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Return-To-The-Roots / s25client / 21780228483

07 Feb 2026 12:38PM UTC coverage: 50.817% (+0.06%) from 50.754%
21780228483

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Flow86
Also use references for non-NULL arguments in `GamePlayer`

44 of 59 new or added lines in 11 files covered. (74.58%)

520 existing lines in 14 files now uncovered.

22787 of 44841 relevant lines covered (50.82%)

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74.58
/libs/s25main/GamePlayer.cpp
1
// Copyright (C) 2005 - 2026 Settlers Freaks (sf-team at siedler25.org)
2
//
3
// SPDX-License-Identifier: GPL-2.0-or-later
4

5
#include "GamePlayer.h"
6
#include "Cheats.h"
7
#include "EventManager.h"
8
#include "FindWhConditions.h"
9
#include "GameInterface.h"
10
#include "GlobalGameSettings.h"
11
#include "RoadSegment.h"
12
#include "SerializedGameData.h"
13
#include "TradePathCache.h"
14
#include "Ware.h"
15
#include "WineLoader.h"
16
#include "addons/const_addons.h"
17
#include "buildings/noBuildingSite.h"
18
#include "buildings/nobHQ.h"
19
#include "buildings/nobHarborBuilding.h"
20
#include "buildings/nobMilitary.h"
21
#include "buildings/nobUsual.h"
22
#include "figures/nofCarrier.h"
23
#include "figures/nofFlagWorker.h"
24
#include "helpers/containerUtils.h"
25
#include "helpers/mathFuncs.h"
26
#include "lua/LuaInterfaceGame.h"
27
#include "notifications/ToolNote.h"
28
#include "pathfinding/RoadPathFinder.h"
29
#include "postSystem/DiplomacyPostQuestion.h"
30
#include "postSystem/PostManager.h"
31
#include "random/Random.h"
32
#include "world/GameWorld.h"
33
#include "world/TradeRoute.h"
34
#include "nodeObjs/noFlag.h"
35
#include "nodeObjs/noShip.h"
36
#include "gameTypes/BuildingCount.h"
37
#include "gameTypes/GoodTypes.h"
38
#include "gameTypes/JobTypes.h"
39
#include "gameTypes/PactTypes.h"
40
#include "gameTypes/VisualSettings.h"
41
#include "gameData/BuildingConsts.h"
42
#include "gameData/BuildingProperties.h"
43
#include "gameData/GoodConsts.h"
44
#include "gameData/SettingTypeConv.h"
45
#include "gameData/ShieldConsts.h"
46
#include "gameData/ToolConsts.h"
47
#include "s25util/Log.h"
48
#include <limits>
49
#include <numeric>
50

51
GamePlayer::GamePlayer(unsigned playerId, const PlayerInfo& playerInfo, GameWorld& world)
376✔
52
    : GamePlayerInfo(playerId, playerInfo), world(world), hqPos(MapPoint::Invalid()), emergency(false)
376✔
53
{
54
    std::fill(building_enabled.begin(), building_enabled.end(), true);
376✔
55

56
    LoadStandardDistribution();
376✔
57
    useCustomBuildOrder_ = false;
376✔
58
    build_order = GetStandardBuildOrder();
376✔
59
    transportPrio = STD_TRANSPORT_PRIO;
376✔
60
    LoadStandardMilitarySettings();
376✔
61
    LoadStandardToolSettings();
376✔
62

63
    // Inventur nullen
64
    global_inventory.clear();
376✔
65

66
    // Statistiken mit 0en füllen
67
    statistic = {};
376✔
68
    statisticCurrentData = {};
376✔
69
    statisticCurrentMerchandiseData = {};
376✔
70

71
    RecalcDistribution();
376✔
72
}
376✔
73

74
void GamePlayer::LoadStandardToolSettings()
376✔
75
{
76
    // metalwork tool request
77

78
    // manually
79
    std::fill(tools_ordered.begin(), tools_ordered.end(), 0u);
376✔
80
    std::fill(tools_ordered_delta.begin(), tools_ordered_delta.end(), 0);
376✔
81

82
    // percentage (tool-settings-window-slider, in 10th percent)
83
    toolsSettings_[Tool::Tongs] = 1;
376✔
84
    toolsSettings_[Tool::Hammer] = 4;
376✔
85
    toolsSettings_[Tool::Axe] = 2;
376✔
86
    toolsSettings_[Tool::Saw] = 5;
376✔
87
    toolsSettings_[Tool::PickAxe] = 7;
376✔
88
    toolsSettings_[Tool::Shovel] = 1;
376✔
89
    toolsSettings_[Tool::Crucible] = 3;
376✔
90
    toolsSettings_[Tool::RodAndLine] = 1;
376✔
91
    toolsSettings_[Tool::Scythe] = 2;
376✔
92
    toolsSettings_[Tool::Cleaver] = 1;
376✔
93
    toolsSettings_[Tool::Rollingpin] = 2;
376✔
94
    toolsSettings_[Tool::Bow] = 1;
376✔
95
}
376✔
96

97
void GamePlayer::LoadStandardMilitarySettings()
376✔
98
{
99
    // military settings (military-window-slider, in 10th percent)
100
    militarySettings_[0] = MILITARY_SETTINGS_SCALE[0]; //-V525
376✔
101
    militarySettings_[1] = 3;
376✔
102
    militarySettings_[2] = MILITARY_SETTINGS_SCALE[2];
376✔
103
    militarySettings_[3] = 3;
376✔
104
    militarySettings_[4] = 0;
376✔
105
    militarySettings_[5] = 1;
376✔
106
    militarySettings_[6] = MILITARY_SETTINGS_SCALE[6];
376✔
107
    militarySettings_[7] = MILITARY_SETTINGS_SCALE[7];
376✔
108
}
376✔
109

110
BuildOrders GamePlayer::GetStandardBuildOrder()
378✔
111
{
112
    BuildOrders ordering;
113

114
    // Baureihenfolge füllen
115
    unsigned curPrio = 0;
378✔
116
    for(const auto bld : helpers::enumRange<BuildingType>())
31,752✔
117
    {
118
        if(bld == BuildingType::Headquarters || !BuildingProperties::IsValid(bld))
15,120✔
119
            continue;
1,890✔
120

121
        RTTR_Assert(curPrio < ordering.size());
13,230✔
122
        ordering[curPrio] = bld;
13,230✔
123
        ++curPrio;
13,230✔
124
    }
125
    RTTR_Assert(curPrio == ordering.size());
378✔
126
    return ordering;
378✔
127
}
128

129
void GamePlayer::LoadStandardDistribution()
376✔
130
{
131
    // Verteilung mit Standardwerten füllen bei Waren mit nur einem Ziel (wie z.B. Mehl, Holz...)
132
    distribution[GoodType::Flour].client_buildings.push_back(BuildingType::Bakery);
376✔
133
    distribution[GoodType::Gold].client_buildings.push_back(BuildingType::Mint);
376✔
134
    distribution[GoodType::IronOre].client_buildings.push_back(BuildingType::Ironsmelter);
376✔
135
    distribution[GoodType::Ham].client_buildings.push_back(BuildingType::Slaughterhouse);
376✔
136
    distribution[GoodType::Stones].client_buildings.push_back(
376✔
137
      BuildingType::Headquarters); // BuildingType::Headquarters = Baustellen!
376✔
138
    distribution[GoodType::Stones].client_buildings.push_back(BuildingType::Catapult);
376✔
139
    distribution[GoodType::Grapes].client_buildings.push_back(BuildingType::Winery);
376✔
140
    distribution[GoodType::Wine].client_buildings.push_back(BuildingType::Temple);
376✔
141

