 1;
> + if (!ps_obs.site->is_stopped()) {
> + working_shipyards_count += 1;
> + }
> + // counting stocks
> + uint8_t stocked_wares = 0;
> + std::vector<WaresQueue*> const warequeues = ps_obs.site->warequeues();
> + size_t const nr_warequeues = warequeues.size();
> + for (size_t i = 0; i < nr_warequeues; ++i) {
> + stocked_wares += warequeues[i]->get_filled();
> + }
> + if (stocked_wares == 16 && ps_obs.site->is_stopped()) {
> + idle_shipyard_stocked = true;
> + }
> + }
> + }
> +
> + // and now over ships
> + for (std::list<ShipObserver>::iterator sp_iter = allships.begin(); sp_iter != allships.end();
> + ++sp_iter) {
> + if (sp_iter->ship->state_is_expedition()) {
> + expeditions_in_progress += 1;
> + }
> + }
> +
> + // we must verify that all remote ports are still ours (and exists at all)
> + bool still_ours;
> + for (std::unordered_set<uint32_t>::iterator ports_iter = remote_ports_coords.begin();
> + ports_iter != remote_ports_coords.end();
> + ++ports_iter) {
> + still_ours = false;
> + FCoords fcoords = game().map().get_fcoords(coords_unhash(*ports_iter));
> + if (fcoords.field->get_owned_by() == player_number()) {
> + if (upcast(PlayerImmovable, imm, fcoords.field->get_immovable())) {
> + still_ours = true;
> + }
> + }
> +
> + if (!still_ours) {
> + remote_ports_coords.erase(*ports_iter);
> + break;
> + }
> + }
> + territories_count += remote_ports_coords.size();
> +
> + enum {NEEDSHIP = 0, ENOUGHSHIPS = 1, DONOTHING = 2 };
> +
Preferred code style is:
enum class FleetStatus {
kNeedShip = 0,
kEnoughShips = 1,
kDoNothing = 2
}
> + // now we must compare ports vs ships to decide if new ship is needed or new expedition can start
> + uint8_t enough_ships = DONOTHING;
> + if (static_cast<float>(allships.size()) >
> + static_cast<float>((territories_count - 1) * 0.6 + ports_count * 0.75)) {
> + enough_ships = ENOUGHSHIPS;
> + } else if (static_cast<float>(allships.size()) <
> + static_cast<float>((territories_count - 1) * 0.6 + ports_count * 0.75)) {
> + enough_ships = NEEDSHIP;
> + }
> +
> + // building a ship? if yes, find a shipyard and order it to build a ship
> + if (shipyards_count > 0 && enough_ships == NEEDSHIP && idle_shipyard_stocked &&
> + ports_count > 0) {
> +
> + for (const ProductionSiteObserver& ps_obs : productionsites) {
> + if (ps_obs.bo->is_shipyard_ && ps_obs.site->can_start_working() &&
> + ps_obs.site->is_stopped()) {
> + // make sure it is fully stocked
> + // counting stocks
> + uint8_t stocked_wares = 0;
> + std::vector<WaresQueue*> const warequeues = ps_obs.site->warequeues();
> + size_t const nr_warequeues = warequeues.size();
> + for (size_t i = 0; i < nr_warequeues; ++i) {
> + stocked_wares += warequeues[i]->get_filled();
> + }
> + if (stocked_wares < 16) {
> + continue;
> + }
> +
> + game().send_player_start_stop_building(*ps_obs.site);
> + return true;
> + }
> + }
> + }
> +
> + // starting an expedition? if yes, find a port and order it to start an expedition
> + if (ports_count > 0 && enough_ships == ENOUGHSHIPS && expeditions_in_prep == 0 &&
> + expeditions_in_progress == 0) {
> + // we need to find a port
> + for (const WarehouseSiteObserver& wh_obs : warehousesites) {
> +
> + if (wh_obs.bo->is_port_) {
> + game().send_player_start_or_cancel_expedition(*wh_obs.site);
> + return true;
> + }
> + }
> + }
> + return true;
> +}
> +
> +// This identifies ships that are waiting for command
> +bool DefaultAI::check_ships(uint32_t const gametime) {
> + if (gametime < next_ship_check_due) {
> + return false;
> + }
> +
> + next_ship_check_due += kShipCheckInterval;
> +
> + if (!seafaring_economy) {
> + return false;
> + }
> +
> + if (!allships.empty()) {
> + // iterating over ships and executing what is needed
> + for (std::list<ShipObserver>::iterator i = allships.begin(); i != allships.end(); ++i) {
> +
> + // only two states need an attention
> + if ((i->ship->get_ship_state() == Widelands::Ship::EXP_WAITING ||
> + i->ship->get_ship_state() == Widelands::Ship::EXP_FOUNDPORTSPACE) &&
> + !i->waiting_for_command_) {
> + if (gametime - i->last_command_time > 180 * 1000) {
> + i->waiting_for_command_ = true;
> + log(" %1d: last command for ship at %3dx%3d was %3d seconds ago, something wrong "
> + "here?...\n",
> + player_number(),
> + i->ship->get_position().x,
> + i->ship->get_position().y,
> + (gametime - i->last_command_time) / 1000);
> + }
> + }
> + // only two states need an attention
> + if (!(i->ship->get_ship_state() == Widelands::Ship::EXP_WAITING ||
> + i->ship->get_ship_state() == Widelands::Ship::EXP_FOUNDPORTSPACE) &&
> + i->waiting_for_command_) {
> + }
This doesn't do anything. Delete?
> + // if ships is waiting for command
> + if (i->waiting_for_command_) {
> + expedition_management(*i);
> + }
> + }
> + }
> +
> + // processing marineTaskQueue_
> + while (!marineTaskQueue_.empty()) {
> + if (marineTaskQueue_.back() == STOPSHIPYARD) {
> + // iterate over all production sites searching for shipyard
> + for (std::list<ProductionSiteObserver>::iterator site = productionsites.begin();
> + site != productionsites.end();
> + ++site) {
> + if (site->bo->is_shipyard_) {
> + if (!site->site->is_stopped()) {
> + game().send_player_start_stop_building(*site->site);
> + }
> + }
> + }
> + }
> +
> + if (marineTaskQueue_.back() == REPRIORITIZE) {
> + for (std::list<ProductionSiteObserver>::iterator site = productionsites.begin();
> + site != productionsites.end();
> + ++site) {
> + if (site->bo->is_shipyard_) {
> + for (uint32_t k = 0; k < site->bo->inputs_.size(); ++k) {
> + game().send_player_set_ware_priority(
> + *site->site, wwWARE, site->bo->inputs_.at(k), HIGH_PRIORITY);
> + }
> + }
> + }
> + }
> +
> + marineTaskQueue_.pop_back();
> + }
> +
> + return true;
> +}
> +
> /**
> * checks the first mine in list, takes care if it runs out of
> * resources and finally reenqueues it at the end of the list.
> @@ -2640,7 +3057,7 @@
> int16_t* max_preciousness,
> int16_t* max_needed_preciousness) {
>
> - // reseting values
> + // resetting values
> *output_is_needed = false;
> *max_preciousness = 0;
> *max_needed_preciousness = 0;
> @@ -2709,6 +3126,50 @@
> return count;
> }
>
> +// counts produced output in warehouses (only)
> +// perhaps it will be able to replace get_stocklevel
> +uint32_t DefaultAI::get_warehoused_stock(WareIndex wt) {
> + uint32_t count = 0;
> +
> + for (std::list<WarehouseSiteObserver>::iterator i = warehousesites.begin();
> + i != warehousesites.end();
> + ++i) {
> + count += i->site->get_wares().stock(wt);
> + }
> +
> + return count;
> +}
> +
> +// this function only manipulates with trainingsites' inputs priority
> +// decreases it when too many unoccupied military buildings
> +bool DefaultAI::check_trainingsites(int32_t gametime) {
> + if (next_trainingsites_check_due_ > gametime) {
> + return false;
> + }
> + if (!trainingsites.empty()) {
> + next_trainingsites_check_due_ = gametime + kTrainingSitesCheckInterval;
> + } else {
> + next_trainingsites_check_due_ = gametime + 3 * kTrainingSitesCheckInterval;
> + }
> +
Suggestion: Negation is always harder to read than positive statements.
if (trainingsites.empty()) {
next_trainingsites_check_due_ = gametime + 3 * kTrainingSitesCheckInterval;
} else {
next_trainingsites_check_due_ = gametime + kTrainingSitesCheckInterval;
}
> + uint8_t new_priority = DEFAULT_PRIORITY;
> + if (unstationed_milit_buildings_ > 2) {
> + new_priority = LOW_PRIORITY;
> + } else {
> + new_priority = DEFAULT_PRIORITY;
> + }
This value has already been initialized to DEFAULT_PRIORITY, so remove the else.
> + for (std::list<TrainingSiteObserver>::iterator site = trainingsites.begin();
> + site != trainingsites.end();
> + ++site) {
> +
> + for (uint32_t k = 0; k < site->bo->inputs_.size(); ++k) {
> + game().send_player_set_ware_priority(
> + *site->site, wwWARE, site->bo->inputs_.at(k), new_priority);
> + }
> + }
> + return true;
> +}
> +
> /**
> * Updates the first military building in list and reenques it at the end of
> * the list afterwards. If a militarysite is in secure area but holds more than
> @@ -3002,13 +3463,210 @@
> }
> }
>
> +// this scores spot for potential colony
> +uint8_t DefaultAI::spot_scoring(Widelands::Coords candidate_spot) {
> +
> + uint8_t score = 0;
> + uint16_t mineable_fields_count = 0;
> + Map& map = game().map();
> + // first making sure there are no other players nearby
> + std::list<uint32_t> queue;
> + std::unordered_set<uint32_t> done;
> + queue.push_front(coords_hash(candidate_spot));
> + while (!queue.empty()) {
> +
> + // if already processed
> + if (done.count(queue.front()) > 0) {
> + queue.pop_front();
> + continue;
> + }
> +
> + done.insert(queue.front());
> +
> + Coords tmp_coords = coords_unhash(queue.front());
> +
> + // if beyond range
> + if (map.calc_distance(candidate_spot, tmp_coords) > colony_scan_area_) {
> + continue;
> + }
> +
> + Field* f = map.get_fcoords(tmp_coords).field;
> +
> + // if owned by someone:
> + if (f->get_owned_by() > 0) {
> + // just return 0 as score
> + return 0;
> + }
> +
> + // not interested if not walkable
> + if (!(f->nodecaps() & MOVECAPS_WALK)) {
> + continue;
> + }
> +
> + // increase mines counter
> + if (f->nodecaps() & BUILDCAPS_MINE) {
> + mineable_fields_count += 1;
> + };
> +
> + // add neighbours to a queue (duplicates are no problem)
> + // to relieve AI/CPU we skip every second field in each direction
> + // obstacles are usually wider then one field
> + for (Direction dir = FIRST_DIRECTION; dir <= LAST_DIRECTION; ++dir) {
> + Coords neigh_coords1;
> + map.get_neighbour(tmp_coords, dir, &neigh_coords1);
> + Coords neigh_coords2;
> + map.get_neighbour(neigh_coords1, dir, &neigh_coords2);
> + queue.push_front(coords_hash(neigh_coords2));
> + }
> + }
> +
> + // if the island is too small
> + if (done.size() < 50) {
> + return 0;
> + }
> +
> + // if we are here we put score
> + score = 1;
> + if (mineable_fields_count > 0) {
> + score += 1;
> + }
> +
> + // here we check for surface stones + trees
> + std::vector<ImmovableFound> immovables;
> + // Search in a radius of range
> + map.find_immovables(Area<FCoords>(map.get_fcoords(candidate_spot), 10), &immovables);
> +
> + int32_t const stone_attr = MapObjectDescr::get_attribute_id("granite");
> + uint16_t stones = 0;
> + int32_t const tree_attr = MapObjectDescr::get_attribute_id("tree");
> + uint16_t trees = 0;
> +
> + for (uint32_t j = 0; j < immovables.size(); ++j) {
> + if (immovables.at(j).object->has_attribute(stone_attr)) {
> + ++stones;
> + }
> + if (immovables.at(j).object->has_attribute(tree_attr)) {
> + ++trees;
> + }
> + }
> + if (stones > 1) {
> + score += 1;
> + }
> + if (trees > 1) {
> + score += 1;
> + }
> +
> + return score;
> +}
> +
> +// this is called whenever ship received a notification that requires
> +// navigation decisions (these notifiation are processes not in 'real time')
> +void DefaultAI::expedition_management(ShipObserver& so) {
> +
> + Map& map = game().map();
> + const int32_t gametime = game().get_gametime();
> +
> + // first we put current spot into visited_spots_
> + bool first_time_here = false;
> + if (so.visited_spots_.count(coords_hash(so.ship->get_position())) == 0) {
> + first_time_here = true;
> + so.visited_spots_.insert(coords_hash(so.ship->get_position()));
> + }
> +
> + // If we have portspace following options are avaiable:
> + // 1. Build a port there
> + if (so.ship->exp_port_spaces()->size() > 0) { // making sure we have possible portspaces
> +
> + // we score the place
> + const uint8_t spot_score = spot_scoring(so.ship->exp_port_spaces()->front());
> +
> + if ((gametime / 10) % 8 < spot_score) { // we build a port here
> + const Coords last_portspace = so.ship->exp_port_spaces()->front();
> + remote_ports_coords.insert(coords_hash(last_portspace));
> + game().send_player_ship_construct_port(*so.ship, so.ship->exp_port_spaces()->front());
> + so.last_command_time = gametime;
> + so.waiting_for_command_ = false;
> + // blocking the area for some time to save AI from idle attempts to built there
> + // buildings
> + // TODO(TiborB): how long it takes to build a port?
> + // I used 5 minutes
> + MapRegion<Area<FCoords>> mr(
> + game().map(), Area<FCoords>(map.get_fcoords(so.ship->exp_port_spaces()->front()), 8));
> + do {
> + BlockedField blocked2(
> + map.get_fcoords(*(mr.location().field)), gametime + 5 * 60 * 1000);
> + blocked_fields.push_back(blocked2);
> + } while (mr.advance(map));
> +
> + return;
> + }
> +
> + // decreasing colony_scan_area_
> + if (colony_scan_area_ > 15 && gametime % 10 == 0) {
> + colony_scan_area_ -= 1;
> + }
> + }
> +
> + // if we are here, port was not ordered above
> + // 2. Go on with expedition
> +
> + if (first_time_here) {
> + game().send_player_ship_explore_island(*so.ship, so.island_circ_direction);
> + so.last_command_time = gametime;
> + so.waiting_for_command_ = false;
> +
> + // we was here but to add randomnes we might continue with expedition
> + } else if (gametime % 2 == 0) {
> + game().send_player_ship_explore_island(*so.ship, so.island_circ_direction);
> + so.last_command_time = gametime;
> + so.waiting_for_command_ = false;
> + } else {
> + // get swimable directions
> + std::vector<Direction> possible_directions;
> + for (Direction dir = FIRST_DIRECTION; dir <= LAST_DIRECTION; ++dir) {
> +
> + // testing distance of 8 fields
> + // this would say there is an 'open sea' there
> + Widelands::FCoords tmp_fcoords = map.get_fcoords(so.ship->get_position());
> + for (int8_t i = 0; i < 8; ++i) {
> + tmp_fcoords = map.get_neighbour(tmp_fcoords, dir);
> + if (tmp_fcoords.field->nodecaps() & MOVECAPS_SWIM) {
> + if (i == 7) {
> + possible_directions.push_back(dir);
> + break; // not needed but.....
> + }
> + } else {
> + break;
> + }
> + }
> + }
> +
> + // we test if there is open sea
> + if (possible_directions.empty()) {
> + // 2.A No there is no open sea
> + game().send_player_ship_explore_island(*so.ship, so.island_circ_direction);
> + so.last_command_time = gametime;
> + so.waiting_for_command_ = false;
> + ;
> + } else {
> + // 2.B Yes, pick one of avaiable directions
> + const Direction final_direction =
> + possible_directions.at(gametime % possible_directions.size());
> + game().send_player_ship_scout_direction(*so.ship, final_direction);
> + so.last_command_time = gametime;
> + so.waiting_for_command_ = false;
> + }
> + }
> + return;
> +}
> +
> // this is called whenever we gain a new building
> void DefaultAI::gain_building(Building& b) {
> BuildingObserver& bo = get_building_observer(b.descr().name().c_str());
>
> if (bo.type == BuildingObserver::CONSTRUCTIONSITE) {
> BuildingObserver& target_bo =
> - get_building_observer(dynamic_cast<ConstructionSite&>(b).building().name().c_str());
> + get_building_observer(dynamic_cast<const ConstructionSite&>(b).building().name().c_str());
> ++target_bo.cnt_under_construction_;
> ++num_constructionsites_;
> if (target_bo.type == BuildingObserver::PRODUCTIONSITE) {
> @@ -3031,6 +3689,10 @@
> productionsites.back().unoccupied_till_ = game().get_gametime();
> productionsites.back().stats_zero_ = 0;
> productionsites.back().no_resources_count = 0;
> + if (bo.is_shipyard_) {
> + marineTaskQueue_.push_back(STOPSHIPYARD);
> + marineTaskQueue_.push_back(REPRIORITIZE);
> + }
>
> for (uint32_t i = 0; i < bo.outputs_.size(); ++i)
> ++wares.at(bo.outputs_.at(i)).producers_;
> @@ -3055,8 +3717,19 @@
> militarysites.back().checks = bo.desc->get_size();
> militarysites.back().enemies_nearby_ = true;
>
> + } else if (bo.type == BuildingObserver::TRAININGSITE) {
> + trainingsites.push_back(TrainingSiteObserver());
> + trainingsites.back().site = &dynamic_cast<TrainingSite&>(b);
> + trainingsites.back().bo = &bo;
> +
> } else if (bo.type == BuildingObserver::WAREHOUSE) {
> ++numof_warehouses_;
> + warehousesites.push_back(WarehouseSiteObserver());
> + warehousesites.back().site = &dynamic_cast<Warehouse&>(b);
> + warehousesites.back().bo = &bo;
> + if (bo.is_port_) {
> + ++num_ports;
> + }
> }
> }
> }
> @@ -3123,9 +3796,31 @@
> break;
> }
> }
> + } else if (bo.type == BuildingObserver::TRAININGSITE) {
> +
> + for (std::list<TrainingSiteObserver>::iterator i = trainingsites.begin();
> + i != trainingsites.end();
> + ++i) {
> + if (i->site == &b) {
> + trainingsites.erase(i);
> + break;
> + }
> + }
> } else if (bo.type == BuildingObserver::WAREHOUSE) {
> assert(numof_warehouses_ > 0);
> --numof_warehouses_;
> + if (bo.is_port_) {
> + --num_ports;
> + }
> +
> + for (std::list<WarehouseSiteObserver>::iterator i = warehousesites.begin();
> + i != warehousesites.end();
> + ++i) {
> + if (i->site == &b) {
> + warehousesites.erase(i);
> + break;
> + }
> + }
> }
> }
>
> @@ -3134,7 +3829,7 @@
> }
>
> // Checks that supply line exists for given building.
> -// Recurcsively verify that all inputs_ have a producer.
> +// Recursively verify that all inputs_ have a producer.
> // TODO(unknown): this function leads to periodic freezes of ~1 second on big games on my system.
> // TODO(unknown): It needs profiling and optimization.
> // NOTE: This is not needed anymore and it seems it is not missed neither
> @@ -3165,7 +3860,7 @@
>
> bool DefaultAI::consider_attack(int32_t const gametime) {
>
> - // we presume that we are not attacking so we extend waitperiod
> + // we assume that we are not attacking so we extend waitperiod
> // in case of attack the variable will be decreased below
> // this is intended to save some CPU and add randomness in attacking
> // and also differentiate according to type
> @@ -3288,7 +3983,7 @@
>
> for (uint32_t position = gametime % test_every; position < militarysites.size();
> position += test_every) {
> - // checked_own_ms_tmp += 1;
> +
> std::list<MilitarySiteObserver>::iterator mso = militarysites.begin();
> std::advance(mso, position);
>
> @@ -3334,7 +4029,6 @@
> continue;
> }
>
> - // target_buildings.push_back(immovables.at(j));
> const int32_t soldiers_difference =
> player_->find_attack_soldiers(bld->base_flag()) - bld->present_soldiers().size();
>
> @@ -3379,7 +4073,7 @@
> }
> }
>
> - // we allways try to attack warehouse first
> + // we always try to attack warehouse first
> if (best_wh_target != nullptr && gametime % 2 == 0) {
> // attacking with all attack-ready soldiers
> int32_t attackers = player_->find_attack_soldiers(best_wh_target->base_flag());
> @@ -3413,6 +4107,34 @@
> }
> }
>
> +// This runs once in 15 minutes, and adjust wares targets based on number of
> +// productionsites and ports
> +void DefaultAI::review_wares_targets(int32_t const gametime) {
> +
> + player_ = game().get_player(player_number());
> + tribe_ = &player_->tribe();
> +
> + // to avoid floats real multiplicator is multiplicator/10
> + uint16_t multiplicator = 10;
> + if ((productionsites.size() + num_ports * 5) > 50) {
> + multiplicator = (productionsites.size() + num_ports * 5) / 5;
> + }
> +
> + for (EconomyObserver* observer : economies) {
> + WareIndex nritems = observer->economy.owner().tribe().get_nrwares();
> + for (Widelands::WareIndex id = 0; id < nritems; ++id) {
> + const uint16_t default_target = tribe_->get_ware_descr(id)->default_target_quantity();
> +
> + game().send_player_command(*new Widelands::CmdSetWareTargetQuantity(
> + gametime,
> + player_number(),
> + player_->get_economy_number(&observer->economy),
> + id,
> + default_target * multiplicator / 10));
> + }
> + }
> +}
> +
> // This is used for profiling, so usually this is not used :)
> void DefaultAI::print_land_stats() {
> // this will just print statistics of land size
>
> === modified file 'src/ai/defaultai.h'
> --- src/ai/defaultai.h 2014-10-17 19:13:39 +0000
> +++ src/ai/defaultai.h 2014-12-03 11:32:28 +0000
> @@ -27,6 +27,8 @@
> #include "ai/computer_player.h"
> #include "base/i18n.h"
> #include "logic/immovable.h"
> +#include "logic/ship.h"
> +#include <unordered_set>
>
> namespace Widelands {
> struct Road;
> @@ -130,6 +132,18 @@
>
> bool construct_building(int32_t);
>
> + uint32_t coords_hash(Widelands::Coords coords) {
> + uint32_t hash = coords.x << 16 | coords.y;
> + return hash;
> + }
> +
> + Widelands::Coords coords_unhash(uint32_t hash) {
> + Widelands::Coords coords;
> + coords.x = hash >> 16; // is cast needed here???
> + coords.y = hash;
> + return coords;
> + }
> +
> // all road management is invoked by function improve_roads()
> // if needed it calls create_shortcut_road() with a flag from which
> // new road should be considered (or is needed)
> @@ -139,18 +153,25 @@
> bool dispensable_road_test(const Widelands::Road&);
> bool check_economies();
> bool check_productionsites(int32_t);
> + bool check_trainingsites(int32_t);
> bool check_mines_(int32_t);
> bool check_militarysites(int32_t);
> + bool marine_main_decisions(uint32_t);
> + bool check_ships(uint32_t);
> uint32_t get_stocklevel_by_hint(size_t);
> uint32_t get_stocklevel(BuildingObserver&);
> + uint32_t get_warehoused_stock(Widelands::WareIndex wt);
> uint32_t get_stocklevel(Widelands::WareIndex); // count all direct outputs_
> void check_helpersites(int32_t);
> + void review_wares_targets(int32_t);
>
> int32_t recalc_with_border_range(const BuildableField&, int32_t);
> int32_t calculate_need_for_ps(BuildingObserver&, int32_t);
>
> void
> consider_productionsite_influence(BuildableField&, Widelands::Coords, const BuildingObserver&);
> + // considering wood, stones, mines, water, fishes for candidate for colonization (new port)
> + uint8_t spot_scoring(Widelands::Coords candidate_spot);
>
> EconomyObserver* get_economy_observer(Widelands::Economy&);
> BuildingObserver& get_building_observer(char const*);
> @@ -159,6 +180,7 @@
> void lose_immovable(const Widelands::PlayerImmovable&);
> void gain_building(Widelands::Building&);
> void lose_building(const Widelands::Building&);
> + void expedition_management(ShipObserver&);
> void out_of_resources_site(const Widelands::ProductionSite&);
>
> bool check_supply(const BuildingObserver&);
> @@ -181,10 +203,14 @@
> uint32_t num_constructionsites_;
> uint32_t num_milit_constructionsites;
> uint32_t num_prod_constructionsites;
> + uint32_t num_ports;
>
> std::list<Widelands::FCoords> unusable_fields;
> std::list<BuildableField*> buildable_fields;
> std::list<BlockedField> blocked_fields;
> + std::unordered_set<uint32_t> port_reserved_coords;
> + // to distinquish which ports are on home teritory and which one are remote
> + std::unordered_set<uint32_t> remote_ports_coords;
> std::list<MineableField*> mineable_fields;
> std::list<Widelands::Flag const*> new_flags;
> std::list<Widelands::Coords> flags_to_be_removed;
> @@ -193,6 +219,9 @@
> std::list<ProductionSiteObserver> productionsites;
> std::list<ProductionSiteObserver> mines_;
> std::list<MilitarySiteObserver> militarysites;
> + std::list<WarehouseSiteObserver> warehousesites;
> + std::list<TrainingSiteObserver> trainingsites;
> + std::list<ShipObserver> allships;
>
> std::vector<WareObserver> wares;
>
> @@ -203,9 +232,12 @@
> int32_t next_productionsite_check_due_;
> int32_t next_mine_check_due_;
> int32_t next_militarysite_check_due_;
> + uint32_t next_ship_check_due;
> + uint32_t next_marine_decisions_due;
> int32_t next_attack_consideration_due_;
> - int32_t next_helpersites_check_due_;
> + int32_t next_trainingsites_check_due_;
> int32_t next_bf_check_due_;
> + int32_t next_wares_review_due_;
> int32_t inhibit_road_building_;
> int32_t time_of_last_construction_;
> int32_t enemy_last_seen_;
> @@ -232,13 +264,20 @@
> Widelands::Coords
> last_attack_target_; // flag to abuilding (position) that was attacked last time
> int32_t next_attack_waittime_; // second till the next attack consideration
> - int32_t spots_; // sum of buildable fields
> + bool seafaring_economy; // false by default, until first port space is found
> + uint32_t colony_scan_area_; // distance from a possible port that is scanned for owned territory
> + // it decreases with failed scans
> + int32_t spots_; // sum of buildable fields
> +
> + enum {REPRIORITIZE, STOPSHIPYARD, STARTSHIPYARD};
> + std::vector<int16_t> marineTaskQueue_;
>
> std::unique_ptr<Notifications::Subscriber<Widelands::NoteFieldPossession>>
> field_possession_subscriber_;
> std::unique_ptr<Notifications::Subscriber<Widelands::NoteImmovable>> immovable_subscriber_;
> std::unique_ptr<Notifications::Subscriber<Widelands::NoteProductionSiteOutOfResources>>
> outofresource_subscriber_;
> + std::unique_ptr<Notifications::Subscriber<Widelands::NoteShipMessage>> shipnotes_subscriber_;
> };
>
> #endif // end of include guard: WL_AI_DEFAULTAI_H
>
> === modified file 'src/economy/portdock.cc'
> --- src/economy/portdock.cc 2014-11-28 16:40:55 +0000
> +++ src/economy/portdock.cc 2014-12-03 11:32:28 +0000
> @@ -21,6 +21,8 @@
>
> #include <memory>
>
> +#include <boost/format.hpp>
> +
> #include "base/log.h"
> #include "base/macros.h"
> #include "economy/fleet.h"
> @@ -46,20 +48,16 @@
> return g_portdock_descr;
> }
>
> -
> PortdockDescr::PortdockDescr(char const* const _name, char const* const _descname)
> - :
> - MapObjectDescr(MapObjectType::PORTDOCK, _name, _descname)
> -{
> + : MapObjectDescr(MapObjectType::PORTDOCK, _name, _descname) {
> }
>
> -PortDock::PortDock(Warehouse* wh) :
> - PlayerImmovable(g_portdock_descr),
> - m_fleet(nullptr),
> - m_warehouse(wh),
> - m_need_ship(false),
> - m_expedition_ready(false)
> -{
> +PortDock::PortDock(Warehouse* wh)
> + : PlayerImmovable(g_portdock_descr),
> + m_fleet(nullptr),
> + m_warehouse(wh),
> + m_need_ship(false),
> + m_expedition_ready(false) {
> }
>
> PortDock::~PortDock() {
> @@ -76,8 +74,7 @@
> *
> * @note This only works properly when called before @ref init
> */
> -void PortDock::add_position(Coords where)
> -{
> +void PortDock::add_position(Coords where) {
> m_dockpoints.push_back(where);
> }
>
> @@ -90,29 +87,23 @@
> *
> * @warning This should only be called via @ref Fleet itself.
> */
> -void PortDock::set_fleet(Fleet * fleet)
> -{
> +void PortDock::set_fleet(Fleet* fleet) {
> m_fleet = fleet;
> }
>
> -int32_t PortDock::get_size() const
> -{
> +int32_t PortDock::get_size() const {
> return SMALL;
> }
>
> -bool PortDock::get_passable() const
> -{
> +bool PortDock::get_passable() const {
> return true;
> }
>
> -PortDock::PositionList PortDock::get_positions
> - (const EditorGameBase &) const
> -{
> +PortDock::PositionList PortDock::get_positions(const EditorGameBase&) const {
> return m_dockpoints;
> }
>
> -Flag & PortDock::base_flag()
> -{
> +Flag& PortDock::base_flag() {
> return m_warehouse->base_flag();
> }
>
> @@ -120,8 +111,7 @@
> * Return the dock that has the given flag as its base, or 0 if no dock of our fleet
> * has the given flag.
> */
> -PortDock * PortDock::get_dock(Flag & flag) const
> -{
> +PortDock* PortDock::get_dock(Flag& flag) const {
> if (m_fleet)
> return m_fleet->get_dock(flag);
> return nullptr;
> @@ -133,8 +123,7 @@
> * Called by @ref Warehouse::set_economy, and responsible for forwarding the
> * change to @ref Fleet.
> */
> -void PortDock::set_economy(Economy * e)
> -{
> +void PortDock::set_economy(Economy* e) {
> if (e == get_economy())
> return;
>
> @@ -152,18 +141,14 @@
> m_expedition_bootstrap->set_economy(e);
> }
>
> -
> -void PortDock::draw
> - (const EditorGameBase &, RenderTarget &, const FCoords&, const Point&)
> -{
> +void PortDock::draw(const EditorGameBase&, RenderTarget&, const FCoords&, const Point&) {
> // do nothing
> }
>
> -void PortDock::init(EditorGameBase & egbase)
> -{
> +void PortDock::init(EditorGameBase& egbase) {
> PlayerImmovable::init(egbase);
>
> - for (const Coords& coords: m_dockpoints) {
> + for (const Coords& coords : m_dockpoints) {
> set_position(egbase, coords);
> }
>
> @@ -174,18 +159,21 @@
> * Create our initial singleton @ref Fleet. The fleet code ensures
> * that we merge with a larger fleet when possible.
> */
> -void PortDock::init_fleet(EditorGameBase & egbase)
> -{
> - Fleet * fleet = new Fleet(owner());
> +void PortDock::init_fleet(EditorGameBase& egbase) {
> + Fleet* fleet = new Fleet(owner());
> fleet->add_port(egbase, this);
> fleet->init(egbase);
> // Note: the Fleet calls our set_fleet automatically
> }
>
> -void PortDock::cleanup(EditorGameBase & egbase)
> -{
> +void PortDock::cleanup(EditorGameBase& egbase) {
> +
> + Warehouse* wh = nullptr;
> +
> if (egbase.objects().object_still_available(m_warehouse)) {
> - // Transfer all our wares into the warehouse.
> +
> + wh = m_warehouse;
> +
> if (upcast(Game, game, &egbase)) {
> for (ShippingItem& shipping_item : m_waiting) {
> WareInstance* ware;
> @@ -199,6 +187,7 @@
> }
> }
> }
> +
> m_waiting.clear();
> m_warehouse->m_portdock = nullptr;
> }
> @@ -212,7 +201,7 @@
> if (m_fleet)
> m_fleet->remove_port(egbase, this);
>
> - for (const Coords& coords: m_dockpoints) {
> + for (const Coords& coords : m_dockpoints) {
> unset_position(egbase, coords);
> }
>
> @@ -222,13 +211,26 @@
> }
>
> PlayerImmovable::cleanup(egbase);
> +
> + if (wh) {
> + if (upcast(Game, game, &egbase)) {
> + if (game->is_loaded()) {
> + Player& player = owner();
> + log("Message: Portdock lost, trying to restore it (player %d)\n",
> + player.player_number());
> + wh->restore_portdock_or_destroy(egbase);
> + return;
> + }
> + }
> + // this is not a (running) game, destroying the port
> + wh->destroy(egbase);
> + }
> }
>
> /**
> * Add the flags of all ports that can be reached via this dock.
> */
> -void PortDock::add_neighbours(std::vector<RoutingNodeNeighbour> & neighbours)
> -{
> +void PortDock::add_neighbours(std::vector<RoutingNodeNeighbour>& neighbours) {
> if (m_fleet && m_fleet->active())
> m_fleet->add_neighbours(*this, neighbours);
> }
> @@ -236,8 +238,7 @@
> /**
> * The given @p ware enters the dock, waiting to be transported away.
> */
> -void PortDock::add_shippingitem(Game & game, WareInstance & ware)
> -{
> +void PortDock::add_shippingitem(Game& game, WareInstance& ware) {
> m_waiting.push_back(ShippingItem(ware));
> ware.set_location(game, this);
> ware.update(game);
> @@ -247,15 +248,14 @@
> * The given @p ware, which is assumed to be inside the dock, has updated
> * its route.