142
    // Waren mit mehreren möglichen Zielen erstmal nullen, kann dann im Fenster eingestellt werden
143
    for(const auto i : helpers::enumRange<GoodType>())
29,328✔
144
    {
145
        std::fill(distribution[i].percent_buildings.begin(), distribution[i].percent_buildings.end(), 0);
13,912✔
146
        distribution[i].selected_goal = 0;
13,912✔
147
    }
148

149
    // Standardverteilung der Waren
150
    for(const DistributionMapping& mapping : distributionMap)
10,152✔
151
    {
152
        distribution[std::get<0>(mapping)].percent_buildings[std::get<1>(mapping)] = std::get<2>(mapping);
9,776✔
153
    }
154
}
376✔
155

156
GamePlayer::~GamePlayer() = default;
760✔
157

158
void GamePlayer::Serialize(SerializedGameData& sgd) const
17✔
159
{
160
    // PlayerStatus speichern, ehemalig
161
    sgd.PushEnum<uint8_t>(ps);
17✔
162

163
    // Nur richtige Spieler serialisieren
164
    if(ps != PlayerState::Occupied && ps != PlayerState::AI)
17✔
165
        return;
3✔
166

167
    sgd.PushBool(isDefeated);
14✔
168

169
    buildings.Serialize(sgd);
14✔
170

171
    sgd.PushObjectContainer(roads, true);
14✔
172

173
    sgd.PushUnsignedInt(jobs_wanted.size());
14✔
174
    for(const JobNeeded& job : jobs_wanted)
18✔
175
    {
176
        sgd.PushEnum<uint8_t>(job.job);
4✔
177
        sgd.PushObject(job.workplace);
4✔
178
    }
179

180
    sgd.PushObjectContainer(ware_list, true);
14✔
181
    sgd.PushObjectContainer(flagworkers);
14✔
182
    sgd.PushObjectContainer(ships, true);
14✔
183

184
    helpers::pushContainer(sgd, shouldSendDefenderList);
14✔
185
    helpers::pushPoint(sgd, hqPos);
14✔
186

187
    for(const Distribution& dist : distribution)
532✔
188
    {
189
        helpers::pushContainer(sgd, dist.percent_buildings);
518✔
190
        helpers::pushContainer(sgd, dist.client_buildings);
518✔
191
        helpers::pushContainer(sgd, dist.goals);
518✔
192
        sgd.PushUnsignedInt(dist.selected_goal);
518✔
193
    }
194

195
    sgd.PushBool(useCustomBuildOrder_);
14✔
196
    helpers::pushContainer(sgd, build_order);
14✔
197
    helpers::pushContainer(sgd, transportPrio);
14✔
198
    helpers::pushContainer(sgd, militarySettings_);
14✔
199
    helpers::pushContainer(sgd, toolsSettings_);
14✔
200
    helpers::pushContainer(sgd, tools_ordered);
14✔
201
    helpers::pushContainer(sgd, global_inventory.goods);
14✔
202
    helpers::pushContainer(sgd, global_inventory.people);
14✔
203

204
    // für Statistik
205
    for(const Statistic& curStatistic : statistic)
70✔
206
    {
207
        // normale Statistik
208
        for(const auto& curData : curStatistic.data)
560✔
209
            helpers::pushContainer(sgd, curData);
504✔
210

211
        // Warenstatistik
212
        for(unsigned j = 0; j < NUM_STAT_MERCHANDISE_TYPES; ++j)
840✔
213
            helpers::pushContainer(sgd, curStatistic.merchandiseData[j]);
784✔
214

215
        sgd.PushUnsignedShort(curStatistic.currentIndex);
56✔
216
        sgd.PushUnsignedShort(curStatistic.counter);
56✔
217
    }
218
    helpers::pushContainer(sgd, statisticCurrentData);
14✔
219
    helpers::pushContainer(sgd, statisticCurrentMerchandiseData);
14✔
220

221
    // Serialize Pacts:
222
    for(const auto& playerPacts : pacts)
126✔
223
    {
224
        for(const Pact& pact : playerPacts)
336✔
225
            pact.Serialize(sgd);
224✔
226
    }
227

228
    sgd.PushBool(emergency);
14✔
229
}
230

231
void GamePlayer::Deserialize(SerializedGameData& sgd)
8✔
232
{
233
    std::fill(building_enabled.begin(), building_enabled.end(), true);
8✔
234

235
    // Ehemaligen PS auslesen
236
    auto origin_ps = sgd.Pop<PlayerState>();
8✔
237
    // Nur richtige Spieler serialisieren
238
    if(origin_ps != PlayerState::Occupied && origin_ps != PlayerState::AI)
8✔
239
        return;
1✔
240

241
    isDefeated = sgd.PopBool();
7✔
242
    buildings.Deserialize(sgd);
7✔
243

244
    sgd.PopObjectContainer(roads, GO_Type::Roadsegment);
7✔
245

246
    jobs_wanted.resize(sgd.PopUnsignedInt());
7✔
247
    for(JobNeeded& job : jobs_wanted)
9✔
248
    {
249
        job.job = sgd.Pop<Job>();
2✔
250
        job.workplace = sgd.PopObject<noRoadNode>();
2✔
251
    }
252

253
    if(sgd.GetGameDataVersion() < 2)
7✔
254
        buildings.Deserialize2(sgd);
×
255

256
    sgd.PopObjectContainer(ware_list, GO_Type::Ware);
7✔
257
    sgd.PopObjectContainer(flagworkers);
7✔
258
    sgd.PopObjectContainer(ships, GO_Type::Ship);
7✔
259

260
    sgd.PopContainer(shouldSendDefenderList);
7✔
261

262
    hqPos = sgd.PopMapPoint();
7✔
263

264
    for(const auto i : helpers::enumRange<GoodType>())
546✔
265
    {
266
        if(sgd.GetGameDataVersion() < 11 && wineaddon::isWineAddonGoodType(i))
259✔
267
            continue;
×
268

269
        Distribution& dist = distribution[i];
259✔
270
        helpers::popContainer(sgd, dist.percent_buildings);
259✔
271
        if(sgd.GetGameDataVersion() < 7)
259✔
272
        {
273
            dist.client_buildings.resize(sgd.PopUnsignedInt());
×
274
            helpers::popContainer(sgd, dist.client_buildings, true);
×
275
            dist.goals.resize(sgd.PopUnsignedInt());
×
276
            helpers::popContainer(sgd, dist.goals, true);
×
277
        } else
278
        {
279
            helpers::popContainer(sgd, dist.client_buildings);
259✔
280
            helpers::popContainer(sgd, dist.goals);
259✔
281
        }
282
        dist.selected_goal = sgd.PopUnsignedInt();
259✔
283
    }
284