> */
> -void PortDock::update_shippingitem(Game & game, WareInstance & ware)
> -{
> +void PortDock::update_shippingitem(Game& game, WareInstance& ware) {
> for (std::vector<ShippingItem>::iterator item_iter = m_waiting.begin();
> - item_iter != m_waiting.end();
> - ++item_iter) {
> + item_iter != m_waiting.end();
> + ++item_iter) {
>
> if (item_iter->m_object.serial() == ware.serial()) {
> _update_shippingitem(game, item_iter);
> - return;
> + return;
> }
> }
> }
> @@ -263,8 +263,7 @@
> /**
> * The given @p worker enters the dock, waiting to be transported away.
> */
> -void PortDock::add_shippingitem(Game & game, Worker & worker)
> -{
> +void PortDock::add_shippingitem(Game& game, Worker& worker) {
> m_waiting.push_back(ShippingItem(worker));
> worker.set_location(this);
> update_shippingitem(game, worker);
> @@ -274,24 +273,22 @@
> * The given @p worker, which is assumed to be inside the dock, has
> * updated its route.
> */
> -void PortDock::update_shippingitem(Game & game, Worker & worker)
> -{
> +void PortDock::update_shippingitem(Game& game, Worker& worker) {
> for (std::vector<ShippingItem>::iterator item_iter = m_waiting.begin();
> - item_iter != m_waiting.end();
> - ++item_iter) {
> + item_iter != m_waiting.end();
> + ++item_iter) {
>
> if (item_iter->m_object.serial() == worker.serial()) {
> _update_shippingitem(game, item_iter);
> - return;
> + return;
> }
> }
> }
>
> -void PortDock::_update_shippingitem(Game & game, std::vector<ShippingItem>::iterator it)
> -{
> +void PortDock::_update_shippingitem(Game& game, std::vector<ShippingItem>::iterator it) {
> it->update_destination(game, *this);
>
> - PortDock * dst = it->get_destination(game);
> + PortDock* dst = it->get_destination(game);
> assert(dst != this);
>
> // Destination might have vanished or be in another economy altogether.
> @@ -312,8 +309,7 @@
> * A ship has arrived at the dock. Clear all items designated for this dock,
> * and load the ship.
> */
> -void PortDock::ship_arrived(Game & game, Ship & ship)
> -{
> +void PortDock::ship_arrived(Game& game, Ship& ship) {
> std::vector<ShippingItem> items_brought_by_ship;
> ship.withdraw_items(game, *this, items_brought_by_ship);
>
> @@ -330,7 +326,8 @@
> // Load the ship
> std::vector<Worker*> workers;
> std::vector<WareInstance*> wares;
> - m_expedition_bootstrap->get_waiting_workers_and_wares(game, owner().tribe(), &workers, &wares);
> + m_expedition_bootstrap->get_waiting_workers_and_wares(
> + game, owner().tribe(), &workers, &wares);
>
> for (Worker* worker : workers) {
> ship.add_item(game, ShippingItem(*worker));
> @@ -375,8 +372,7 @@
> m_fleet->update(game);
> }
>
> -void PortDock::set_need_ship(Game & game, bool need)
> -{
> +void PortDock::set_need_ship(Game& game, bool need) {
> molog("set_need_ship(%s)\n", need ? "true" : "false");
>
> if (need == m_need_ship)
> @@ -393,13 +389,12 @@
> /**
> * Return the number of wares or workers of the given type that are waiting at the dock.
> */
> -uint32_t PortDock::count_waiting(WareWorker waretype, WareIndex wareindex)
> -{
> +uint32_t PortDock::count_waiting(WareWorker waretype, WareIndex wareindex) {
> uint32_t count = 0;
>
> for (ShippingItem& shipping_item : m_waiting) {
> - WareInstance * ware;
> - Worker * worker;
> + WareInstance* ware;
> + Worker* worker;
> shipping_item.get(owner().egbase(), &ware, &worker);
>
> if (waretype == wwWORKER) {
> @@ -414,7 +409,6 @@
> return count;
> }
>
> -
> /// \returns whether an expedition was started or is even ready
> bool PortDock::expedition_started() {
> return (m_expedition_bootstrap.get() != nullptr) || m_expedition_ready;
> @@ -425,19 +419,18 @@
> assert(!m_expedition_bootstrap);
> m_expedition_bootstrap.reset(new ExpeditionBootstrap(this));
> m_expedition_bootstrap->start();
> -
> }
>
> ExpeditionBootstrap* PortDock::expedition_bootstrap() {
> return m_expedition_bootstrap.get();
> }
>
> -void PortDock::expedition_bootstrap_complete(Game & game) {
> +void PortDock::expedition_bootstrap_complete(Game& game) {
> m_expedition_ready = true;
> get_fleet()->update(game);
> }
>
> -void PortDock::cancel_expedition(Game & game) {
> +void PortDock::cancel_expedition(Game& game) {
> // Reset
> m_expedition_ready = false;
>
> @@ -445,38 +438,34 @@
> m_expedition_bootstrap.reset(nullptr);
> }
>
> -
> -void PortDock::log_general_info(const EditorGameBase & egbase)
> -{
> +void PortDock::log_general_info(const EditorGameBase& egbase) {
> PlayerImmovable::log_general_info(egbase);
>
> Coords pos(m_warehouse->get_position());
> - molog
> - ("PortDock for warehouse %u (at %i,%i) in fleet %u, need_ship: %s, waiting: %" PRIuS "\n",
> - m_warehouse ? m_warehouse->serial() : 0, pos.x, pos.y,
> - m_fleet ? m_fleet->serial() : 0,
> - m_need_ship ? "true" : "false",
> - m_waiting.size());
> + molog("PortDock for warehouse %u (at %i,%i) in fleet %u, need_ship: %s, waiting: %" PRIuS "\n",
> + m_warehouse ? m_warehouse->serial() : 0,
> + pos.x,
> + pos.y,
> + m_fleet ? m_fleet->serial() : 0,
> + m_need_ship ? "true" : "false",
> + m_waiting.size());
>
> for (ShippingItem& shipping_item : m_waiting) {
> - molog
> - (" IT %u, destination %u\n",
> - shipping_item.m_object.serial(),
> - shipping_item.m_destination_dock.serial());
> + molog(" IT %u, destination %u\n",
> + shipping_item.m_object.serial(),
> + shipping_item.m_destination_dock.serial());
> }
> }
>
> #define PORTDOCK_SAVEGAME_VERSION 3
>
> -PortDock::Loader::Loader() : m_warehouse(0)
> -{
> +PortDock::Loader::Loader() : m_warehouse(0) {
> }
>
> -void PortDock::Loader::load(FileRead & fr, uint8_t version)
> -{
> +void PortDock::Loader::load(FileRead& fr, uint8_t version) {
> PlayerImmovable::Loader::load(fr);
>
> - PortDock & pd = get<PortDock>();
> + PortDock& pd = get<PortDock>();
>
> m_warehouse = fr.unsigned_32();
> uint16_t nrdockpoints = fr.unsigned_16();
> @@ -507,11 +496,10 @@
> }
> }
>
> -void PortDock::Loader::load_pointers()
> -{
> +void PortDock::Loader::load_pointers() {
> PlayerImmovable::Loader::load_pointers();
>
> - PortDock & pd = get<PortDock>();
> + PortDock& pd = get<PortDock>();
> pd.m_warehouse = &mol().get<Warehouse>(m_warehouse);
>
> pd.m_waiting.resize(m_waiting.size());
> @@ -520,11 +508,10 @@
> }
> }
>
> -void PortDock::Loader::load_finish()
> -{
> +void PortDock::Loader::load_finish() {
> PlayerImmovable::Loader::load_finish();
>
> - PortDock & pd = get<PortDock>();
> + PortDock& pd = get<PortDock>();
>
> if (pd.m_warehouse->get_portdock() != &pd) {
> log("Inconsistent PortDock <> Warehouse link\n");
> @@ -537,9 +524,7 @@
> pd.init_fleet(egbase());
> }
>
> -MapObject::Loader * PortDock::load
> - (EditorGameBase & egbase, MapObjectLoader & mol, FileRead & fr)
> -{
> +MapObject::Loader* PortDock::load(EditorGameBase& egbase, MapObjectLoader& mol, FileRead& fr) {
> std::unique_ptr<Loader> loader(new Loader);
>
> try {
> @@ -551,15 +536,14 @@
> loader->load(fr, version);
> } else
> throw GameDataError("unknown/unhandled version %u", version);
> - } catch (const std::exception & e) {
> + } catch (const std::exception& e) {
> throw wexception("loading portdock: %s", e.what());
> }
>
> return loader.release();
> }
>
> -void PortDock::save(EditorGameBase & egbase, MapObjectSaver & mos, FileWrite & fw)
> -{
> +void PortDock::save(EditorGameBase& egbase, MapObjectSaver& mos, FileWrite& fw) {
> fw.unsigned_8(HeaderPortDock);
> fw.unsigned_8(PORTDOCK_SAVEGAME_VERSION);
>
> @@ -567,7 +551,7 @@
>
> fw.unsigned_32(mos.get_object_file_index(*m_warehouse));
> fw.unsigned_16(m_dockpoints.size());
> - for (const Coords& coords: m_dockpoints) {
> + for (const Coords& coords : m_dockpoints) {
> write_coords_32(&fw, coords);
> }
>
> @@ -583,4 +567,4 @@
> fw.unsigned_8(m_expedition_ready ? 1 : 0);
> }
>
> -} // namespace Widelands
> +} // namespace Widelands
>
> === modified file 'src/logic/ship.cc'
> --- src/logic/ship.cc 2014-11-30 18:49:38 +0000
> +++ src/logic/ship.cc 2014-12-03 11:32:28 +0000
> @@ -49,24 +49,24 @@
>
> namespace Widelands {
>
> -ShipDescr::ShipDescr
> - (const char * given_name, const char * gdescname,
> - const std::string & directory, Profile & prof, Section & global_s,
> - const TribeDescr & gtribe)
> - :
> - BobDescr(MapObjectType::SHIP, given_name, gdescname, >ribe)
> -{
> - { // global options
> - Section & idle_s = prof.get_safe_section("idle");
> +ShipDescr::ShipDescr(const char* given_name,
> + const char* gdescname,
> + const std::string& directory,
> + Profile& prof,
> + Section& global_s,
> + const TribeDescr& gtribe)
> + : BobDescr(MapObjectType::SHIP, given_name, gdescname, >ribe) {
> + { // global options
> + Section& idle_s = prof.get_safe_section("idle");
> add_animation("idle", g_gr->animations().load(directory, idle_s));
> }
> m_sail_anims.parse(*this, directory, prof, "sail");
>
> - Section * sinking_s = prof.get_section("sinking");
> + Section* sinking_s = prof.get_section("sinking");
> if (sinking_s)
> add_animation("sinking", g_gr->animations().load(directory, *sinking_s));
>
> - m_capacity = global_s.get_natural("capacity", 20);
> + m_capacity = global_s.get_natural("capacity", 20);
> m_vision_range = global_s.get_natural("vision_range", 7);
> }
>
> @@ -74,18 +74,12 @@
> return MOVECAPS_SWIM;
> }
>
> -Bob & ShipDescr::create_object() const {
> +Bob& ShipDescr::create_object() const {
> return *new Ship(*this);
> }
>
> -
> -Ship::Ship(const ShipDescr & gdescr) :
> - Bob(gdescr),
> - m_window(nullptr),
> - m_fleet(nullptr),
> - m_economy(nullptr),
> - m_ship_state(TRANSPORT)
> -{
> +Ship::Ship(const ShipDescr& gdescr)
> + : Bob(gdescr), m_window(nullptr), m_fleet(nullptr), m_economy(nullptr), m_ship_state(TRANSPORT) {
> }
>
> Ship::~Ship() {
> @@ -104,13 +98,14 @@
> return m_fleet;
> }
>
> -void Ship::init_auto_task(Game & game) {
> +void Ship::init_auto_task(Game& game) {
> start_task_ship(game);
> }
>
> -void Ship::init(EditorGameBase & egbase) {
> +void Ship::init(EditorGameBase& egbase) {
> Bob::init(egbase);
> init_fleet(egbase);
> + Notifications::publish(NoteShipMessage(this, NoteShipMessage::Message::GAINED));
> }
>
> /**
> @@ -118,15 +113,15 @@
> * The fleet code will automatically merge us into a larger
> * fleet, if one is reachable.
> */
> -void Ship::init_fleet(EditorGameBase & egbase) {
> +void Ship::init_fleet(EditorGameBase& egbase) {
> assert(get_owner() != nullptr);
> - Fleet * fleet = new Fleet(*get_owner());
> + Fleet* fleet = new Fleet(*get_owner());
> fleet->add_ship(this);
> fleet->init(egbase);
> // fleet calls the set_fleet function appropriately
> }
>
> -void Ship::cleanup(EditorGameBase & egbase) {
> +void Ship::cleanup(EditorGameBase& egbase) {
> if (m_fleet) {
> m_fleet->remove_ship(egbase, this);
> }
> @@ -136,34 +131,32 @@
> m_items.pop_back();
> }
>
> + Notifications::publish(NoteShipMessage(this, NoteShipMessage::Message::LOST));
> +
> Bob::cleanup(egbase);
> }
>
> /**
> * This function is to be called only by @ref Fleet.
> */
> -void Ship::set_fleet(Fleet * fleet) {
> +void Ship::set_fleet(Fleet* fleet) {
> m_fleet = fleet;
> }
>
> -void Ship::wakeup_neighbours(Game & game) {
> +void Ship::wakeup_neighbours(Game& game) {
> FCoords position = get_position();
> Area<FCoords> area(position, 1);
> - std::vector<Bob *> ships;
> + std::vector<Bob*> ships;
> game.map().find_bobs(area, &ships, FindBobShip());
>
> - for
> - (std::vector<Bob *>::const_iterator it = ships.begin();
> - it != ships.end(); ++it)
> - {
> + for (std::vector<Bob*>::const_iterator it = ships.begin(); it != ships.end(); ++it) {
> if (*it == this)
> continue;
>
> - static_cast<Ship *>(*it)->ship_wakeup(game);
> + static_cast<Ship*>(*it)->ship_wakeup(game);
> }
> }
>
> -
> /**
> * Standard behaviour of ships.
> *
> @@ -174,20 +167,20 @@
> static_cast<Bob::Ptr>(&Ship::ship_update),
> nullptr,
> nullptr,
> - true // unique task
> + true // unique task
> };
>
> -void Ship::start_task_ship(Game & game) {
> +void Ship::start_task_ship(Game& game) {
> push_task(game, taskShip);
> top_state().ivar1 = 0;
> }
>
> -void Ship::ship_wakeup(Game & game) {
> +void Ship::ship_wakeup(Game& game) {
> if (get_state(taskShip))
> send_signal(game, "wakeup");
> }
>
> -void Ship::ship_update(Game & game, Bob::State & state) {
> +void Ship::ship_update(Game& game, Bob::State& state) {
> // Handle signals
> std::string signal = get_signal();
> if (!signal.empty()) {
> @@ -211,44 +204,43 @@
> }
>
> switch (m_ship_state) {
> - case TRANSPORT:
> - if (ship_update_transport(game, state))
> - return;
> - break;
> - case EXP_FOUNDPORTSPACE:
> - case EXP_SCOUTING:
> - case EXP_WAITING:
> - ship_update_expedition(game, state);
> - break;
> - case EXP_COLONIZING:
> - break;
> - case SINK_REQUEST:
> - if (descr().is_animation_known("sinking")) {
> - m_ship_state = SINK_ANIMATION;
> - start_task_idle(game, descr().get_animation("sinking"), 3000);
> - return;
> - }
> - log("Oh no... this ship has no sinking animation :(!\n");
> - // fall trough
> - case SINK_ANIMATION:
> - // The sink animation has been played, so finally remove the ship from the map
> - pop_task(game);
> - remove(game);
> - return;
> - default:
> - assert(false); // never here
> + case TRANSPORT:
> + if (ship_update_transport(game, state))
> + return;
> + break;
> + case EXP_FOUNDPORTSPACE:
> + case EXP_SCOUTING:
> + case EXP_WAITING:
> + ship_update_expedition(game, state);
> + break;
> + case EXP_COLONIZING:
> + break;
> + case SINK_REQUEST:
> + if (descr().is_animation_known("sinking")) {
> + m_ship_state = SINK_ANIMATION;
> + start_task_idle(game, descr().get_animation("sinking"), 3000);
> + return;
> + }
> + log("Oh no... this ship has no sinking animation :(!\n");
> + // fall trough
> + case SINK_ANIMATION:
> + // The sink animation has been played, so finally remove the ship from the map
> + pop_task(game);
> + remove(game);
> + return;
> + default:
> + assert(false); // never here
> }
>
> // if the real update function failed (e.g. nothing to transport), the ship goes idle
> ship_update_idle(game, state);
> }
>
> -
> /// updates a ships tasks in transport mode \returns false if failed to update tasks
> -bool Ship::ship_update_transport(Game & game, Bob::State &) {
> - Map & map = game.map();
> +bool Ship::ship_update_transport(Game& game, Bob::State&) {
> + Map& map = game.map();
>
> - PortDock * dst = get_destination(game);
> + PortDock* dst = get_destination(game);
> if (!dst) {
> molog("ship_update: No destination anymore.\n");
> if (m_items.empty())
> @@ -277,7 +269,7 @@
>
> molog("ship_update: Go to dock %u\n", dst->serial());
>
> - PortDock * lastdock = m_lastdock.get(game);
> + PortDock* lastdock = m_lastdock.get(game);
> if (lastdock && lastdock != dst) {
> molog("ship_update: Have lastdock %u\n", lastdock->serial());
>
> @@ -332,10 +324,9 @@
> return true;
> }
>
> -
> /// updates a ships tasks in expedition mode
> -void Ship::ship_update_expedition(Game & game, Bob::State &) {
> - Map & map = game.map();
> +void Ship::ship_update_expedition(Game& game, Bob::State&) {
> + Map& map = game.map();
>
> assert(m_expedition);
>
> @@ -343,30 +334,30 @@
> FCoords position = get_position();
> for (Direction dir = FIRST_DIRECTION; dir <= LAST_DIRECTION; ++dir) {
> m_expedition->swimable[dir - 1] =
> - map.get_neighbour(position, dir).field->nodecaps() & MOVECAPS_SWIM;
> + map.get_neighbour(position, dir).field->nodecaps() & MOVECAPS_SWIM;
> }
>
> if (m_ship_state == EXP_SCOUTING) {
> // Check surrounding fields for port buildspaces
> - std::unique_ptr<std::list<Coords> > temp_port_buildspaces(new std::list<Coords>());
> - MapRegion<Area<Coords> > mr(map, Area<Coords>(position, descr().vision_range()));
> + std::unique_ptr<std::list<Coords>> temp_port_buildspaces(new std::list<Coords>());
> + MapRegion<Area<Coords>> mr(map, Area<Coords>(position, descr().vision_range()));
> bool new_port_space = false;
> do {
> if (map.is_port_space(mr.location())) {
> FCoords fc = map.get_fcoords(mr.location());
>
> - // Check whether the maximum theoretical possible NodeCap of the field is of the size big
> + // Check whether the maximum theoretical possible NodeCap of the field is of the size
> + // big
> // and whether it can theoretically be a port space
> - if
> - ((map.get_max_nodecaps(game.world(), fc) & BUILDCAPS_SIZEMASK) != BUILDCAPS_BIG
> - ||
> - map.find_portdock(fc).empty())
> - {
> + if ((map.get_max_nodecaps(game.world(), fc) & BUILDCAPS_SIZEMASK) != BUILDCAPS_BIG ||
> + map.find_portdock(fc).empty()) {
> continue;
> }
>
> - // NOTE This is the place to handle enemy territory and "clearing a port space from the enemy".
> - // NOTE There is a simple check for the current land owner to avoid placement of ports into enemy
> + // NOTE This is the place to handle enemy territory and "clearing a port space from the
> + // enemy".
> + // NOTE There is a simple check for the current land owner to avoid placement of ports
> + // into enemy
> // NOTE territory, as "clearing" is not yet implemented.
> // NOTE further it checks, whether there is a Player_immovable on one of the fields.
> // TODO(unknown): handle this more gracefully concering opposing players
> @@ -378,7 +369,7 @@
> invalid = true;
> continue;
> }
> - BaseImmovable * baim = coord.field->get_immovable();
> + BaseImmovable* baim = coord.field->get_immovable();
> if (baim)
> if (is_a(PlayerImmovable, baim)) {
> invalid = true;
> @@ -387,60 +378,60 @@
>
> // Check all neighboured fields that will be used by the port
> switch (step) {
> - case 0:
> - map.get_ln(fc, &coord);
> - break;
> - case 1:
> - map.get_tln(fc, &coord);
> - break;
> - case 2:
> - map.get_trn(fc, &coord);
> - break;
> - case 3:
> - // Flag coordinate
> - map.get_brn(fc, &coord);
> - break;
> - default:
> - break;
> + case 0:
> + map.get_ln(fc, &coord);
> + break;
> + case 1:
> + map.get_tln(fc, &coord);
> + break;
> + case 2:
> + map.get_trn(fc, &coord);
> + break;
> + case 3:
> + // Flag coordinate
> + map.get_brn(fc, &coord);
> + break;
> + default:
> + break;
> }
> }
> // Now check whether there is a flag in the surroundings of the flag position
> FCoords neighb;
> map.get_ln(coord, &neighb);
> for (uint8_t step = 0; !invalid && step < 5; ++step) {
> - BaseImmovable * baim = neighb.field->get_immovable();
> + BaseImmovable* baim = neighb.field->get_immovable();
> if (baim)
> if (is_a(Flag, baim)) {
> invalid = true;
> continue;
> }
> - // Check all neighboured fields but not the one already checked for a PlayerImmovable.
> + // Check all neighboured fields but not the one already checked for a
> + // PlayerImmovable.
> switch (step) {
> - case 0:
> - map.get_bln(coord, &neighb);
> - break;
> - case 1:
> - map.get_brn(coord, &neighb);
> - break;
> - case 2:
> - map.get_rn(coord, &neighb);
> - break;
> - case 3:
> - map.get_trn(coord, &neighb);
> - break;
> - default:
> - break;
> + case 0:
> + map.get_bln(coord, &neighb);
> + break;
> + case 1:
> + map.get_brn(coord, &neighb);
> + break;
> + case 2:
> + map.get_rn(coord, &neighb);
> + break;
> + case 3:
> + map.get_trn(coord, &neighb);
> + break;
> + default:
> + break;
> }
> }
> if (invalid)
> continue;
>
> bool pbs_saved = false;
> - for
> - (std::list<Coords>::const_iterator it = m_expedition->seen_port_buildspaces->begin();
> - it != m_expedition->seen_port_buildspaces->end() && !pbs_saved;
> - ++it)
> - {
> + for (std::list<Coords>::const_iterator it =
> + m_expedition->seen_port_buildspaces->begin();
> + it != m_expedition->seen_port_buildspaces->end() && !pbs_saved;
> + ++it) {
> // Check if the ship knows this port space already from its last check
> if (*it == mr.location()) {
> temp_port_buildspaces->push_back(mr.location());
> @@ -462,10 +453,13 @@
> send_message(game, "exp_port_space", msg_head, msg_body, "port.png");
> }
> m_expedition->seen_port_buildspaces.swap(temp_port_buildspaces);
> + if (new_port_space) {
> + Notifications::publish(NoteShipMessage(this, NoteShipMessage::Message::WAITINGFORCOMMAND));
> + }
> }
> }
>
> -void Ship::ship_update_idle(Game & game, Bob::State & state) {
> +void Ship::ship_update_idle(Game& game, Bob::State& state) {
> if (state.ivar1) {
> // We've just completed one step, so give neighbours
> // a chance to move away first
> @@ -475,172 +469,182 @@
> return;
> }
>
> - // If we are waiting for the next transport job, check if we should move away from ships and shores
> + // If we are waiting for the next transport job, check if we should move away from ships and
> + // shores
> switch (m_ship_state) {
> - case TRANSPORT: {
> - FCoords position = get_position();
> - Map & map = game.map();
> - unsigned int dirs[LAST_DIRECTION + 1];
> - unsigned int dirmax = 0;
> -
> + case TRANSPORT: {
> + FCoords position = get_position();
> + Map& map = game.map();
> + unsigned int dirs[LAST_DIRECTION + 1];
> + unsigned int dirmax = 0;
> +
> + for (Direction dir = 0; dir <= LAST_DIRECTION; ++dir) {
> + FCoords node = dir ? map.get_neighbour(position, dir) : position;
> + dirs[dir] = node.field->nodecaps() & MOVECAPS_WALK ? 10 : 0;
> +
> + Area<FCoords> area(node, 0);
> + std::vector<Bob*> ships;
> + map.find_bobs(area, &ships, FindBobShip());
> +
> + for (std::vector<Bob*>::const_iterator it = ships.begin(); it != ships.end(); ++it) {
> + if (*it == this)
> + continue;
> +
> + dirs[dir] += 3;
> + }
> +
> + dirmax = std::max(dirmax, dirs[dir]);
> + }
> +
> + if (dirmax) {
> + unsigned int prob[LAST_DIRECTION + 1];
> + unsigned int totalprob = 0;
> +
> + // The probability for moving into a given direction is also
> + // affected by the "close" directions.
> for (Direction dir = 0; dir <= LAST_DIRECTION; ++dir) {
> - FCoords node = dir ? map.get_neighbour(position, dir) : position;
> - dirs[dir] = node.field->nodecaps() & MOVECAPS_WALK ? 10 : 0;
> -
> - Area<FCoords> area(node, 0);
> - std::vector<Bob *> ships;
> - map.find_bobs(area, &ships, FindBobShip());
> -
> - for (std::vector<Bob *>::const_iterator it = ships.begin(); it != ships.end(); ++it) {
> - if (*it == this)
> - continue;
> -
> - dirs[dir] += 3;
> - }
> -
> - dirmax = std::max(dirmax, dirs[dir]);
> - }
> -
> - if (dirmax) {
> - unsigned int prob[LAST_DIRECTION + 1];
> - unsigned int totalprob = 0;
> -
> - // The probability for moving into a given direction is also
> - // affected by the "close" directions.
> - for (Direction dir = 0; dir <= LAST_DIRECTION; ++dir) {
> - prob[dir] = 10 * dirmax - 10 * dirs[dir];
> -
> - if (dir > 0) {
> - unsigned int delta = std::min(prob[dir], dirs[(dir % 6) + 1] + dirs[1 + ((dir - 1) % 6)]);
> - prob[dir] -= delta;
> - }
> -
> - totalprob += prob[dir];
> - }
> -
> - if (totalprob == 0) {
> - start_task_idle(game, descr().main_animation(), 1500);
> - return;
> - }
> -
> - unsigned int rnd = game.logic_rand() % totalprob;
> - Direction dir = 0;
> - while (rnd >= prob[dir]) {
> - rnd -= prob[dir];
> - ++dir;
> - }
> -
> - if (dir == 0 || dir > LAST_DIRECTION) {
> - start_task_idle(game, descr().main_animation(), 1500);
> - return;
> - }
> -
> - FCoords neighbour = map.get_neighbour(position, dir);
> - if (!(neighbour.field->nodecaps() & MOVECAPS_SWIM)) {
> - start_task_idle(game, descr().main_animation(), 1500);
> - return;
> - }
> -
> - state.ivar1 = 1;
> - start_task_move(game, dir, descr().get_sail_anims(), false);
> - return;
> - }
> - // No desire to move around, so sleep
> - start_task_idle(game, descr().main_animation(), -1);
> + prob[dir] = 10 * dirmax - 10 * dirs[dir];
> +
> + if (dir > 0) {
> + unsigned int delta =
> + std::min(prob[dir], dirs[(dir % 6) + 1] + dirs[1 + ((dir - 1) % 6)]);
> + prob[dir] -= delta;
> + }
> +
> + totalprob += prob[dir];
> + }
> +
> + if (totalprob == 0) {
> + start_task_idle(game, descr().main_animation(), 1500);
> + return;
> + }
> +
> + unsigned int rnd = game.logic_rand() % totalprob;
> + Direction dir = 0;
> + while (rnd >= prob[dir]) {
> + rnd -= prob[dir];
> + ++dir;
> + }
> +
> + if (dir == 0 || dir > LAST_DIRECTION) {
> + start_task_idle(game, descr().main_animation(), 1500);
> + return;
> + }
> +
> + FCoords neighbour = map.get_neighbour(position, dir);
> + if (!(neighbour.field->nodecaps() & MOVECAPS_SWIM)) {
> + start_task_idle(game, descr().main_animation(), 1500);
> + return;
> + }
> +
> + state.ivar1 = 1;
> + start_task_move(game, dir, descr().get_sail_anims(), false);
> return;
> }
> - case EXP_SCOUTING: {
> - if (m_expedition->island_exploration) { // Exploration of the island
> - if (exp_close_to_coast()) {
> - if (m_expedition->direction == 0) {
> - // Make sure we know the location of the coast and use it as initial direction we come from
> - m_expedition->direction = WALK_SE;
> - for (uint8_t secure = 0; exp_dir_swimable(m_expedition->direction); ++secure) {
> - assert(secure < 6);
> - m_expedition->direction = get_cw_neighbour(m_expedition->direction);
> - }
> - m_expedition->direction = get_backward_dir(m_expedition->direction);
> - // Save the position - this is where we start
> - m_expedition->exploration_start = get_position();
> - } else {
> - // Check whether the island was completely surrounded
> - if (get_position() == m_expedition->exploration_start) {
> - std::string msg_head = _("Island Circumnavigated");
> - std::string msg_body = _("An expedition ship sailed around its"
> - " island without any events.");
> - send_message(game, "exp_island", msg_head, msg_body,
> - "ship_explore_island_cw.png");
> - m_ship_state = EXP_WAITING;
> - return start_task_idle(game, descr().main_animation(), 1500);
> - }
> + // No desire to move around, so sleep
> + start_task_idle(game, descr().main_animation(), -1);
> + return;
> + }
> + case EXP_SCOUTING: {
> + if (m_expedition->island_exploration) { // Exploration of the island
> + if (exp_close_to_coast()) {
> + if (m_expedition->direction == 0) {
> + // Make sure we know the location of the coast and use it as initial direction we
> + // come from
> + m_expedition->direction = WALK_SE;
> + for (uint8_t secure = 0; exp_dir_swimable(m_expedition->direction); ++secure) {
> + assert(secure < 6);
> + m_expedition->direction = get_cw_neighbour(m_expedition->direction);
> }
> - // The ship is supposed to follow the coast as close as possible, therefore the check for
> - // a swimable field begins at the neighbour field of the direction we came from.
> m_expedition->direction = get_backward_dir(m_expedition->direction);
> - if (m_expedition->clockwise) {
> - do {
> - m_expedition->direction = get_ccw_neighbour(m_expedition->direction);
> - } while (!exp_dir_swimable(m_expedition->direction));
> - } else {
> - do {
> - m_expedition->direction = get_cw_neighbour(m_expedition->direction);
> - } while (!exp_dir_swimable(m_expedition->direction));
> - }
> - state.ivar1 = 1;
> - return start_task_move(game, m_expedition->direction, descr().get_sail_anims(), false);
> - } else {
> - // The ship got the command to scout around an island, but is not close to any island
> - // Most likely the command was send as the ship was on an exploration and just leaving
> - // the island - therefore we try to find the island again.
> - FCoords position = get_position();
> - Map & map = game.map();
> - for (uint8_t dir = FIRST_DIRECTION; dir <= LAST_DIRECTION; ++dir) {
> - FCoords neighbour = map.get_neighbour(position, dir);
> - for (uint8_t sur = FIRST_DIRECTION; sur <= LAST_DIRECTION; ++sur)
> - if (!(map.get_neighbour(neighbour, sur).field->nodecaps() & MOVECAPS_SWIM)) {
> - // Okay we found the next coast, so now the ship should go there.
> - // However, we do neither save the position as starting position, nor do we save
> - // the direction we currently go. So the ship can start exploring normally
> - state.ivar1 = 1;
> - return start_task_move(game, dir, descr().get_sail_anims(), false);
> - }
> - }
> - // if we are here, it seems something really strange happend.
> - log("WARNING: ship was not able to start exploration. Entering WAIT mode.");
> - m_ship_state = EXP_WAITING;
> - return start_task_idle(game, descr().main_animation(), 1500);
> - }
> - } else { // scouting towards a specific direction
> - if (exp_dir_swimable(m_expedition->direction)) {
> - // the scouting direction is still free to move
> - state.ivar1 = 1;
> - start_task_move(game, m_expedition->direction, descr().get_sail_anims(), false);
> - return;
> - }
> - // coast reached
> + // Save the position - this is where we start
> + m_expedition->exploration_start = get_position();
> + } else {
> + // Check whether the island was completely surrounded
> + if (get_position() == m_expedition->exploration_start) {
> + std::string msg_head = _("Island Circumnavigated");
> + std::string msg_body = _("An expedition ship sailed around its"
> + " island without any events.");
> + send_message(
> + game, "exp_island", msg_head, msg_body, "ship_explore_island_cw.png");
> + m_ship_state = EXP_WAITING;
> + Notifications::publish(
> + NoteShipMessage(this, NoteShipMessage::Message::WAITINGFORCOMMAND));
> + return start_task_idle(game, descr().main_animation(), 1500);
> + }
> + }
> + // The ship is supposed to follow the coast as close as possible, therefore the check
> + // for
> + // a swimable field begins at the neighbour field of the direction we came from.
> + m_expedition->direction = get_backward_dir(m_expedition->direction);
> + if (m_expedition->clockwise) {
> + do {
> + m_expedition->direction = get_ccw_neighbour(m_expedition->direction);
> + } while (!exp_dir_swimable(m_expedition->direction));
> + } else {
> + do {
> + m_expedition->direction = get_cw_neighbour(m_expedition->direction);
> + } while (!exp_dir_swimable(m_expedition->direction));
> + }
> + state.ivar1 = 1;
> + return start_task_move(game, m_expedition->direction, descr().get_sail_anims(), false);
> + } else {
> + // The ship got the command to scout around an island, but is not close to any island
> + // Most likely the command was send as the ship was on an exploration and just leaving
> + // the island - therefore we try to find the island again.
> + FCoords position = get_position();
> + Map& map = game.map();
> + for (uint8_t dir = FIRST_DIRECTION; dir <= LAST_DIRECTION; ++dir) {
> + FCoords neighbour = map.get_neighbour(position, dir);
> + for (uint8_t sur = FIRST_DIRECTION; sur <= LAST_DIRECTION; ++sur)
> + if (!(map.get_neighbour(neighbour, sur).field->nodecaps() & MOVECAPS_SWIM)) {
> + // Okay we found the next coast, so now the ship should go there.