285
    useCustomBuildOrder_ = sgd.PopBool();
7✔
286

287
    if(sgd.GetGameDataVersion() < 11)
7✔
288
    {
289
        std::vector<BuildingType> build_order_raw(build_order.size() - 3);
×
290
        helpers::popContainer(sgd, build_order_raw, true);
×
291
        build_order_raw.insert(build_order_raw.end(),
×
292
                               {BuildingType::Vineyard, BuildingType::Winery, BuildingType::Temple});
×
293
        std::copy(build_order_raw.begin(), build_order_raw.end(), build_order.begin());
×
294

295
        std::vector<uint8_t> transportPrio_raw(transportPrio.size() - 2);
×
296
        helpers::popContainer(sgd, transportPrio_raw, true);
×
297
        std::copy(transportPrio_raw.begin(), transportPrio_raw.end(), transportPrio.begin());
×
298
    } else
299
    {
300
        helpers::popContainer(sgd, build_order);
7✔
301
        helpers::popContainer(sgd, transportPrio);
7✔
302
    }
303

304
    helpers::popContainer(sgd, militarySettings_);
7✔
305
    helpers::popContainer(sgd, toolsSettings_);
7✔
306

307
    // qx:tools
308
    helpers::popContainer(sgd, tools_ordered);
7✔
309
    tools_ordered_delta = {};
7✔
310

311
    if(sgd.GetGameDataVersion() < 11)
7✔
312
    {
313
        std::vector<unsigned int> global_inventory_good_raw(global_inventory.goods.size() - 2);
×
314
        helpers::popContainer(sgd, global_inventory_good_raw, true);
×
315
        std::copy(global_inventory_good_raw.begin(), global_inventory_good_raw.end(), global_inventory.goods.begin());
×
316

317
        std::vector<unsigned int> global_inventory_people_raw(global_inventory.people.size() - 3);
×
318
        helpers::popContainer(sgd, global_inventory_people_raw, true);
×
319
        std::copy(global_inventory_people_raw.begin(), global_inventory_people_raw.end(),
×
320
                  global_inventory.people.begin());
321
    } else
322
    {
323
        helpers::popContainer(sgd, global_inventory.goods);
7✔
324
        helpers::popContainer(sgd, global_inventory.people);
7✔
325
    }
326

327
    // Visuelle Einstellungen festlegen
328

329
    // für Statistik
330
    for(Statistic& curStatistic : statistic)
35✔
331
    {
332
        // normale Statistik
333
        for(auto& curData : curStatistic.data)
280✔
334
            helpers::popContainer(sgd, curData);
252✔
335

336
        // Warenstatistik
337
        for(unsigned j = 0; j < NUM_STAT_MERCHANDISE_TYPES; ++j)
420✔
338
            helpers::popContainer(sgd, curStatistic.merchandiseData[j]);
392✔
339

340
        curStatistic.currentIndex = sgd.PopUnsignedShort();
28✔
341
        curStatistic.counter = sgd.PopUnsignedShort();
28✔
342
    }
343
    helpers::popContainer(sgd, statisticCurrentData);
7✔
344
    helpers::popContainer(sgd, statisticCurrentMerchandiseData);
7✔
345

346
    // Deserialize Pacts:
347
    for(auto& playerPacts : pacts)
63✔
348
    {
349
        for(Pact& pact : playerPacts)
168✔
350
            pact = GamePlayer::Pact(sgd);
112✔
351
    }
352

353
    emergency = sgd.PopBool();
7✔
354
}
355

356
template<class T_IsWarehouseGood>
357
nobBaseWarehouse* GamePlayer::FindWarehouse(const noRoadNode& start, const T_IsWarehouseGood& isWarehouseGood,
3,996✔
358
                                            bool to_wh, bool use_boat_roads, unsigned* length,
359
                                            const RoadSegment* forbidden) const
360
{
361
    nobBaseWarehouse* best = nullptr;
3,996✔
362

363
    unsigned best_length = std::numeric_limits<unsigned>::max();
3,996✔
364

365
    for(nobBaseWarehouse* wh : buildings.GetStorehouses())
13,392✔
366
    {
367
        // Lagerhaus geeignet?
368
        RTTR_Assert(wh);
9,401✔
369
        if(!isWarehouseGood(*wh))
9,401✔
370
            continue;
6,968✔
371

372
        if(start.GetPos() == wh->GetPos())
2,442✔
373
        {
374
            // We are already there -> Take it
375
            if(length)
5✔
376
                *length = 0;
×
377
            return wh;
5✔
378
        }
379

380
        // now check if there is at least a chance that the next wh is closer than current best because pathfinding
381
        // takes time
382
        if(world.CalcDistance(start.GetPos(), wh->GetPos()) > best_length)
2,437✔
383
            continue;
9✔
384
        // Bei der erlaubten Benutzung von Bootsstraßen Waren-Pathfinding benutzen wenns zu nem Lagerhaus gehn soll
385
        // start <-> ziel tauschen bei der wegfindung
386
        unsigned tlength;
387
        if(world.GetRoadPathFinder().FindPath(to_wh ? start : *wh, to_wh ? *wh : start, use_boat_roads, best_length,
2,428✔
388
                                              forbidden, &tlength))
389
        {
390
            if(tlength < best_length || !best)
433✔
391
            {
392
                best_length = tlength;
429✔
393
                best = wh;
429✔
394
            }
395
        }
396
    }
397

398
    if(length)
3,991✔
399
        *length = best_length;
378✔
400

401
    return best;
3,991✔
402
}
403

404
void GamePlayer::AddBuildingSite(noBuildingSite* bldSite)
28✔
405
{
406
    RTTR_Assert(bldSite->GetPlayer() == GetPlayerId());
28✔
407
    buildings.Add(bldSite);
28✔
408
}
28✔
409

410
void GamePlayer::RemoveBuildingSite(noBuildingSite* bldSite)
15✔
411
{
412
    RTTR_Assert(bldSite->GetPlayer() == GetPlayerId());
15✔
413
    buildings.Remove(bldSite);
15✔
414
}
15✔
415

416
bool GamePlayer::IsHQTent() const
8✔
417
{
418
    if(const nobHQ* hq = GetHQ())
8✔
419
        return hq->IsTent();
8✔
420
    return false;
×
421
}
422

423
void GamePlayer::SetHQIsTent(bool isTent)
6✔
424
{
425
    if(nobHQ* hq = GetHQ())
6✔
426
        hq->SetIsTent(isTent);
5✔
427
}
6✔
428

429
void GamePlayer::AddBuilding(noBuilding* bld, BuildingType bldType)
585✔
430
{
431
    RTTR_Assert(bld->GetPlayer() == GetPlayerId());
585✔
432
    buildings.Add(bld, bldType);
585✔
433
    ChangeStatisticValue(StatisticType::Buildings, 1);
585✔
434

435
    // Order a worker if needed
436
    const auto& description = BLD_WORK_DESC[bldType];
585✔
437
    if(description.job && !isSoldierJob(*description.job))
585✔
438
    {
439
        AddJobWanted(*description.job, bld);
102✔
440
    }
441