> + // However, we do neither save the position as starting position, nor do we
> + // save
> + // the direction we currently go. So the ship can start exploring normally
> + state.ivar1 = 1;
> + return start_task_move(game, dir, descr().get_sail_anims(), false);
> + }
> + }
> + // if we are here, it seems something really strange happend.
> + log("WARNING: ship was not able to start exploration. Entering WAIT mode.");
> m_ship_state = EXP_WAITING;
> - start_task_idle(game, descr().main_animation(), 1500);
> - // Send a message to the player, that a new coast was reached
> - std::string msg_head = _("Coast Reached");
> - std::string msg_body =
> - _("An expedition ship reached a coast and is waiting for further commands.");
> - send_message(game, "exp_coast", msg_head, msg_body, "ship_explore_island_cw.png");
> + return start_task_idle(game, descr().main_animation(), 1500);
> + }
> + } else { // scouting towards a specific direction
> + if (exp_dir_swimable(m_expedition->direction)) {
> + // the scouting direction is still free to move
> + state.ivar1 = 1;
> + start_task_move(game, m_expedition->direction, descr().get_sail_anims(), false);
> return;
> }
> + // coast reached
> + m_ship_state = EXP_WAITING;
> + start_task_idle(game, descr().main_animation(), 1500);
> + // Send a message to the player, that a new coast was reached
> + std::string msg_head = _("Coast Reached");
> + std::string msg_body =
> + _("An expedition ship reached a coast and is waiting for further commands.");
> + send_message(game, "exp_coast", msg_head, msg_body, "ship_explore_island_cw.png");
> + Notifications::publish(NoteShipMessage(this, NoteShipMessage::Message::WAITINGFORCOMMAND));
> + return;
> }
> - case EXP_COLONIZING: {
> - assert(m_expedition->seen_port_buildspaces && !m_expedition->seen_port_buildspaces->empty());
> - BaseImmovable * baim = game.map()[m_expedition->seen_port_buildspaces->front()].get_immovable();
> - assert(baim);
> + }
> + case EXP_COLONIZING: {
> + assert(m_expedition->seen_port_buildspaces && !m_expedition->seen_port_buildspaces->empty());
> + BaseImmovable* baim =
> + game.map()[m_expedition->seen_port_buildspaces->front()].get_immovable();
> + if (baim) {
> upcast(ConstructionSite, cs, baim);
>
> for (int i = m_items.size() - 1; i >= 0; --i) {
> - WareInstance * ware;
> - Worker * worker;
> + WareInstance* ware;
> + Worker* worker;
> m_items.at(i).get(game, &ware, &worker);
> if (ware) {
> - // no, we don't transfer the wares, we create new ones out of air and remove the old ones ;)
> - WaresQueue & wq = cs->waresqueue(ware->descr_index());
> + // no, we don't transfer the wares, we create new ones out of air and remove the old
> + // ones ;)
> + WaresQueue& wq = cs->waresqueue(ware->descr_index());
> const uint32_t max = wq.get_max_fill();
> const uint32_t cur = wq.get_filled();
> assert(max > cur);
> @@ -654,35 +658,56 @@
> worker->set_location(cs);
> worker->set_position(game, cs->get_position());
> worker->reset_tasks(game);
> - PartiallyFinishedBuilding::request_builder_callback
> - (game, *cs->get_builder_request(), worker->descr().worker_index(), worker, *cs);
> + PartiallyFinishedBuilding::request_builder_callback(
> + game, *cs->get_builder_request(), worker->descr().worker_index(), worker, *cs);
> m_items.resize(i);
> }
> }
> - if (m_items.empty()) {
> - m_ship_state = TRANSPORT; // That's it, expedition finished
> -
> - init_fleet(game);
> - m_expedition.reset(nullptr);
> -
> - if (upcast(InteractiveGameBase, igb, game.get_ibase()))
> - refresh_window(*igb);
> + } else { // it seems that port constructionsite has dissapeared
> + // Send a message to the player, that a port constructionsite is gone
> + std::string msg_head = _("New port constructionsite is gone");
> + std::string msg_body = _("Unloading of wares failed, expedition is cancelled now.");
> + send_message(game, "exp_port_space", msg_head, msg_body, "port.png");
> + send_signal(game, "cancel_expedition");
> + }
> +
> + if (m_items.empty() || !baim) { // we are done, either way
> + m_ship_state = TRANSPORT; // That's it, expedition finished
> +
> + // Bring us back into a fleet and a economy.
> + init_fleet(game);
> +
> + // for case that there are any workers left on board
> + // (applicable when port construction space is lost)
> + Worker* worker;
> + for (ShippingItem& item : m_items) {
> + item.get(game, nullptr, &worker);
> + if (worker) {
> + worker->reset_tasks(game);
> + worker->start_task_shipping(game, nullptr);
> + }
> }
> - return start_task_idle(game, descr().main_animation(), 1500); // unload the next item
> - }
> -
> - default: {
> - // wait for input
> - start_task_idle(game, descr().main_animation(), 1500);
> - return;
> - }
> +
> + m_expedition.reset(nullptr);
> +
> + if (upcast(InteractiveGameBase, igb, game.get_ibase()))
> + refresh_window(*igb);
> + return start_task_idle(game, descr().main_animation(), 1500);
> + }
> + }
> +
> + default: {
> + // wait for input
> + start_task_idle(game, descr().main_animation(), 1500);
> + return;
> + }
> }
>
> // never here
> - assert (false);
> + assert(false);
> }
>
> -void Ship::set_economy(Game & game, Economy * e) {
> +void Ship::set_economy(Game& game, Economy* e) {
> // Do not check here that the economy actually changed, because on loading
> // we rely that wares really get reassigned our economy.
>
> @@ -697,23 +722,23 @@
> *
> * @note This is supposed to be called only from the scheduling code of @ref Fleet.
> */
> -void Ship::set_destination(Game & game, PortDock & pd) {
> +void Ship::set_destination(Game& game, PortDock& pd) {
> molog("set_destination to %u (currently %" PRIuS " items)\n", pd.serial(), m_items.size());
> m_destination = &pd;
> send_signal(game, "wakeup");
> }
>
> -void Ship::add_item(Game & game, const ShippingItem & item) {
> +void Ship::add_item(Game& game, const ShippingItem& item) {
> assert(m_items.size() < descr().get_capacity());
>
> m_items.push_back(item);
> m_items.back().set_location(game, this);
> }
>
> -void Ship::withdraw_items(Game & game, PortDock & pd, std::vector<ShippingItem> & items) {
> +void Ship::withdraw_items(Game& game, PortDock& pd, std::vector<ShippingItem>& items) {
> uint32_t dst = 0;
> for (uint32_t src = 0; src < m_items.size(); ++src) {
> - PortDock * destination = m_items[src].get_destination(game);
> + PortDock* destination = m_items[src].get_destination(game);
> if (!destination || destination == &pd) {
> items.push_back(m_items[src]);
> } else {
> @@ -726,8 +751,8 @@
> /**
> * Find a path to the dock @p pd and follow it without using precomputed paths.
> */
> -void Ship::start_task_movetodock(Game & game, PortDock & pd) {
> - Map & map = game.map();
> +void Ship::start_task_movetodock(Game& game, PortDock& pd) {
> + Map& map = game.map();
> StepEvalAStar se(pd.get_warehouse()->get_position());
> se.m_swim = true;
> se.m_conservative = false;
> @@ -753,7 +778,7 @@
> }
>
> /// Prepare everything for the coming exploration
> -void Ship::start_task_expedition(Game & game) {
> +void Ship::start_task_expedition(Game& game) {
> // Now we are waiting
> m_ship_state = EXP_WAITING;
> // Initialize a new, yet empty expedition
> @@ -773,8 +798,8 @@
> set_economy(game, m_expedition->economy.get());
>
> for (int i = m_items.size() - 1; i >= 0; --i) {
> - WareInstance * ware;
> - Worker * worker;
> + WareInstance* ware;
> + Worker* worker;
> m_items.at(i).get(game, &ware, &worker);
> if (worker) {
> worker->reset_tasks(game);
> @@ -788,11 +813,12 @@
> const std::string msg_head = _("Expedition Ready");
> const std::string msg_body = _("An expedition ship is waiting for your commands.");
> send_message(game, "exp_ready", msg_head, msg_body, "start_expedition.png");
> + Notifications::publish(NoteShipMessage(this, NoteShipMessage::Message::WAITINGFORCOMMAND));
> }
>
> /// Initializes / changes the direction of scouting to @arg direction
> /// @note only called via player command
> -void Ship::exp_scout_direction(Game &, uint8_t direction) {
> +void Ship::exp_scout_direction(Game&, uint8_t direction) {
> assert(m_expedition);
> m_ship_state = EXP_SCOUTING;
> m_expedition->direction = direction;
> @@ -801,7 +827,7 @@
>
> /// Initializes the construction of a port at @arg c
> /// @note only called via player command
> -void Ship::exp_construct_port (Game &, const Coords& c) {
> +void Ship::exp_construct_port(Game&, const Coords& c) {
> assert(m_expedition);
> BuildingIndex port_idx = get_owner()->tribe().safe_building_index("port");
> get_owner()->force_csite(c, port_idx);
> @@ -810,7 +836,7 @@
>
> /// Initializes / changes the direction the island exploration in @arg clockwise direction
> /// @note only called via player command
> -void Ship::exp_explore_island (Game &, bool clockwise) {
> +void Ship::exp_explore_island(Game&, bool clockwise) {
> assert(m_expedition);
> m_ship_state = EXP_SCOUTING;
> m_expedition->clockwise = clockwise;
> @@ -820,9 +846,10 @@
>
> /// Cancels a currently running expedition
> /// @note only called via player command
> -void Ship::exp_cancel (Game & game) {
> +void Ship::exp_cancel(Game& game) {
> // Running colonization has the highest priority before cancelation
> // + cancelation only works if an expedition is actually running
> +
> if ((m_ship_state == EXP_COLONIZING) || !state_is_expedition())
> return;
> send_signal(game, "cancel_expedition");
> @@ -834,7 +861,7 @@
> // Theres nothing to be done for wares - they already changed
> // economy with us and the warehouse will make sure that they are
> // getting used.
> - Worker * worker;
> + Worker* worker;
> for (ShippingItem& item : m_items) {
> item.get(game, nullptr, &worker);
> if (worker) {
> @@ -859,7 +886,7 @@
>
> /// Sinks the ship
> /// @note only called via player command
> -void Ship::sink_ship (Game & game) {
> +void Ship::sink_ship(Game& game) {
> // Running colonization has the highest priority + a sink request is only valid once
> if (!state_is_sinkable())
> return;
> @@ -869,25 +896,22 @@
> close_window();
> }
>
> -void Ship::log_general_info(const EditorGameBase & egbase)
> -{
> +void Ship::log_general_info(const EditorGameBase& egbase) {
> Bob::log_general_info(egbase);
>
> - molog
> - ("Fleet: %u, destination: %u, lastdock: %u, carrying: %" PRIuS "\n",
> - m_fleet? m_fleet->serial() : 0,
> - m_destination.serial(), m_lastdock.serial(),
> - m_items.size());
> + molog("Fleet: %u, destination: %u, lastdock: %u, carrying: %" PRIuS "\n",
> + m_fleet ? m_fleet->serial() : 0,
> + m_destination.serial(),
> + m_lastdock.serial(),
> + m_items.size());
>
> for (const ShippingItem& shipping_item : m_items) {
> - molog
> - (" IT %u, destination %u\n",
> - shipping_item.m_object.serial(),
> - shipping_item.m_destination_dock.serial());
> + molog(" IT %u, destination %u\n",
> + shipping_item.m_object.serial(),
> + shipping_item.m_destination_dock.serial());
> }
> }
>
> -
> /**
> * Send a message to the owning player.
> *
> @@ -895,31 +919,31 @@
> *
> * \param msgsender a computer-readable description of why the message was sent
> * \param title user-visible title of the message
> - * \param description user-visible message body, will be placed in an appropriate rich-text paragraph
> + * \param description user-visible message body, will be placed in an appropriate rich-text
> + *paragraph
> * \param picture picture name relative to the pics directory
> */
> -void Ship::send_message
> - (Game & game, const std::string & msgsender,
> - const std::string & title, const std::string & description,
> - const std::string & picture)
> -{
> +void Ship::send_message(Game& game,
> + const std::string& msgsender,
> + const std::string& title,
> + const std::string& description,
> + const std::string& picture) {
> std::string rt_description;
> if (picture.size() > 3) {
> - rt_description = "<rt image=pics/";
> + rt_description = "<rt image=pics/";
> rt_description += picture;
> rt_description += "><p font-size=14 font-face=DejaVuSerif>";
> } else
> - rt_description = "<rt><p font-size=14 font-face=DejaVuSerif>";
> + rt_description = "<rt><p font-size=14 font-face=DejaVuSerif>";
> rt_description += description;
> rt_description += "</p></rt>";
>
> - Message * msg = new Message
> - (msgsender, game.get_gametime(), title, rt_description, get_position(), m_serial);
> + Message* msg =
> + new Message(msgsender, game.get_gametime(), title, rt_description, get_position(), m_serial);
>
> get_owner()->add_message(game, *msg);
> }
>
> -
> /*
> ==============================
>
> @@ -930,20 +954,16 @@
>
> #define SHIP_SAVEGAME_VERSION 4
>
> -Ship::Loader::Loader() :
> - m_lastdock(0),
> - m_destination(0)
> -{
> +Ship::Loader::Loader() : m_lastdock(0), m_destination(0) {
> }
>
> -const Bob::Task * Ship::Loader::get_task(const std::string & name)
> -{
> - if (name == "shipidle" || name == "ship") return &taskShip;
> +const Bob::Task* Ship::Loader::get_task(const std::string& name) {
> + if (name == "shipidle" || name == "ship")
> + return &taskShip;
> return Bob::Loader::get_task(name);
> }
>
> -void Ship::Loader::load(FileRead & fr, uint8_t version)
> -{
> +void Ship::Loader::load(FileRead& fr, uint8_t version) {
> Bob::Loader::load(fr);
>
> if (version >= 2) {
> @@ -952,15 +972,8 @@
> m_ship_state = fr.unsigned_8();
>
> // Expedition specific data
> - if
> - (m_ship_state == EXP_SCOUTING
> - ||
> - m_ship_state == EXP_WAITING
> - ||
> - m_ship_state == EXP_FOUNDPORTSPACE
> - ||
> - m_ship_state == EXP_COLONIZING)
> - {
> + if (m_ship_state == EXP_SCOUTING || m_ship_state == EXP_WAITING ||
> + m_ship_state == EXP_FOUNDPORTSPACE || m_ship_state == EXP_COLONIZING) {
> m_expedition.reset(new Expedition());
> // Currently seen port build spaces
> m_expedition->seen_port_buildspaces.reset(new std::list<Coords>());
> @@ -992,11 +1005,10 @@
> }
> }
>
> -void Ship::Loader::load_pointers()
> -{
> +void Ship::Loader::load_pointers() {
> Bob::Loader::load_pointers();
>
> - Ship & ship = get<Ship>();
> + Ship& ship = get<Ship>();
>
> if (m_lastdock)
> ship.m_lastdock = &mol().get<PortDock>(m_lastdock);
> @@ -1009,11 +1021,10 @@
> }
> }
>
> -void Ship::Loader::load_finish()
> -{
> +void Ship::Loader::load_finish() {
> Bob::Loader::load_finish();
>
> - Ship & ship = get<Ship>();
> + Ship& ship = get<Ship>();
>
> // restore the state the ship is in
> ship.m_ship_state = m_ship_state;
> @@ -1023,7 +1034,8 @@
> ship.m_expedition.swap(m_expedition);
> ship.m_expedition->economy.reset(new Economy(*ship.get_owner()));
> ship.m_economy = ship.m_expedition->economy.get();
> - } else assert(m_ship_state == TRANSPORT);
> + } else
> + assert(m_ship_state == TRANSPORT);
>
> // Workers load code set their economy to the economy of their location
> // (which is a PlayerImmovable), that means that workers on ships do not get
> @@ -1034,10 +1046,7 @@
> ship.set_economy(dynamic_cast<Game&>(egbase()), ship.m_economy);
> }
>
> -
> -MapObject::Loader * Ship::load
> - (EditorGameBase & egbase, MapObjectLoader & mol, FileRead & fr)
> -{
> +MapObject::Loader* Ship::load(EditorGameBase& egbase, MapObjectLoader& mol, FileRead& fr) {
> std::unique_ptr<Loader> loader(new Loader);
>
> try {
> @@ -1047,32 +1056,28 @@
> if (1 <= version && version <= SHIP_SAVEGAME_VERSION) {
> std::string owner = fr.c_string();
> std::string name = fr.c_string();
> - const ShipDescr * descr = nullptr;
> + const ShipDescr* descr = nullptr;
>
> egbase.manually_load_tribe(owner);
>
> - if (const TribeDescr * tribe = egbase.get_tribe(owner))
> - descr = dynamic_cast<const ShipDescr *>
> - (tribe->get_bob_descr(name));
> + if (const TribeDescr* tribe = egbase.get_tribe(owner))
> + descr = dynamic_cast<const ShipDescr*>(tribe->get_bob_descr(name));
>
> if (!descr)
> - throw GameDataError
> - ("undefined ship %s/%s", owner.c_str(), name.c_str());
> + throw GameDataError("undefined ship %s/%s", owner.c_str(), name.c_str());
>
> loader->init(egbase, mol, descr->create_object());
> loader->load(fr, version);
> } else
> throw GameDataError("unknown/unhandled version %u", version);
> - } catch (const std::exception & e) {
> + } catch (const std::exception& e) {
> throw wexception("loading ship: %s", e.what());
> }
>
> return loader.release();
> }
>
> -void Ship::save
> - (EditorGameBase & egbase, MapObjectSaver & mos, FileWrite & fw)
> -{
> +void Ship::save(EditorGameBase& egbase, MapObjectSaver& mos, FileWrite& fw) {
> fw.unsigned_8(HeaderShip);
> fw.unsigned_8(SHIP_SAVEGAME_VERSION);
>
> @@ -1089,11 +1094,9 @@
> // currently seen port buildspaces
> assert(m_expedition->seen_port_buildspaces);
> fw.unsigned_8(m_expedition->seen_port_buildspaces->size());
> - for
> - (std::list<Coords>::const_iterator it = m_expedition->seen_port_buildspaces->begin();
> - it != m_expedition->seen_port_buildspaces->end();
> - ++it)
> - {
> + for (std::list<Coords>::const_iterator it = m_expedition->seen_port_buildspaces->begin();
> + it != m_expedition->seen_port_buildspaces->end();
> + ++it) {
> write_coords_32(&fw, *it);
> }
> // swimability of the directions
> @@ -1118,4 +1121,4 @@
> }
> }
>
> -} // namespace Widelands
> +} // namespace Widelands
>
> === modified file 'src/logic/ship.h'
> --- src/logic/ship.h 2014-09-10 08:55:04 +0000
> +++ src/logic/ship.h 2014-12-03 11:32:28 +0000
> @@ -37,6 +37,19 @@
> struct Fleet;
> class PortDock;
>
> +struct NoteShipMessage {
> + CAN_BE_SEND_AS_NOTE(NoteId::ShipMessage)
> +
> + Ship* ship;
> +
> + enum class Message {LOST, GAINED, WAITINGFORCOMMAND};
> + Message message;
Code style:
enum class Message {
kLost,
kGained,
kWaitingForCommand
};
> +
> + NoteShipMessage(Ship* const init_ship, Message const init_message)
> + : ship(init_ship), message(init_message) {
> + }
> +};
> +
> struct ShipDescr : BobDescr {
> ShipDescr
> (char const * name, char const * descname,
>
> === modified file 'src/logic/warehouse.cc'
> --- src/logic/warehouse.cc 2014-11-30 18:49:38 +0000
> +++ src/logic/warehouse.cc 2014-12-03 11:32:28 +0000
> @@ -50,7 +50,7 @@
>
> namespace Widelands {
>
> -namespace {
> +namespace {
>
> static const uint32_t WORKER_WITHOUT_COST_SPAWN_INTERVAL = 2500;
>
> @@ -68,19 +68,17 @@
>
> } // namespace
>
> -WarehouseSupply::~WarehouseSupply()
> -{
> +WarehouseSupply::~WarehouseSupply() {
> if (m_economy) {
> - log
> - ("WarehouseSupply::~WarehouseSupply: Warehouse %u still belongs to "
> - "an economy",
> - m_warehouse->serial());
> + log("WarehouseSupply::~WarehouseSupply: Warehouse %u still belongs to "
> + "an economy",
> + m_warehouse->serial());
> set_economy(nullptr);
> }
>
> // We're removed from the Economy. Therefore, the wares can simply
> // be cleared out. The global inventory will be okay.
> - m_wares .clear();
> + m_wares.clear();
> m_workers.clear();
> }
>
> @@ -96,10 +94,8 @@
> m_workers.set_nrwares(i);
> }
>
> -
> /// Add and remove our wares and the Supply to the economies as necessary.
> -void WarehouseSupply::set_economy(Economy * const e)
> -{
> +void WarehouseSupply::set_economy(Economy* const e) {
> if (e == m_economy)
> return;
>
> @@ -126,87 +122,74 @@
> }
> }
>
> -
> /// Add wares and update the economy.
> -void WarehouseSupply::add_wares(WareIndex const id, uint32_t const count)
> -{
> +void WarehouseSupply::add_wares(WareIndex const id, uint32_t const count) {
> if (!count)
> return;
>
> - if (m_economy) // No economies in the editor
> + if (m_economy) // No economies in the editor
> m_economy->add_wares(id, count);
> m_wares.add(id, count);
> }
>
> -
> /// Remove wares and update the economy.
> -void WarehouseSupply::remove_wares(WareIndex const id, uint32_t const count)
> -{
> +void WarehouseSupply::remove_wares(WareIndex const id, uint32_t const count) {
> if (!count)
> return;
>
> m_wares.remove(id, count);
> - if (m_economy) // No economies in the editor
> + if (m_economy) // No economies in the editor
> m_economy->remove_wares(id, count);
> }
>
> -
> /// Add workers and update the economy.
> -void WarehouseSupply::add_workers(WareIndex const id, uint32_t const count)
> -{
> +void WarehouseSupply::add_workers(WareIndex const id, uint32_t const count) {
> if (!count)
> return;
>
> - if (m_economy) // No economies in the editor
> + if (m_economy) // No economies in the editor
> m_economy->add_workers(id, count);
> m_workers.add(id, count);
> }
>
> -
> /**
> * Remove workers and update the economy.
> * Comments see add_workers
> */
> -void WarehouseSupply::remove_workers(WareIndex const id, uint32_t const count)
> -{
> +void WarehouseSupply::remove_workers(WareIndex const id, uint32_t const count) {
> if (!count)
> return;
>
> m_workers.remove(id, count);
> - if (m_economy) // No economies in the editor
> + if (m_economy) // No economies in the editor
> m_economy->remove_workers(id, count);
> }
>
> /// Return the position of the Supply, i.e. the owning Warehouse.
> -PlayerImmovable * WarehouseSupply::get_position(Game &) {return m_warehouse;}
> -
> +PlayerImmovable* WarehouseSupply::get_position(Game&) {
> + return m_warehouse;
> +}
>
> /// Warehouse supplies are never active.
> -bool WarehouseSupply::is_active() const {return false;}
> +bool WarehouseSupply::is_active() const {
> + return false;
> +}
>
> -bool WarehouseSupply::has_storage() const
> -{
> +bool WarehouseSupply::has_storage() const {
> return true;
> }
>
> -void WarehouseSupply::get_ware_type(WareWorker & /* type */, WareIndex & /* ware */) const
> -{
> - throw wexception
> - ("WarehouseSupply::get_ware_type: calling this is nonsensical");
> +void WarehouseSupply::get_ware_type(WareWorker& /* type */, WareIndex& /* ware */) const {
> + throw wexception("WarehouseSupply::get_ware_type: calling this is nonsensical");
> }
>
> -void WarehouseSupply::send_to_storage(Game &, Warehouse * /* wh */)
> -{
> +void WarehouseSupply::send_to_storage(Game&, Warehouse* /* wh */) {
> throw wexception("WarehouseSupply::send_to_storage: should never be called");
> }
>
> -uint32_t WarehouseSupply::nr_supplies
> - (const Game & game, const Request & req) const
> -{
> +uint32_t WarehouseSupply::nr_supplies(const Game& game, const Request& req) const {
> if (req.get_type() == wwWORKER)
> - return
> - m_warehouse->count_workers
> - (game, req.get_index(), req.get_requirements());
> + return m_warehouse->count_workers(game, req.get_index(), req.get_requirements());
>
> // Calculate how many wares can be sent out - it might be that we need them
> // ourselves. E.g. for hiring new soldiers.
> @@ -216,18 +199,16 @@
> // of *this* warehouse + 1 (+1 is important, as else the ware would directly
> // be taken back to the warehouse as the request of the warehouse would be
> // highered and would have the same value as the original request)
> - int32_t const y =
> - x + (req.get_priority(0) / 100)
> - - (m_warehouse->get_priority(wwWARE, req.get_index()) / 100) - 1;
> + int32_t const y = x + (req.get_priority(0) / 100) -
> + (m_warehouse->get_priority(wwWARE, req.get_index()) / 100) - 1;
> // But the number should never be higher than the number of wares available
> if (y > x)
> return x;
> return (x > 0) ? x : 0;
> }
>
> -
> /// Launch a ware.
> -WareInstance & WarehouseSupply::launch_ware(Game & game, const Request & req) {
> +WareInstance& WarehouseSupply::launch_ware(Game& game, const Request& req) {
> if (req.get_type() != wwWARE)
> throw wexception("WarehouseSupply::launch_ware: called for non-ware request");
> if (!m_wares.stock(req.get_index()))
> @@ -237,29 +218,26 @@
> }
>
> /// Launch a ware as worker.
> -Worker & WarehouseSupply::launch_worker(Game & game, const Request & req)
> -{
> - return
> - m_warehouse->launch_worker
> - (game, req.get_index(), req.get_requirements());
> +Worker& WarehouseSupply::launch_worker(Game& game, const Request& req) {
> + return m_warehouse->launch_worker(game, req.get_index(), req.get_requirements());
> }
>
> -
> /*
> ==============================
> Warehouse Building
> ==============================
> */
>
> -
> /// Warehouse Descr
> -WarehouseDescr::WarehouseDescr
> - (char const* const _name, char const* const _descname,
> - const std::string& directory, Profile& prof, Section& global_s, const TribeDescr& _tribe)
> - : BuildingDescr(MapObjectType::WAREHOUSE, _name, _descname, directory, prof, global_s, _tribe),
> - m_conquers (0),
> - m_heal_per_second (0)
> -{
> +WarehouseDescr::WarehouseDescr(char const* const _name,
> + char const* const _descname,
> + const std::string& directory,
> + Profile& prof,
> + Section& global_s,
> + const TribeDescr& _tribe)
> + : BuildingDescr(MapObjectType::WAREHOUSE, _name, _descname, directory, prof, global_s, _tribe),
> + m_conquers(0),
> + m_heal_per_second(0) {
> m_heal_per_second = global_s.get_safe_int("heal_per_second");
> if ((m_conquers = prof.get_safe_section("global").get_positive("conquers", 0)))
> m_workarea_info[m_conquers].insert(descname() + " conquer");
> @@ -271,25 +249,21 @@
> ==============================
> */
>
> -Warehouse::Warehouse(const WarehouseDescr & warehouse_descr) :
> - Building(warehouse_descr),
> - m_supply(new WarehouseSupply(this)),
> - m_next_military_act(0),
> - m_portdock(nullptr)
> -{
> +Warehouse::Warehouse(const WarehouseDescr& warehouse_descr)
> + : Building(warehouse_descr),
> + m_supply(new WarehouseSupply(this)),
> + m_next_military_act(0),
> + m_portdock(nullptr) {
> uint8_t nr_worker_types_without_cost =
> - warehouse_descr.tribe().worker_types_without_cost().size();
> - m_next_worker_without_cost_spawn =
> - new uint32_t[nr_worker_types_without_cost];
> + warehouse_descr.tribe().worker_types_without_cost().size();
> + m_next_worker_without_cost_spawn = new uint32_t[nr_worker_types_without_cost];
> for (int i = 0; i < nr_worker_types_without_cost; ++i) {
> m_next_worker_without_cost_spawn[i] = never();
> }
> m_next_stock_remove_act = 0;
> }
>
> -
> -Warehouse::~Warehouse()
> -{
> +Warehouse::~Warehouse() {
> delete m_supply;
> delete[] m_next_worker_without_cost_spawn;
> }
> @@ -298,22 +272,19 @@
> * Try to bring the given \ref PlannedWorkers up to date with our game data.
> * Return \c false if \p pw cannot be salvaged.
> */
> -bool Warehouse::_load_finish_planned_worker(PlannedWorkers & pw)
> -{
> +bool Warehouse::_load_finish_planned_worker(PlannedWorkers& pw) {
> if (pw.index == INVALID_INDEX || !(pw.index < m_supply->get_workers().get_nrwareids()))
> return false;
>
> - const WorkerDescr * w_desc = descr().tribe().get_worker_descr(pw.index);
> + const WorkerDescr* w_desc = descr().tribe().get_worker_descr(pw.index);
> if (!w_desc || !w_desc->is_buildable())
> return false;
>
> - const WorkerDescr::Buildcost & cost = w_desc->buildcost();
> + const WorkerDescr::Buildcost& cost = w_desc->buildcost();
> uint32_t idx = 0;
>
> - for
> - (WorkerDescr::Buildcost::const_iterator cost_it = cost.begin();
> - cost_it != cost.end(); ++cost_it, ++idx)
> - {
> + for (WorkerDescr::Buildcost::const_iterator cost_it = cost.begin(); cost_it != cost.end();
> + ++cost_it, ++idx) {
> WareWorker type;
> WareIndex ware;
> ware = descr().tribe().ware_index(cost_it->first);
> @@ -325,13 +296,10 @@
> return false;
>
> if (idx < pw.requests.size()) {
> - if
> - (pw.requests[idx]->get_type() == type &&
> - pw.requests[idx]->get_index() == ware)
> + if (pw.requests[idx]->get_type() == type && pw.requests[idx]->get_index() == ware)
> continue;
>
> - std::vector<Request *>::iterator req_it =
> - pw.requests.begin() + idx + 1;
> + std::vector<Request*>::iterator req_it = pw.requests.begin() + idx + 1;
> while (req_it != pw.requests.end()) {
> if ((*req_it)->get_type() == type && (*req_it)->get_index() == ware)
> break;
> @@ -344,19 +312,16 @@
> }
> }
>
> - log
> - ("_load_finish_planned_worker: old savegame: "
> - "need to create new request for '%s'\n",
> - cost_it->first.c_str());
> - pw.requests.insert
> - (pw.requests.begin() + idx,
> - new Request(*this, ware, &Warehouse::request_cb, type));
> + log("_load_finish_planned_worker: old savegame: "
> + "need to create new request for '%s'\n",
> + cost_it->first.c_str());
> + pw.requests.insert(
> + pw.requests.begin() + idx, new Request(*this, ware, &Warehouse::request_cb, type));
> }
>
> while (pw.requests.size() > idx) {
> - log
> - ("_load_finish_planned_worker: old savegame: "
> - "removing outdated request.\n");
> + log("_load_finish_planned_worker: old savegame: "
> + "removing outdated request.\n");
> delete pw.requests.back();
> pw.requests.pop_back();
> }
> @@ -364,31 +329,32 @@
> return true;
> }
>
> -void Warehouse::load_finish(EditorGameBase & egbase) {
> +void Warehouse::load_finish(EditorGameBase& egbase) {
> Building::load_finish(egbase);
>
> uint32_t next_spawn = never();
> - const std::vector<WareIndex> & worker_types_without_cost =
> - descr().tribe().worker_types_without_cost();
> + const std::vector<WareIndex>& worker_types_without_cost =
> + descr().tribe().worker_types_without_cost();
> for (uint8_t i = worker_types_without_cost.size(); i;) {
> WareIndex const worker_index = worker_types_without_cost.at(--i);
> if
> (owner().is_worker_type_allowed(worker_index) &&
> m_next_worker_without_cost_spawn[i] == static_cast<uint32_t>(never()))
> {
> - upcast(Game, game, &egbase);
> if (next_spawn == static_cast<uint32_t>(never())) {
> next_spawn = schedule_act(dynamic_cast<Game&>(egbase), WORKER_WITHOUT_COST_SPAWN_INTERVAL);
> }
> m_next_worker_without_cost_spawn[i] = next_spawn;
> - log
> - ("WARNING: player %u is allowed to create worker type %s but his "
> - "%s %u at (%i, %i) does not have a next_spawn time set for that "
> - "worker type; setting it to %u\n",
> - owner().player_number(),
> - descr().tribe().get_worker_descr(worker_index)->descname().c_str(),
> - descr().descname().c_str(), serial(), get_position().x, get_position().y,
> - next_spawn);
> + log("WARNING: player %u is allowed to create worker type %s but his "
> + "%s %u at (%i, %i) does not have a next_spawn time set for that "
> + "worker type; setting it to %u\n",
> + owner().player_number(),
> + descr().tribe().get_worker_descr(worker_index)->descname().c_str(),
> + descr().descname().c_str(),
> + serial(),
> + get_position().x,
> + get_position().y,
> + next_spawn);
> }
> }
>
> @@ -406,13 +372,12 @@
> }
> }
>
> -void Warehouse::init(EditorGameBase & egbase)
> -{
> +void Warehouse::init(EditorGameBase& egbase) {
> Building::init(egbase);
>
> - WareIndex const nr_wares = descr().tribe().get_nrwares ();
> + WareIndex const nr_wares = descr().tribe().get_nrwares();
> WareIndex const nr_workers = descr().tribe().get_nrworkers();
> - m_supply->set_nrwares (nr_wares);
> + m_supply->set_nrwares(nr_wares);
> m_supply->set_nrworkers(nr_workers);
>
> m_ware_policy.resize(nr_wares, SP_Normal);
> @@ -421,17 +386,15 @@
> // Even though technically, a warehouse might be completely empty,
> // we let warehouse see always for simplicity's sake (since there's
> // almost always going to be a carrier inside, that shouldn't hurt).