442
    if(bldType == BuildingType::HarborBuilding)
585✔
443
    {
444
        // Schiff durchgehen und denen Bescheid sagen
445
        for(noShip* ship : ships)
51✔
446
            ship->NewHarborBuilt(static_cast<nobHarborBuilding*>(bld));
11✔
447
    } else if(bldType == BuildingType::Headquarters)
545✔
448
    {
449
        // If there is more than one HQ, keep the original position.
450
        if(!hqPos.isValid())
331✔
451
            hqPos = bld->GetPos();
322✔
452
    } else if(BuildingProperties::IsMilitary(bldType))
214✔
453
    {
454
        auto* milBld = static_cast<nobMilitary*>(bld);
101✔
455
        // New built? -> Calculate frontier distance
456
        if(milBld->IsNewBuilt())
101✔
457
            milBld->LookForEnemyBuildings();
95✔
458
    }
459
}
585✔
460

461
void GamePlayer::RemoveBuilding(noBuilding* bld, BuildingType bldType)
108✔
462
{
463
    RTTR_Assert(bld->GetPlayer() == GetPlayerId());
108✔
464
    buildings.Remove(bld, bldType);
108✔
465
    ChangeStatisticValue(StatisticType::Buildings, -1);
108✔
466
    if(bldType == BuildingType::HarborBuilding)
108✔
467
    { // Schiffen Bescheid sagen
468
        for(noShip* ship : ships)
27✔
469
            ship->HarborDestroyed(static_cast<nobHarborBuilding*>(bld));
12✔
470
    } else if(bldType == BuildingType::Headquarters)
93✔
471
    {
472
        hqPos = MapPoint::Invalid();
31✔
473
        for(const noBaseBuilding* bld : buildings.GetStorehouses())
31✔
474
        {
475
            if(bld->GetBuildingType() == BuildingType::Headquarters)
1✔
476
            {
477
                hqPos = bld->GetPos();
1✔
478
                break;
1✔
479
            }
480
        }
481
    }
482
    if(BuildingProperties::IsWareHouse(bldType) || BuildingProperties::IsMilitary(bldType))
108✔
483
        TestDefeat();
78✔
484
}
108✔
485

486
void GamePlayer::NewRoadConnection(RoadSegment* rs)
157✔
487
{
488
    // Zu den Straßen hinzufgen, da's ja ne neue ist
489
    roads.push_back(rs);
157✔
490

491
    // Alle Straßen müssen nun gucken, ob sie einen Weg zu einem Warehouse finden
492
    FindCarrierForAllRoads();
157✔
493

494
    // Alle Straßen müssen gucken, ob sie einen Esel bekommen können
495
    for(RoadSegment* rs : roads)
341✔
496
        rs->TryGetDonkey();
184✔
497

498
    // Alle Arbeitsplätze müssen nun gucken, ob sie einen Weg zu einem Lagerhaus mit entsprechender Arbeitskraft finden
499
    FindWarehouseForAllJobs();
157✔
500

501
    // Alle Baustellen müssen nun gucken, ob sie ihr benötigtes Baumaterial bekommen (evtl war vorher die Straße zum
502
    // Lagerhaus unterbrochen
503
    FindMaterialForBuildingSites();
157✔
504

505
    // Alle Lost-Wares müssen gucken, ob sie ein Lagerhaus finden
506
    FindClientForLostWares();
157✔
507

508
    // Alle Militärgebäude müssen ihre Truppen überprüfen und können nun ggf. neue bestellen
509
    // und müssen prüfen, ob sie evtl Gold bekommen
510
    for(nobMilitary* mil : buildings.GetMilitaryBuildings())
176✔
511
    {
512
        mil->RegulateTroops();
19✔
513
        mil->SearchCoins();
19✔
514
    }
515
}
157✔
516

517
void GamePlayer::AddRoad(RoadSegment* rs)
18✔
518
{
519
    roads.push_back(rs);
18✔
520
}
18✔
521

522
void GamePlayer::DeleteRoad(RoadSegment* rs)
103✔
523
{
524
    RTTR_Assert(helpers::contains(roads, rs));
103✔
525
    roads.remove(rs);
103✔
526
}
103✔
527

528
void GamePlayer::FindClientForLostWares()
163✔
529
{
530
    // Alle Lost-Wares müssen gucken, ob sie ein Lagerhaus finden
531
    for(Ware* ware : ware_list)
219✔
532
    {
533
        if(ware->IsLostWare())
56✔
534
        {
535
            if(ware->FindRouteToWarehouse() && ware->IsWaitingAtFlag())
×
536
                ware->CallCarrier();
×
537
        }
538
    }
539
}
163✔
540

541
void GamePlayer::RoadDestroyed()
220✔
542
{
543
    // Alle Waren, die an Flagge liegen und in Lagerhäusern, müssen gucken, ob sie ihr Ziel noch erreichen können, jetzt
544
    // wo eine Straße fehlt
545
    for(auto it = ware_list.begin(); it != ware_list.end();)
230✔
546
    {
547
        Ware* ware = *it;
10✔
548
        if(ware->IsWaitingAtFlag()) // Liegt die Flagge an einer Flagge, muss ihr Weg neu berechnet werden
10✔
549
        {
550
            RoadPathDirection last_next_dir = ware->GetNextDir();
2✔
551
            ware->RecalcRoute();
2✔
552
            // special case: ware was lost some time ago and the new goal is at this flag and not a warehouse,hq,harbor
553
            // and the "flip-route" picked so a carrier would pick up the ware carry it away from goal then back and
554
            // drop  it off at the goal was just destroyed?
555
            // -> try to pick another flip route or tell the goal about failure.
556
            noRoadNode& wareLocation = *ware->GetLocation();
2✔
557
            noBaseBuilding* wareGoal = ware->GetGoal();
2✔
558
            if(wareGoal && ware->GetNextDir() == RoadPathDirection::NorthWest
2✔
559
               && wareLocation.GetPos() == wareGoal->GetFlagPos()
2✔
560
               && ((wareGoal->GetBuildingType() != BuildingType::Storehouse
6✔
561
                    && wareGoal->GetBuildingType() != BuildingType::Headquarters
2✔
562
                    && wareGoal->GetBuildingType() != BuildingType::HarborBuilding)
×
563
                   || wareGoal->GetType() == NodalObjectType::Buildingsite))
2✔
564
            {
565
                Direction newWareDir = Direction::NorthWest;
×
566
                for(auto dir : helpers::EnumRange<Direction>{})
×
567
                {
568
                    dir += 2u; // Need to skip Direction::NorthWest and we used to start with an offset of 2. TODO:
×
569
                               // Increase gameDataVersion and just skip NW
570
                    if(wareLocation.GetRoute(dir))
×
571
                    {
572
                        newWareDir = dir;
×
573
                        break;
×
574
                    }
575
                }
576
                if(newWareDir != Direction::NorthWest)
×
577
                {
578
                    ware->SetNextDir(toRoadPathDirection(newWareDir));
×
579
                } else // no route to goal -> notify goal, try to send ware to a warehouse
580
                {
581
                    ware->NotifyGoalAboutLostWare();
×
582
                    ware->FindRouteToWarehouse();
×
583
                }
584
            }
585
            // end of special case
586