> - Player & player = owner();
> + Player& player = owner();
> if (upcast(Game, game, &egbase)) {
> - player.see_area
> - (Area<FCoords>
> - (egbase.map().get_fcoords(get_position()), descr().vision_range()));
> + player.see_area(
> + Area<FCoords>(egbase.map().get_fcoords(get_position()), descr().vision_range()));
>
> {
> - uint32_t const act_time = schedule_act
> - (*game, WORKER_WITHOUT_COST_SPAWN_INTERVAL);
> - const std::vector<WareIndex> & worker_types_without_cost =
> - descr().tribe().worker_types_without_cost();
> + uint32_t const act_time = schedule_act(*game, WORKER_WITHOUT_COST_SPAWN_INTERVAL);
> + const std::vector<WareIndex>& worker_types_without_cost =
> + descr().tribe().worker_types_without_cost();
>
> for (size_t i = 0; i < worker_types_without_cost.size(); ++i) {
> if (owner().is_worker_type_allowed(worker_types_without_cost.at(i))) {
> @@ -457,11 +420,9 @@
> }
>
> if (uint32_t const conquer_radius = descr().get_conquers())
> - egbase.conquer_area
> - (PlayerArea<Area<FCoords> >
> - (player.player_number(),
> - Area<FCoords>
> - (egbase.map().get_fcoords(get_position()), conquer_radius)));
> + egbase.conquer_area(PlayerArea<Area<FCoords>>(
> + player.player_number(),
> + Area<FCoords>(egbase.map().get_fcoords(get_position()), conquer_radius)));
>
> if (descr().get_isport())
> init_portdock(egbase);
> @@ -471,14 +432,15 @@
> * Find a contiguous set of water fields close to the port for docking
> * and initialize the @ref PortDock instance.
> */
> -void Warehouse::init_portdock(EditorGameBase & egbase)
> -{
> +void Warehouse::init_portdock(EditorGameBase& egbase) {
> molog("Setting up port dock fields\n");
>
> - Map & map = egbase.map();
> + Map& map = egbase.map();
> std::vector<Coords> dock = map.find_portdock(get_position());
> if (dock.empty()) {
> - log("Attempting to setup port without neighboring water.\n");
> + log("Attempting to setup port without neighboring water (coords: %3dx%3d).\n",
> + get_position().x,
> + get_position().y);
> return;
> }
>
> @@ -496,16 +458,30 @@
> m_portdock->set_economy(get_economy());
> }
>
> -void Warehouse::destroy(EditorGameBase & egbase)
> -{
> +void Warehouse::destroy(EditorGameBase& egbase) {
> Building::destroy(egbase);
> }
>
> +// if the port still exists and we are in game we first try to restore the portdock
> +void Warehouse::restore_portdock_or_destroy(EditorGameBase& egbase) {
> + // re-init the portdock
> + Warehouse::init_portdock(egbase);
> + if (!m_portdock) {
> + log(" Portdock lost, removing the port now (coords: %3dx%3d)\n",
> + get_position().x,
> + get_position().y);
> + Building::destroy(egbase);
> + }
> +}
> +
> /// Destroy the warehouse.
> -void Warehouse::cleanup(EditorGameBase & egbase)
> -{
> +void Warehouse::cleanup(EditorGameBase& egbase) {
> +
> + // storing object of the portdock if exists
> + PortDock* pd = nullptr;
> +
> if (egbase.objects().object_still_available(m_portdock)) {
> - m_portdock->remove(egbase);
> + pd = m_portdock;
> m_portdock = nullptr;
> }
>
> @@ -530,21 +506,34 @@
>
> Map& map = egbase.map();
> if (const uint32_t conquer_radius = descr().get_conquers())
> - egbase.unconquer_area
> - (PlayerArea<Area<FCoords> >
> - (owner().player_number(),
> - Area<FCoords>(map.get_fcoords(get_position()), conquer_radius)),
> - m_defeating_player);
> + egbase.unconquer_area(
> + PlayerArea<Area<FCoords>>(owner().player_number(),
> + Area<FCoords>(map.get_fcoords(get_position()), conquer_radius)),
> + m_defeating_player);
>
> // Unsee the area that we started seeing in init()
> - Player & player = owner();
> - player.unsee_area
> - (Area<FCoords>(map.get_fcoords(get_position()), descr().vision_range()));
> + Player& player = owner();
> + player.unsee_area(Area<FCoords>(map.get_fcoords(get_position()), descr().vision_range()));
> +
> + if (upcast(Game, game, &egbase)) {
> + log("Message: removing %s (player %i)\n",
> + to_string(descr().type()).c_str(),
> + player.player_number());
> + send_message(*game,
> + "warehouse",
> + descr().descname(),
> + (boost::format(_("A %s was destroyed.")) % descr().descname().c_str()).str(),
> + true);
> + }
>
> Building::cleanup(egbase);
> +
> + // if there was a portdock, removing it now
> + if (pd) {
> + pd->remove(egbase);
> + }
> }
>
> -
> /// Act regularly to create workers of buildable types without cost. According
> /// to intelligence, this is some highly advanced technology. Not only do the
> /// settlers have no problems with birth control, they do not even need anybody
> @@ -552,12 +541,11 @@
> /// what the hell are they doing, killing useless tribesmen! The Borg? Or just
> /// like Soylent Green? Or maybe I should just stop writing comments that late
> /// at night ;-)
> -void Warehouse::act(Game & game, uint32_t const data)
> -{
> +void Warehouse::act(Game& game, uint32_t const data) {
> uint32_t const gametime = game.get_gametime();
> {
> - const std::vector<WareIndex> & worker_types_without_cost =
> - owner().tribe().worker_types_without_cost();
> + const std::vector<WareIndex>& worker_types_without_cost =
> + owner().tribe().worker_types_without_cost();
> for (size_t i = worker_types_without_cost.size(); i;)
> if (m_next_worker_without_cost_spawn[--i] <= gametime) {
> WareIndex const id = worker_types_without_cost.at(i);
> @@ -575,8 +563,7 @@
> remove_workers(id, 1);
> }
>
> - m_next_worker_without_cost_spawn[i] =
> - schedule_act(game, tdelta);
> + m_next_worker_without_cost_spawn[i] = schedule_act(game, tdelta);
> } else
> m_next_worker_without_cost_spawn[i] = never();
> }
> @@ -587,19 +574,15 @@
> WareIndex const ware = descr().tribe().safe_worker_index("soldier");
>
> if (m_incorporated_workers.count(ware)) {
> - WorkerList & soldiers = m_incorporated_workers[ware];
> + WorkerList& soldiers = m_incorporated_workers[ware];
>
> uint32_t total_heal = descr().get_heal_per_second();
> // Using an explicit iterator, as we plan to erase some
> // of those guys
> - for
> - (WorkerList::iterator it = soldiers.begin();
> - it != soldiers.end();
> - ++it)
> - {
> + for (WorkerList::iterator it = soldiers.begin(); it != soldiers.end(); ++it) {
> // This is a safe cast: we know only soldiers can land in this
> // slot in the incorporated array
> - Soldier * soldier = static_cast<Soldier *>(*it);
> + Soldier* soldier = static_cast<Soldier*>(*it);
>
> // Soldier dead ...
> if (!soldier || soldier->get_current_hitpoints() == 0) {
> @@ -612,7 +595,6 @@
> soldier->heal(total_heal);
> continue;
> }
> -
> }
> }
> m_next_military_act = schedule_act(game, 1000);
> @@ -633,11 +615,9 @@
> Building::act(game, data);
> }
>
> -
> /// Transfer our registration to the new economy.
> -void Warehouse::set_economy(Economy * const e)
> -{
> - Economy * const old = get_economy();
> +void Warehouse::set_economy(Economy* const e) {
> + Economy* const old = get_economy();
>
> if (old == e)
> return;
> @@ -651,7 +631,7 @@
> Building::set_economy(e);
>
> for (const PlannedWorkers& pw : m_planned_workers) {
> - for (Request * req : pw.requests) {
> + for (Request* req : pw.requests) {
> req->set_economy(e);
> }
> }
> @@ -663,82 +643,62 @@
> e->add_warehouse(*this);
> }
>
> -
> -const WareList & Warehouse::get_wares() const
> -{
> +const WareList& Warehouse::get_wares() const {
> return m_supply->get_wares();
> }
>
> -
> -const WareList & Warehouse::get_workers() const
> -{
> +const WareList& Warehouse::get_workers() const {
> return m_supply->get_workers();
> }
>
> -PlayerImmovable::Workers Warehouse::get_incorporated_workers()
> -{
> +PlayerImmovable::Workers Warehouse::get_incorporated_workers() {
> PlayerImmovable::Workers all_workers;
>
> for (const std::pair<WareIndex, WorkerList>& worker_pair : m_incorporated_workers) {
> - for (Worker * worker : worker_pair.second) {
> + for (Worker* worker : worker_pair.second) {
> all_workers.push_back(worker);
> }
> }
> return all_workers;
> }
>
> -
> /// Magically create wares in this warehouse. Updates the economy accordingly.
> -void Warehouse::insert_wares(WareIndex const id, uint32_t const count)
> -{
> +void Warehouse::insert_wares(WareIndex const id, uint32_t const count) {
> m_supply->add_wares(id, count);
> }
>
> -
> /// Magically destroy wares.
> -void Warehouse::remove_wares(WareIndex const id, uint32_t const count)
> -{
> +void Warehouse::remove_wares(WareIndex const id, uint32_t const count) {
> m_supply->remove_wares(id, count);
> }
>
> -
> /// Magically create workers in this warehouse. Updates the economy accordingly.
> -void Warehouse::insert_workers(WareIndex const id, uint32_t const count)
> -{
> +void Warehouse::insert_workers(WareIndex const id, uint32_t const count) {
> m_supply->add_workers(id, count);
> }
>
> -
> /// Magically destroy workers.
> -void Warehouse::remove_workers(WareIndex const id, uint32_t const count)
> -{
> +void Warehouse::remove_workers(WareIndex const id, uint32_t const count) {
> m_supply->remove_workers(id, count);
> }
>
> -
> -
> /// Launch a carrier to fetch an ware from our flag.
> -bool Warehouse::fetch_from_flag(Game & game)
> -{
> +bool Warehouse::fetch_from_flag(Game& game) {
> WareIndex const carrierid = descr().tribe().safe_worker_index("carrier");
>
> - if (!m_supply->stock_workers(carrierid)) // XXX yep, let's cheat
> + if (!m_supply->stock_workers(carrierid)) // XXX yep, let's cheat
> insert_workers(carrierid, 1);
>
> - launch_worker(game, carrierid, Requirements()).start_task_fetchfromflag
> - (game);
> + launch_worker(game, carrierid, Requirements()).start_task_fetchfromflag(game);
>
> return true;
> }
>
> -
> /**
> * \return the number of workers that we can launch satisfying the given
> * requirements.
> */
> -uint32_t Warehouse::count_workers
> - (const Game & /* game */, WareIndex ware, const Requirements & req)
> -{
> +uint32_t Warehouse::count_workers(const Game& /* game */, WareIndex ware, const Requirements& req) {
> uint32_t sum = 0;
>
> do {
> @@ -746,7 +706,7 @@
>
> // NOTE: This code lies about the TrainingAttributes of non-instantiated workers.
> if (m_incorporated_workers.count(ware)) {
> - for (Worker * worker : m_incorporated_workers[ware]) {
> + for (Worker* worker : m_incorporated_workers[ware]) {
> if (!req.check(*worker)) {
> // This is one of the workers in our sum.
> // But he is too stupid for this job
> @@ -763,9 +723,7 @@
>
> /// Start a worker of a given type. The worker will
> /// be assigned a job by the caller.
> -Worker & Warehouse::launch_worker
> - (Game & game, WareIndex ware, const Requirements & req)
> -{
> +Worker& Warehouse::launch_worker(Game& game, WareIndex ware, const Requirements& req) {
> do {
> if (m_supply->stock_workers(ware)) {
> uint32_t unincorporated = m_supply->stock_workers(ware);
> @@ -778,15 +736,15 @@
> remove_no_longer_existing_workers(game, &m_incorporated_workers[ware]);
> WorkerList& incorporated_workers = m_incorporated_workers[ware];
>
> - for (std::vector<Worker *>::iterator worker_iter = incorporated_workers.begin();
> - worker_iter != incorporated_workers.end(); ++worker_iter)
> - {
> + for (std::vector<Worker*>::iterator worker_iter = incorporated_workers.begin();
> + worker_iter != incorporated_workers.end();
> + ++worker_iter) {
> Worker* worker = *worker_iter;
> --unincorporated;
>
> if (req.check(*worker)) {
> - worker->reset_tasks(game); // forget everything you did
> - worker->set_location(this); // back in a economy
> + worker->reset_tasks(game); // forget everything you did
> + worker->set_location(this); // back in a economy
> incorporated_workers.erase(worker_iter);
>
> m_supply->remove_workers(ware, 1);
> @@ -801,7 +759,7 @@
> // Create a new one
> // NOTE: This code lies about the TrainingAttributes of the new worker
> m_supply->remove_workers(ware, 1);
> - const WorkerDescr & workerdescr = *descr().tribe().get_worker_descr(ware);
> + const WorkerDescr& workerdescr = *descr().tribe().get_worker_descr(ware);
> return workerdescr.create(game, owner(), this, m_position);
> }
> }
> @@ -814,13 +772,10 @@
> }
> } while (ware != INVALID_INDEX);
>
> - throw wexception
> - ("Warehouse::launch_worker: worker does not actually exist");
> + throw wexception("Warehouse::launch_worker: worker does not actually exist");
> }
>
> -
> -void Warehouse::incorporate_worker(EditorGameBase & egbase, Worker* w)
> -{
> +void Warehouse::incorporate_worker(EditorGameBase& egbase, Worker* w) {
> assert(w != nullptr);
> assert(w->get_owner() == &owner());
>
> @@ -846,10 +801,10 @@
>
> // Incorporate the worker
> if (!m_incorporated_workers.count(worker_index))
> - m_incorporated_workers[worker_index] = std::vector<Worker *>();
> + m_incorporated_workers[worker_index] = std::vector<Worker*>();
> m_incorporated_workers[worker_index].push_back(w);
>
> - w->set_location(nullptr); // no longer in an economy
> + w->set_location(nullptr); // no longer in an economy
>
> if (upcast(Game, game, &egbase)) {
> // Bind the worker into this house, hide him on the map.
> @@ -860,9 +815,9 @@
>
> /// Create an instance of a ware and make sure it gets
> /// carried out of the warehouse.
> -WareInstance & Warehouse::launch_ware(Game & game, WareIndex const ware_index) {
> +WareInstance& Warehouse::launch_ware(Game& game, WareIndex const ware_index) {
> // Create the ware
> - WareInstance & ware = *new WareInstance(ware_index, descr().tribe().get_ware_descr(ware_index));
> + WareInstance& ware = *new WareInstance(ware_index, descr().tribe().get_ware_descr(ware_index));
> ware.init(game);
> do_launch_ware(game, ware);
>
> @@ -871,15 +826,13 @@
> return ware;
> }
>
> -
> /// Get a carrier to actually move this ware out of the warehouse.
> -void Warehouse::do_launch_ware(Game & game, WareInstance & ware)
> -{
> +void Warehouse::do_launch_ware(Game& game, WareInstance& ware) {
> // Create a carrier
> WareIndex const carrierid = descr().tribe().worker_index("carrier");
> - const WorkerDescr & workerdescr = *descr().tribe().get_worker_descr(carrierid);
> + const WorkerDescr& workerdescr = *descr().tribe().get_worker_descr(carrierid);
>
> - Worker & worker = workerdescr.create(game, owner(), this, m_position);
> + Worker& worker = workerdescr.create(game, owner(), this, m_position);
>
> // Yup, this is cheating.
> if (m_supply->stock_workers(carrierid))
> @@ -889,14 +842,11 @@
> worker.start_task_dropoff(game, ware);
> }
>
> -
> -void Warehouse::incorporate_ware(EditorGameBase & egbase, WareInstance* ware)
> -{
> +void Warehouse::incorporate_ware(EditorGameBase& egbase, WareInstance* ware) {
> m_supply->add_wares(ware->descr_index(), 1);
> ware->destroy(egbase);
> }
>
> -
> /// Called when a transfer for one of the idle Requests completes.
> void Warehouse::request_cb
> (Game & game,
> @@ -922,38 +872,35 @@
> /**
> * Receive a ware from a transfer that was not associated to a \ref Request.
> */
> -void Warehouse::receive_ware(Game & /* game */, WareIndex ware)
> -{
> +void Warehouse::receive_ware(Game& /* game */, WareIndex ware) {
> m_supply->add_wares(ware, 1);
> }
>
> /**
> * Receive a worker from a transfer that was not associated to a \ref Request.
> */
> -void Warehouse::receive_worker(Game & game, Worker & worker)
> -{
> +void Warehouse::receive_worker(Game& game, Worker& worker) {
> worker.schedule_incorporate(game);
> }
>
> -Building & WarehouseDescr::create_object() const {
> +Building& WarehouseDescr::create_object() const {
> return *new Warehouse(*this);
> }
>
> -
> -bool Warehouse::can_create_worker(Game &, WareIndex const worker) const {
> +bool Warehouse::can_create_worker(Game&, WareIndex const worker) const {
> if (!(worker < m_supply->get_workers().get_nrwareids()))
> - throw wexception
> - ("worker type %d does not exists (max is %d)",
> - worker, m_supply->get_workers().get_nrwareids());
> + throw wexception("worker type %d does not exists (max is %d)",
> + worker,
> + m_supply->get_workers().get_nrwareids());
>
> - const WorkerDescr & w_desc = *descr().tribe().get_worker_descr(worker);
> + const WorkerDescr& w_desc = *descr().tribe().get_worker_descr(worker);
> assert(&w_desc);
> if (!w_desc.is_buildable())
> return false;
>
> // see if we have the resources
> for (const std::pair<std::string, uint8_t>& buildcost : w_desc.buildcost()) {
> - const std::string & input_name = buildcost.first;
> + const std::string& input_name = buildcost.first;
> WareIndex id_w = descr().tribe().ware_index(input_name);
> if (id_w != INVALID_INDEX) {
> if (m_supply->stock_wares(id_w) < buildcost.second)
> @@ -962,27 +909,26 @@
> if (m_supply->stock_workers(id_w) < buildcost.second)
> return false;
> } else
> - throw wexception
> - ("worker type %s needs \"%s\" to be built but that is neither "
> - "a ware type nor a worker type defined in the tribe %s",
> - w_desc.descname().c_str(), input_name.c_str(),
> - descr().tribe().name().c_str());
> + throw wexception("worker type %s needs \"%s\" to be built but that is neither "
> + "a ware type nor a worker type defined in the tribe %s",
> + w_desc.descname().c_str(),
> + input_name.c_str(),
> + descr().tribe().name().c_str());
> }
> return true;
> }
>
> -
> -void Warehouse::create_worker(Game & game, WareIndex const worker) {
> - assert(can_create_worker (game, worker));
> -
> - const WorkerDescr & w_desc = *descr().tribe().get_worker_descr(worker);
> +void Warehouse::create_worker(Game& game, WareIndex const worker) {
> + assert(can_create_worker(game, worker));
> +
> + const WorkerDescr& w_desc = *descr().tribe().get_worker_descr(worker);
>
> for (const std::pair<std::string, uint8_t>& buildcost : w_desc.buildcost()) {
> - const std::string & input = buildcost.first;
> + const std::string& input = buildcost.first;
> WareIndex const id_ware = descr().tribe().ware_index(input);
> if (id_ware != INVALID_INDEX) {
> - remove_wares (id_ware, buildcost.second);
> - //update statistic accordingly
> + remove_wares(id_ware, buildcost.second);
> + // update statistic accordingly
> owner().ware_consumed(id_ware, buildcost.second);
> } else
> remove_workers(descr().tribe().safe_worker_index(input), buildcost.second);
> @@ -1004,8 +950,7 @@
> * Return the number of workers of the given type that we plan to
> * create in this warehouse.
> */
> -uint32_t Warehouse::get_planned_workers(Game & /* game */, WareIndex index) const
> -{
> +uint32_t Warehouse::get_planned_workers(Game& /* game */, WareIndex index) const {
> for (const PlannedWorkers& pw : m_planned_workers) {
> if (pw.index == index)
> return pw.amount;
> @@ -1019,23 +964,21 @@
> *
> * This is the current stock plus any incoming transfers.
> */
> -std::vector<uint32_t> Warehouse::calc_available_for_worker
> - (Game & /* game */, WareIndex index) const
> -{
> - const WorkerDescr & w_desc = *descr().tribe().get_worker_descr(index);
> +std::vector<uint32_t> Warehouse::calc_available_for_worker(Game& /* game */,
> + WareIndex index) const {
> + const WorkerDescr& w_desc = *descr().tribe().get_worker_descr(index);
> std::vector<uint32_t> available;
>
> for (const std::pair<std::string, uint8_t>& buildcost : w_desc.buildcost()) {
> - const std::string & input_name = buildcost.first;
> + const std::string& input_name = buildcost.first;
> WareIndex id_w = descr().tribe().ware_index(input_name);
> if (id_w != INVALID_INDEX) {
> available.push_back(get_wares().stock(id_w));
> } else if ((id_w = descr().tribe().worker_index(input_name)) != INVALID_INDEX) {
> available.push_back(get_workers().stock(id_w));
> } else
> - throw wexception
> - ("Economy::_create_requested_worker: buildcost inconsistency '%s'",
> - input_name.c_str());
> + throw wexception(
> + "Economy::_create_requested_worker: buildcost inconsistency '%s'", input_name.c_str());
> }
>
> for (const PlannedWorkers& pw : m_planned_workers) {
> @@ -1051,14 +994,12 @@
> return available;
> }
>
> -
> /**
> * Set the amount of workers we plan to create
> * of the given \p index to \p amount.
> */
> -void Warehouse::plan_workers(Game & game, WareIndex index, uint32_t amount)
> -{
> - PlannedWorkers * pw = nullptr;
> +void Warehouse::plan_workers(Game& game, WareIndex index, uint32_t amount) {
> + PlannedWorkers* pw = nullptr;
>
> for (PlannedWorkers& planned_worker : m_planned_workers) {
> if (planned_worker.index == index) {
> @@ -1076,22 +1017,17 @@
> pw->index = index;
> pw->amount = 0;
>
> - const WorkerDescr & w_desc = *descr().tribe().get_worker_descr(pw->index);
> + const WorkerDescr& w_desc = *descr().tribe().get_worker_descr(pw->index);
> for (const std::pair<std::string, uint8_t>& buildcost : w_desc.buildcost()) {
> - const std::string & input_name = buildcost.first;
> + const std::string& input_name = buildcost.first;
>
> WareIndex id_w = descr().tribe().ware_index(input_name);
> if (id_w != INVALID_INDEX) {
> - pw->requests.push_back
> - (new Request
> - (*this, id_w, &Warehouse::request_cb, wwWARE));
> + pw->requests.push_back(new Request(*this, id_w, &Warehouse::request_cb, wwWARE));
> } else if ((id_w = descr().tribe().worker_index(input_name)) != INVALID_INDEX) {
> - pw->requests.push_back
> - (new Request
> - (*this, id_w, &Warehouse::request_cb, wwWORKER));
> + pw->requests.push_back(new Request(*this, id_w, &Warehouse::request_cb, wwWORKER));
> } else
> - throw wexception
> - ("plan_workers: bad buildcost '%s'", input_name.c_str());
> + throw wexception("plan_workers: bad buildcost '%s'", input_name.c_str());
> }
> }
>
> @@ -1103,10 +1039,8 @@
> * See if we can create the workers of the given plan,
> * and update requests accordingly.
> */
> -void Warehouse::_update_planned_workers
> - (Game & game, Warehouse::PlannedWorkers & pw)
> -{
> - const WorkerDescr & w_desc = *descr().tribe().get_worker_descr(pw.index);
> +void Warehouse::_update_planned_workers(Game& game, Warehouse::PlannedWorkers& pw) {
> + const WorkerDescr& w_desc = *descr().tribe().get_worker_descr(pw.index);
>
> while (pw.amount && can_create_worker(game, pw.index)) {
> create_worker(game, pw.index);
> @@ -1115,7 +1049,7 @@
> uint32_t idx = 0;
> for (const std::pair<std::string, uint8_t>& buildcost : w_desc.buildcost()) {
>
> - const std::string & input_name = buildcost.first;
> + const std::string& input_name = buildcost.first;
> uint32_t supply;
>
> WareIndex id_w = descr().tribe().ware_index(input_name);
> @@ -1124,14 +1058,12 @@
> } else if ((id_w = descr().tribe().worker_index(input_name)) != INVALID_INDEX) {
> supply = m_supply->stock_workers(id_w);
> } else
> - throw wexception
> - ("_update_planned_workers: bad buildcost '%s'", input_name.c_str());
> + throw wexception("_update_planned_workers: bad buildcost '%s'", input_name.c_str());
>
> if (supply >= pw.amount * buildcost.second)
> pw.requests[idx]->set_count(0);
> else
> - pw.requests[idx]->set_count
> - (pw.amount * buildcost.second - supply);
> + pw.requests[idx]->set_count(pw.amount * buildcost.second - supply);
> ++idx;
> }
>
> @@ -1147,8 +1079,7 @@
> * Needs to be called periodically, because some necessary supplies might arrive
> * due to idle transfers instead of by explicit request.
> */
> -void Warehouse::_update_all_planned_workers(Game & game)
> -{
> +void Warehouse::_update_all_planned_workers(Game& game) {
> uint32_t idx = 0;
> while (idx < m_planned_workers.size()) {
> _update_planned_workers(game, m_planned_workers[idx]);
> @@ -1162,33 +1093,23 @@
> }
> }
>
> -void Warehouse::enable_spawn
> - (Game & game, uint8_t const worker_types_without_cost_index)
> -{
> - assert
> - (m_next_worker_without_cost_spawn[worker_types_without_cost_index]
> - ==
> - static_cast<uint32_t>(never()));
> +void Warehouse::enable_spawn(Game& game, uint8_t const worker_types_without_cost_index) {
> + assert(m_next_worker_without_cost_spawn[worker_types_without_cost_index] ==
> + static_cast<uint32_t>(never()));
> m_next_worker_without_cost_spawn[worker_types_without_cost_index] =
> - schedule_act(game, WORKER_WITHOUT_COST_SPAWN_INTERVAL);
> + schedule_act(game, WORKER_WITHOUT_COST_SPAWN_INTERVAL);
> }
> -void Warehouse::disable_spawn(uint8_t const worker_types_without_cost_index)
> -{
> - assert
> - (m_next_worker_without_cost_spawn[worker_types_without_cost_index]
> - !=
> - static_cast<uint32_t>(never()));
> +void Warehouse::disable_spawn(uint8_t const worker_types_without_cost_index) {
> + assert(m_next_worker_without_cost_spawn[worker_types_without_cost_index] !=
> + static_cast<uint32_t>(never()));
> m_next_worker_without_cost_spawn[worker_types_without_cost_index] = never();
> }
>
> -
> -bool Warehouse::can_attack()
> -{
> +bool Warehouse::can_attack() {
> return descr().get_conquers() > 0;
> }
>
> -void Warehouse::aggressor(Soldier & enemy)
> -{
> +void Warehouse::aggressor(Soldier& enemy) {
> if (!descr().get_conquers())
> return;
>
> @@ -1202,11 +1123,9 @@
> map.calc_distance(enemy.get_position(), get_position()))
> return;
>
> - if
> - (game.map().find_bobs
> - (Area<FCoords>(map.get_fcoords(base_flag().get_position()), 2),
> - nullptr,
> - FindBobEnemySoldier(&owner())))
> + if (game.map().find_bobs(Area<FCoords>(map.get_fcoords(base_flag().get_position()), 2),
> + nullptr,
> + FindBobEnemySoldier(&owner())))
> return;
>
> WareIndex const soldier_index = descr().tribe().worker_index("soldier");
> @@ -1237,45 +1156,36 @@
> return false;
> }
>
> -void Warehouse::PlannedWorkers::cleanup()
> -{
> +void Warehouse::PlannedWorkers::cleanup() {
> while (!requests.empty()) {
> delete requests.back();
> requests.pop_back();
> }
> }
>
> -Warehouse::StockPolicy Warehouse::get_ware_policy(WareIndex ware) const
> -{
> +Warehouse::StockPolicy Warehouse::get_ware_policy(WareIndex ware) const {
> assert(ware < m_ware_policy.size());
> return m_ware_policy[ware];
> }
>
> -Warehouse::StockPolicy Warehouse::get_worker_policy(WareIndex ware) const
> -{
> +Warehouse::StockPolicy Warehouse::get_worker_policy(WareIndex ware) const {
> assert(ware < m_worker_policy.size());
> return m_worker_policy[ware];
> }
>
> -Warehouse::StockPolicy Warehouse::get_stock_policy
> - (WareWorker waretype, WareIndex wareindex) const
> -{
> +Warehouse::StockPolicy Warehouse::get_stock_policy(WareWorker waretype, WareIndex wareindex) const {
> if (waretype == wwWORKER)
> return get_worker_policy(wareindex);
> else
> return get_ware_policy(wareindex);
> }
>
> -
> -void Warehouse::set_ware_policy(WareIndex ware, Warehouse::StockPolicy policy)
> -{
> +void Warehouse::set_ware_policy(WareIndex ware, Warehouse::StockPolicy policy) {
> assert(ware < m_ware_policy.size());
> m_ware_policy[ware] = policy;
> }
>
> -void Warehouse::set_worker_policy
> - (WareIndex ware, Warehouse::StockPolicy policy)
> -{
> +void Warehouse::set_worker_policy(WareIndex ware, Warehouse::StockPolicy policy) {
> assert(ware < m_worker_policy.size());
> m_worker_policy[ware] = policy;
> }
> @@ -1284,8 +1194,7 @@
> * Check if there are remaining wares with stock policy \ref SP_Remove,
> * and remove one of them if appropriate.
> */
> -void Warehouse::check_remove_stock(Game & game)
> -{
> +void Warehouse::check_remove_stock(Game& game) {
> if (base_flag().current_wares() < base_flag().total_capacity() / 2) {
> for (WareIndex ware = 0; ware < m_ware_policy.size(); ++ware) {
> if (get_ware_policy(ware) != SP_Remove || !get_wares().stock(ware))
> @@ -1300,7 +1209,7 @@
> if (get_worker_policy(widx) != SP_Remove || !get_workers().stock(widx))
> continue;
>
> - Worker & worker = launch_worker(game, widx, Requirements());
> + Worker& worker = launch_worker(game, widx, Requirements());
> worker.start_task_leavebuilding(game, true);
> break;
> }
> @@ -1316,36 +1225,34 @@
> /*
> * SoldierControl implementations
> */
> -std::vector<Soldier *> Warehouse::present_soldiers() const
> -{
> - std::vector<Soldier *> rv;
> +std::vector<Soldier*> Warehouse::present_soldiers() const {
> + std::vector<Soldier*> rv;
>
> WareIndex const ware = descr().tribe().safe_worker_index("soldier");
> IncorporatedWorkers::const_iterator sidx = m_incorporated_workers.find(ware);
>
> if (sidx != m_incorporated_workers.end()) {
> - const WorkerList & soldiers = sidx->second;
> + const WorkerList& soldiers = sidx->second;
>
> - for (Worker * temp_soldier: soldiers) {
> - rv.push_back(static_cast<Soldier *>(temp_soldier));
> + for (Worker* temp_soldier : soldiers) {
> + rv.push_back(static_cast<Soldier*>(temp_soldier));
> }
> }
>
> return rv;
> }
> -int Warehouse::incorporate_soldier(EditorGameBase & egbase, Soldier & soldier) {
> +int Warehouse::incorporate_soldier(EditorGameBase& egbase, Soldier& soldier) {
> incorporate_worker(egbase, &soldier);
> return 0;
> }
>
> -int Warehouse::outcorporate_soldier(EditorGameBase & /* egbase */, Soldier & soldier) {
> +int Warehouse::outcorporate_soldier(EditorGameBase& /* egbase */, Soldier& soldier) {
>
> WareIndex const ware = descr().tribe().safe_worker_index("soldier");
> if (m_incorporated_workers.count(ware)) {
> - WorkerList & soldiers = m_incorporated_workers[ware];
> + WorkerList& soldiers = m_incorporated_workers[ware];
>
> - WorkerList::iterator i = std::find
> - (soldiers.begin(), soldiers.end(), &soldier);
> + WorkerList::iterator i = std::find(soldiers.begin(), soldiers.end(), &soldier);
>
> soldiers.erase(i);
> m_supply->remove_workers(ware, 1);
> @@ -1358,13 +1265,10 @@
> return 0;
> }
>
> -void Warehouse::log_general_info(const EditorGameBase & egbase)
> -{
> +void Warehouse::log_general_info(const EditorGameBase& egbase) {
> Building::log_general_info(egbase);
>
> if (descr().get_isport())
> molog("Port dock: %u\n", m_portdock ? m_portdock->serial() : 0);
> }
> -
> -
> }
>
> === modified file 'src/logic/warehouse.h'
> --- src/logic/warehouse.h 2014-09-19 12:54:54 +0000
> +++ src/logic/warehouse.h 2014-12-03 11:32:28 +0000
> @@ -136,6 +136,8 @@
>
> void destroy(EditorGameBase &) override;
>
> + void restore_portdock_or_destroy(EditorGameBase &);
> +
> void act(Game & game, uint32_t data) override;
>
> void set_economy(Economy *) override;
>
> === modified file 'src/notifications/note_ids.h'
> --- src/notifications/note_ids.h 2014-11-23 14:34:38 +0000
> +++ src/notifications/note_ids.h 2014-12-03 11:32:28 +0000
> @@ -32,8 +32,9 @@
> FieldPossession,
> FieldTransformed,
> ProductionSiteOutOfResources,
> -
> + ShipMessage,
> GraphicResolutionChanged,
> +
> };
>
> #endif // end of include guard: WL_NOTIFICATIONS_NOTE_IDS_H
>
--
https://code.launchpad.net/~widelands-dev/widelands/seafaring-ai/+merge/242271
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/seafaring-ai into lp:widelands.
References