587
            // notify carriers/flags about news if there are any
588
            if(ware->GetNextDir() != last_next_dir)
2✔
589
            {
590
                // notify current flag that transport in the old direction might not longer be required
591
                ware->RemoveWareJobForDir(last_next_dir);
×
592
                if(ware->GetNextDir() != RoadPathDirection::None)
×
593
                    ware->CallCarrier();
×
594
            }
595
        } else if(ware->IsWaitingInWarehouse())
8✔
596
        {
597
            if(!ware->IsRouteToGoal())
×
598
            {
599
                // Das Ziel wird nun nich mehr beliefert
600
                ware->NotifyGoalAboutLostWare();
×
601
                // Ware aus der Warteliste des Lagerhauses entfernen
602
                static_cast<nobBaseWarehouse*>(ware->GetLocation())->CancelWare(ware);
×
603
                // Ware aus der Liste raus
604
                it = ware_list.erase(it);
×
605
                continue;
×
606
            }
607
        } else if(ware->IsWaitingForShip())
8✔
608
        {
609
            // Weg neu berechnen
610
            ware->RecalcRoute();
1✔
611
        }
612

613
        ++it;
10✔
614
    }
615

616
    // Alle Häfen müssen ihre Figuren den Weg überprüfen lassen
617
    for(nobHarborBuilding* hb : buildings.GetHarbors())
237✔
618
    {
619
        hb->ExamineShipRouteOfPeople();
17✔
620
    }
621
}
220✔
622

623
bool GamePlayer::FindCarrierForRoad(RoadSegment& rs) const
186✔
624
{
625
    RTTR_Assert(rs.GetF1() != nullptr && rs.GetF2() != nullptr);
186✔
626
    std::array<unsigned, 2> length;
627
    std::array<nobBaseWarehouse*, 2> best;
628

629
    // Braucht der ein Boot?
630
    if(rs.GetRoadType() == RoadType::Water)
186✔
631
    {
632
        // dann braucht man Träger UND Boot
NEW
633
        best[0] = FindWarehouse(*rs.GetF1(), FW::HasWareAndFigure(GoodType::Boat, Job::Helper, false), false, false,
×
634
                                length.data(), &rs);
635
        // 2. Flagge des Weges
NEW
636
        best[1] = FindWarehouse(*rs.GetF2(), FW::HasWareAndFigure(GoodType::Boat, Job::Helper, false), false, false,
×
NEW
637
                                &length[1], &rs);
×
638
    } else
639
    {
640
        // 1. Flagge des Weges
641
        best[0] = FindWarehouse(*rs.GetF1(), FW::HasFigure(Job::Helper, false), false, false, length.data(), &rs);
186✔
642
        // 2. Flagge des Weges
643
        best[1] = FindWarehouse(*rs.GetF2(), FW::HasFigure(Job::Helper, false), false, false, &length[1], &rs);
186✔
644
    }
645

646
    // überhaupt nen Weg gefunden?
647
    // Welche Flagge benutzen?
648
    if(best[0] && (!best[1] || length[0] < length[1]))
186✔
649
        best[0]->OrderCarrier(*rs.GetF1(), rs);
65✔
650
    else if(best[1])
121✔
651
        best[1]->OrderCarrier(*rs.GetF2(), rs);
42✔
652
    else
653
        return false;
79✔
654
    return true;
107✔
655
}
656

657
bool GamePlayer::IsWarehouseValid(nobBaseWarehouse* wh) const
×
658
{
659
    return helpers::contains(buildings.GetStorehouses(), wh);
×
660
}
661

662
void GamePlayer::RecalcDistribution()
382✔
663
{
664
    GoodType lastWare = GoodType::Nothing;
382✔
665
    for(const DistributionMapping& mapping : distributionMap)
10,314✔
666
    {
667
        if(lastWare == std::get<0>(mapping))
9,932✔
668
            continue;
7,258✔
669
        lastWare = std::get<0>(mapping);
2,674✔
670
        RecalcDistributionOfWare(std::get<0>(mapping));
2,674✔
671
    }
672
}
382✔
673

674
void GamePlayer::RecalcDistributionOfWare(const GoodType ware)
2,674✔
675
{
676
    // Punktesystem zur Verteilung, in der Liste alle Gebäude sammeln, die die Ware wollen
677
    distribution[ware].client_buildings.clear();
2,674✔
678

679
    // 1. Anteile der einzelnen Waren ausrechnen
680

681
    /// Mapping of buildings that want the current ware to its percentage
682
    using BldEntry = std::pair<BuildingType, uint8_t>;
683
    std::vector<BldEntry> bldPercentageMap;
2,674✔
684

685
    unsigned goal_count = 0;
2,674✔
686

687
    for(const auto bld : helpers::enumRange<BuildingType>())
224,616✔
688
    {
689
        uint8_t percentForCurBld = distribution[ware].percent_buildings[bld];
106,960✔
690
        if(percentForCurBld)
106,960✔
691
        {
692
            distribution[ware].client_buildings.push_back(bld);
9,932✔
693
            goal_count += percentForCurBld;
9,932✔
694
            bldPercentageMap.emplace_back(bld, percentForCurBld);
9,932✔
695
        }
696
    }
697

698
    // TODO: evtl noch die counts miteinander kürzen (ggt berechnen)
699

700
    // Array für die Gebäudtypen erstellen
701

702
    std::vector<BuildingType>& wareGoals = distribution[ware].goals;
2,674✔
703
    wareGoals.clear();
2,674✔
704
    wareGoals.reserve(goal_count);
2,674✔
705

706
    // just drop them in the list, the distribution will be handled by going through this list using a prime as step
707
    // (see GameClientPlayer::FindClientForWare)
708
    for(const BldEntry& bldEntry : bldPercentageMap)
12,606✔
709
    {
710
        for(unsigned char i = 0; i < bldEntry.second; ++i)
65,455✔
711
            wareGoals.push_back(bldEntry.first);
55,523✔
712
    }
713

714
    distribution[ware].selected_goal = 0;
2,674✔
715
}
2,674✔
716

717
void GamePlayer::FindCarrierForAllRoads()
180✔
718
{
719
    for(RoadSegment* rs : roads)
396✔
720
    {
721
        if(!rs->hasCarrier(0))
216✔
722
            FindCarrierForRoad(*rs);
164✔
723
    }
724
}
180✔
725

726
void GamePlayer::FindMaterialForBuildingSites()
176✔
727
{
728
    for(noBuildingSite* bldSite : buildings.GetBuildingSites())
199✔
729
        bldSite->OrderConstructionMaterial();
23✔
730
}
176✔
731

732
void GamePlayer::AddJobWanted(const Job job, noRoadNode* workplace)
138✔
733
{
734
    if(!FindWarehouseForJob(job, *workplace))
138✔
735
    {
736
        JobNeeded jn = {job, workplace};
125✔
737
        jobs_wanted.push_back(jn);
125✔
738
    }
739
}
138✔
740

741
void GamePlayer::JobNotWanted(noRoadNode* workplace, bool all)
53✔
742
{
743
    for(auto it = jobs_wanted.begin(); it != jobs_wanted.end();)
57✔
744
    {
745
        if(it->workplace == workplace)
42✔
746
        {
747
            it = jobs_wanted.erase(it);
38✔
748
            if(!all)
38✔
749
                return;
38✔
750
        } else
751
        {
752
            ++it;
4✔
753
        }
754
    }
755
}
756

757
void GamePlayer::OneJobNotWanted(const Job job, noRoadNode* workplace)
2✔
758
{
759
    const auto it = helpers::find_if(
760
      jobs_wanted, [workplace, job](const auto& it) { return it.workplace == workplace && it.job == job; });
2✔
761
    if(it != jobs_wanted.end())
2✔
UNCOV
762
        jobs_wanted.erase(it);
×
763
}
2✔
764

765
void GamePlayer::SendPostMessage(std::unique_ptr<PostMsg> msg)
35✔
766
{
767
    world.GetPostMgr().SendMsg(GetPlayerId(), std::move(msg));
35✔
768
}
35✔
769

UNCOV
770
unsigned GamePlayer::GetToolsOrderedVisual(Tool tool) const
×
771
{
UNCOV
772
    return std::max(0, int(tools_ordered[tool] + tools_ordered_delta[tool]));
×
773
}
774

775
unsigned GamePlayer::GetToolsOrdered(Tool tool) const
369✔
776
{
777
    return tools_ordered[tool];
369✔
778
}
779

UNCOV
780
bool GamePlayer::ChangeToolOrderVisual(Tool tool, int changeAmount) const
×
781
{
UNCOV
782
    if(std::abs(changeAmount) > 100)
×
783
        return false;
×
784
    int newOrderAmount = int(GetToolsOrderedVisual(tool)) + changeAmount;
×
785
    if(newOrderAmount < 0 || newOrderAmount > 100)
×
786
        return false;
×
787
    tools_ordered_delta[tool] += changeAmount;
×
788
    return true;
×
789
}
790

791
unsigned GamePlayer::GetToolPriority(Tool tool) const
271✔
792
{
793
    return toolsSettings_[tool];
271✔
794
}
795

796
void GamePlayer::ToolOrderProcessed(Tool tool)
4✔
797
{
798
    if(tools_ordered[tool])
4✔
799
    {
800
        --tools_ordered[tool];
4✔
801
        world.GetNotifications().publish(ToolNote(ToolNote::OrderCompleted, GetPlayerId()));
4✔
802
    }
803
}
4✔
804

805
bool GamePlayer::FindWarehouseForJob(const Job job, noRoadNode& goal) const
157✔
806
{
807
    nobBaseWarehouse* wh = FindWarehouse(goal, FW::HasFigure(job, true), false, false);
157✔
808

809
    if(wh)
157✔
810
    {
811
        // Es wurde ein Lagerhaus gefunden, wo es den geforderten Beruf gibt, also den Typen zur Arbeit rufen
812
        wh->OrderJob(job, goal, true);
32✔
813
        return true;
32✔
814
    }
815

816
    return false;
125✔
817
}
818

819
void GamePlayer::FindWarehouseForAllJobs()
179✔
820
{
821
    for(auto it = jobs_wanted.begin(); it != jobs_wanted.end();)
198✔
822
    {
823
        if(FindWarehouseForJob(it->job, *it->workplace))
19✔
824
            it = jobs_wanted.erase(it);
19✔
825
        else
UNCOV
826
            ++it;
×
827
    }
828
}
179✔
829

830
void GamePlayer::FindWarehouseForAllJobs(const Job job)
308✔
831
{
832
    for(auto it = jobs_wanted.begin(); it != jobs_wanted.end();)
308✔
833
    {
UNCOV
834
        if(it->job == job)
×
835
        {
UNCOV
836
            if(FindWarehouseForJob(it->job, *it->workplace))
×
837
                it = jobs_wanted.erase(it);
×
838
            else
UNCOV
839
                ++it;
×
840
        } else
UNCOV
841
            ++it;
×
842
    }
843
}
308✔
844

845
Ware* GamePlayer::OrderWare(const GoodType ware, noBaseBuilding& goal)
149✔
846
{
847
    /// Gibt es ein Lagerhaus mit dieser Ware?
848
    nobBaseWarehouse* wh = FindWarehouse(goal, FW::HasMinWares(ware, 1), false, true);
149✔
849

850
    if(wh)
149✔
851
    {
852
        // Prüfe ob Notfallprogramm aktiv
853
        if(!emergency)
108✔
854
            return wh->OrderWare(ware, goal);
108✔
855
        else
856
        {
857
            // Wenn Notfallprogramm aktiv nur an Holzfäller und Sägewerke Bretter/Steine liefern
UNCOV
858
            if((ware != GoodType::Boards && ware != GoodType::Stones)
×
NEW
859
               || goal.GetBuildingType() == BuildingType::Woodcutter || goal.GetBuildingType() == BuildingType::Sawmill)
×
860
                return wh->OrderWare(ware, goal);
×
861
            else
UNCOV
862
                return nullptr;
×
863
        }
864
    } else // no warehouse can deliver the ware -> check all our wares for lost wares that might match the order
865
    {
866
        unsigned bestLength = std::numeric_limits<unsigned>::max();
41✔
867
        Ware* bestWare = nullptr;
41✔
868
        for(Ware* curWare : ware_list)
85✔
869
        {
870
            if(curWare->IsLostWare() && curWare->type == ware)
44✔
871
            {
872
                // got a lost ware with a road to goal -> find best
NEW
873
                unsigned curLength = curWare->CheckNewGoalForLostWare(goal);
×
874
                if(curLength < bestLength)
×
875
                {
UNCOV
876
                    bestLength = curLength;
×
877
                    bestWare = curWare;
×
878
                }
879
            }
880
        }
881
        if(bestWare)
41✔
882
        {
UNCOV
883
            bestWare->SetNewGoalForLostWare(goal);
×
884
            return bestWare;
×
885
        }
886
    }
887
    return nullptr;
41✔
888
}
889

890
nofCarrier* GamePlayer::OrderDonkey(RoadSegment& road) const
3✔
891
{
892
    std::array<unsigned, 2> length;
893
    std::array<nobBaseWarehouse*, 2> best;
894

895
    // 1. Flagge des Weges
896
    best[0] = FindWarehouse(*road.GetF1(), FW::HasFigure(Job::PackDonkey, false), false, false, length.data(), &road);
3✔
897
    // 2. Flagge des Weges
898
    best[1] = FindWarehouse(*road.GetF2(), FW::HasFigure(Job::PackDonkey, false), false, false, &length[1], &road);
3✔
899

900
    // überhaupt nen Weg gefunden?
901
    // Welche Flagge benutzen?
902
    if(best[0] && (!best[1] || length[0] < length[1]))
3✔
903
        return best[0]->OrderDonkey(road, *road.GetF1());
2✔
904
    else if(best[1])
1✔
NEW
905
        return best[1]->OrderDonkey(road, *road.GetF2());
×
906
    else
907
        return nullptr;
1✔
908
}
909

910
RoadSegment* GamePlayer::FindRoadForDonkey(noRoadNode& start, noRoadNode** goal)
10✔
911
{
912
    // Bisher höchste Trägerproduktivität und die entsprechende Straße dazu
913
    unsigned best_productivity = 0;
10✔
914
    RoadSegment* best_road = nullptr;
10✔
915
    // Beste Flagge dieser Straße
916
    *goal = nullptr;
10✔
917

918
    for(RoadSegment* roadSeg : roads)
12✔
919
    {
920
        // Braucht die Straße einen Esel?
921
        if(roadSeg->NeedDonkey())
2✔
922
        {
923
            // Beste Flagge von diesem Weg, und beste Wegstrecke
UNCOV
924
            noRoadNode* current_best_goal = nullptr;
×
925
            // Weg zu beiden Flaggen berechnen
926
            unsigned length1, length2;
NEW
927
            bool isF1Reachable = world.FindHumanPathOnRoads(start, *roadSeg->GetF1(), &length1, nullptr, roadSeg)
×
928
                                 != RoadPathDirection::None;
×
NEW
929
            bool isF2Reachable = world.FindHumanPathOnRoads(start, *roadSeg->GetF2(), &length2, nullptr, roadSeg)
×
930
                                 != RoadPathDirection::None;
×
931

932
            // Wenn man zu einer Flagge nich kommt, die jeweils andere nehmen
UNCOV
933
            if(!isF1Reachable)
×
934
                current_best_goal = (isF2Reachable) ? roadSeg->GetF2() : nullptr;
×
935
            else if(!isF2Reachable)
×
936
                current_best_goal = roadSeg->GetF1();
×
937
            else
938
            {
939
                // ansonsten die kürzeste von beiden
UNCOV
940
                current_best_goal = (length1 < length2) ? roadSeg->GetF1() : roadSeg->GetF2();
×
941
            }
942

943
            // Kein Weg führt hin, nächste Straße bitte
UNCOV
944
            if(!current_best_goal)
×
945
                continue;
×
946

947
            // Jeweiligen Weg bestimmen
UNCOV
948
            unsigned current_best_way = (roadSeg->GetF1() == current_best_goal) ? length1 : length2;
×
949

950
            // Produktivität ausrechnen, *10 die Produktivität + die Wegstrecke, damit die
951
            // auch noch mit einberechnet wird
UNCOV
952
            unsigned current_productivity = 10 * roadSeg->getCarrier(0)->GetProductivity() + current_best_way;
×
953

954
            // Besser als der bisher beste?
UNCOV
955
            if(current_productivity > best_productivity)
×
956
            {
957
                // Dann wird der vom Thron gestoßen
UNCOV
958
                best_productivity = current_productivity;
×
959
                best_road = roadSeg;
×
960
                *goal = current_best_goal;
×
961
            }
962
        }
963
    }
964

965
    return best_road;
10✔
966
}
967

968
struct ClientForWare
969
{
970
    noBaseBuilding* bld;
971
    unsigned estimate; // points minus half the optimal distance
972
    unsigned points;
973

UNCOV
974
    ClientForWare(noBaseBuilding* bld, unsigned estimate, unsigned points)
×
975
        : bld(bld), estimate(estimate), points(points)
×
976
    {}
×
977

UNCOV
978
    bool operator<(const ClientForWare& b) const
×
979
    {
980
        // use estimate, points and object id (as tie breaker) for sorting
UNCOV
981
        if(estimate != b.estimate)
×
982
            return estimate > b.estimate;
×
983
        else if(points != b.points)
×
984
            return points > b.points;
×
985
        else
UNCOV
986
            return bld->GetObjId() > b.bld->GetObjId();
×
987
    }
988
};
989

990
noBaseBuilding* GamePlayer::FindClientForWare(const Ware& ware)
12✔
991
{
992
    // Wenn es eine Goldmünze ist, wird das Ziel auf eine andere Art und Weise berechnet
993
    if(ware.type == GoodType::Coins)
12✔
UNCOV
994
        return FindClientForCoin(ware);
×
995

996
    // Warentyp herausfinden
997
    GoodType gt = ware.type;
12✔
998
    // All food is considered fish in the distribution table
999
    Distribution& wareDistribution =
1000
      (gt == GoodType::Bread || gt == GoodType::Meat) ? distribution[GoodType::Fish] : distribution[gt];
12✔
1001

1002
    std::vector<ClientForWare> possibleClients;
12✔
1003

1004
    const noRoadNode* start = ware.GetLocation();
12✔
1005

1006
    // Bretter und Steine können evtl. auch Häfen für Expeditionen gebrauchen
1007
    if(gt == GoodType::Stones || gt == GoodType::Boards)
12✔
1008
    {
1009
        for(nobHarborBuilding* harbor : buildings.GetHarbors())
8✔
1010
        {
UNCOV
1011
            unsigned points = harbor->CalcDistributionPoints(gt);
×
1012
            if(!points)
×
1013
                continue;
×
1014

UNCOV
1015
            points += 10 * 30; // Verteilung existiert nicht, Expeditionen haben allerdings hohe Priorität
×
1016
            unsigned distance = world.CalcDistance(start->GetPos(), harbor->GetPos()) / 2;
×
1017
            possibleClients.push_back(ClientForWare(harbor, points > distance ? points - distance : 0, points));
×
1018
        }
1019
    }
1020

1021
    for(const auto bldType : wareDistribution.client_buildings)
41✔
1022
    {
1023
        // BuildingType::Headquarters sind Baustellen!!, da HQs ja sowieso nicht gebaut werden können
1024
        if(bldType == BuildingType::Headquarters)
29✔
1025
        {
1026
            // Bei Baustellen die Extraliste abfragen
1027
            for(noBuildingSite* bldSite : buildings.GetBuildingSites())
8✔
1028
            {
UNCOV
1029
                unsigned points = bldSite->CalcDistributionPoints(gt);
×
1030
                if(!points)
×
1031
                    continue;
×
1032

UNCOV
1033
                points += wareDistribution.percent_buildings[BuildingType::Headquarters] * 30;
×
1034
                unsigned distance = world.CalcDistance(start->GetPos(), bldSite->GetPos()) / 2;
×
1035
                possibleClients.push_back(ClientForWare(bldSite, points > distance ? points - distance : 0, points));
×
1036
            }
1037
        } else
1038
        {
1039
            // Für übrige Gebäude
1040
            for(nobUsual* bld : buildings.GetBuildings(bldType))
21✔
1041
            {
UNCOV
1042
                unsigned points = bld->CalcDistributionPoints(gt);
×
1043
                if(!points)
×
1044
                    continue; // Ware not needed
×
1045

UNCOV
1046
                if(!wareDistribution.goals.empty())
×
1047
                {
UNCOV
1048
                    if(bld->GetBuildingType()
×
1049
                       == static_cast<BuildingType>(wareDistribution.goals[wareDistribution.selected_goal]))
×
1050
                        points += 300;
×
1051
                    else if(points >= 300) // avoid overflows (async!)
×
1052
                        points -= 300;
×
1053
                    else
UNCOV
1054
                        points = 0;
×
1055
                }
1056

UNCOV
1057
                unsigned distance = world.CalcDistance(start->GetPos(), bld->GetPos()) / 2;
×
1058
                possibleClients.push_back(ClientForWare(bld, points > distance ? points - distance : 0, points));
×
1059
            }
1060
        }
1061
    }
1062

1063
    // sort our clients, highest score first
1064
    std::sort(possibleClients.begin(), possibleClients.end());
12✔
1065

1066
    noBaseBuilding* lastBld = nullptr;
12✔
1067
    noBaseBuilding* bestBld = nullptr;
12✔
1068
    unsigned best_points = 0;
12✔
1069
    for(auto& possibleClient : possibleClients)
12✔
1070
    {
1071
        unsigned path_length;
1072

1073
        // If our estimate is worse (or equal) best_points, the real value cannot be better.
1074
        // As our list is sorted, further entries cannot be better either, so stop searching.
UNCOV
1075
        if(possibleClient.estimate <= best_points)
×
1076
            break;
×
1077

1078
        // get rid of double building entries. TODO: why are there double entries!?
UNCOV
1079
        if(possibleClient.bld == lastBld)
×
1080
            continue;
×
1081

UNCOV
1082
        lastBld = possibleClient.bld;
×
1083

1084
        // Just to be sure no underflow happens...
UNCOV
1085
        if(possibleClient.points < best_points + 1)
×
1086
            continue;
×
1087

1088
        // Find path ONLY if it may be better. Pathfinding is limited to the worst path score that would lead to a
1089
        // better score. This eliminates the worst case scenario where all nodes in a split road network would be hit by
1090
        // the pathfinding only to conclude that there is no possible path.
UNCOV
1091
        if(world.FindPathForWareOnRoads(*start, *possibleClient.bld, &path_length, nullptr,
×
1092
                                        (possibleClient.points - best_points) * 2 - 1)
×
1093
           != RoadPathDirection::None)
×
1094
        {
UNCOV
1095
            unsigned score = possibleClient.points - (path_length / 2);
×
1096

1097
            // As we have limited our pathfinding to take a maximum of (points - best_points) * 2 - 1 steps,
1098
            // path_length / 2 can at most be points - best_points - 1, so the score will be greater than best_points.
1099
            // :)
UNCOV
1100
            RTTR_Assert(score > best_points);
×
1101

UNCOV
1102
            best_points = score;
×
1103
            bestBld = possibleClient.bld;
×
1104
        }
1105
    }
1106

1107
    if(bestBld && !wareDistribution.goals.empty())
12✔
UNCOV
1108
        wareDistribution.selected_goal =
×
1109
          (wareDistribution.selected_goal + 907) % unsigned(wareDistribution.goals.size());
×
1110

1111
    // Wenn kein Abnehmer gefunden wurde, muss es halt in ein Lagerhaus
1112
    if(!bestBld)
12✔
1113
        bestBld = FindWarehouseForWare(ware);
12✔
1114

1115
    return bestBld;
12✔
1116
}
1117

1118
nobBaseWarehouse* GamePlayer::FindWarehouseForWare(const Ware& ware) const
16✔
1119
{
1120
    // Check whs that collect this ware
1121
    nobBaseWarehouse* wh = FindWarehouse(*ware.GetLocation(), FW::CollectsWare(ware.type), true, true);
16✔
1122
    // If there is none, check those that accept it
1123
    if(!wh)
16✔
1124
    {
1125
        // First find the ones, that do not send it right away (IMPORTANT: This avoids sending a ware to the wh that is
1126
        // sending the ware out)
1127
        wh = FindWarehouse(*ware.GetLocation(), FW::AcceptsWareButNoSend(ware.type), true, true);
16✔
1128
        // The others only if this fails
1129
        if(!wh)
16✔
1130
            wh = FindWarehouse(*ware.GetLocation(), FW::AcceptsWare(ware.type), true, true);
5✔
1131
    }
1132
    return wh;
16✔
1133
}
1134

UNCOV
1135
nobBaseMilitary* GamePlayer::FindClientForCoin(const Ware& ware) const
×
1136
{
UNCOV
1137
    nobBaseMilitary* bb = nullptr;
×
1138
    unsigned best_points = 0, points;
×
1139

1140
    // Militärgebäude durchgehen
UNCOV
1141
    for(nobMilitary* milBld : buildings.GetMilitaryBuildings())
×
1142
    {
1143
        unsigned way_points;
1144

UNCOV
1145
        points = milBld->CalcCoinsPoints();
×
1146
        // Wenn 0, will er gar keine Münzen (Goldzufuhr gestoppt)
UNCOV
1147
        if(points)
×
1148
        {
1149
            // Weg dorthin berechnen
UNCOV
1150
            if(world.FindPathForWareOnRoads(*ware.GetLocation(), *milBld, &way_points) != RoadPathDirection::None)
×
1151
            {
1152
                // Die Wegpunkte noch davon abziehen
UNCOV
1153
                points -= way_points;
×
1154
                // Besser als der bisher Beste?
UNCOV
1155
                if(points > best_points)
×
1156
                {
UNCOV
1157
                    best_points = points;
×
1158
                    bb = milBld;
×
1159
                }
1160
            }
1161
        }
1162
    }
1163

1164
    // Wenn kein Abnehmer gefunden wurde, muss es halt in ein Lagerhaus
UNCOV
1165
    if(!bb)
×
1166
        bb = FindWarehouseForWare(ware);
×
1167

UNCOV
1168
    return bb;
×
1169
}
1170

UNCOV
1171
unsigned GamePlayer::GetBuidingSitePriority(const noBuildingSite* building_site)
×
1172
{
UNCOV
1173
    if(useCustomBuildOrder_)
×
1174
    {
1175
        // Spezielle Reihenfolge
1176

1177
        // Typ in der Reihenfolge suchen und Position als Priorität zurückgeben
UNCOV
1178
        for(unsigned i = 0; i < build_order.size(); ++i)
×
1179
        {
UNCOV
1180
            if(building_site->GetBuildingType() == build_order[i])
×
1181
                return i;
×
1182
        }
1183
    } else
1184
    {
1185
        // Reihenfolge der Bauaufträge, also was zuerst in Auftrag gegeben wurde, wird zuerst gebaut
UNCOV
1186
        unsigned i = 0;
×
1187
        for(noBuildingSite* bldSite : buildings.GetBuildingSites())
×
1188
        {
UNCOV
1189
            if(building_site == bldSite)
×
1190
                return i;
×
1191
            i++;
×
1192
        }
1193
    }
1194

UNCOV
1195
    LOG.write("GameClientPlayer::GetBuidingSitePriority: ERROR: Buildingsite or type of it not found in the list!\n");
×
1196
    RTTR_Assert(false);
×
1197
    // We may want to multiply this value so don't return the absolute max value
1198
    return std::numeric_limits<unsigned>::max() / 1000;
1199
}
1200

1201
void GamePlayer::ConvertTransportData(const TransportOrders& transport_data)
2✔
1202
{
1203
    for(const auto ware : helpers::EnumRange<GoodType>{})
156✔
1204
        transportPrio[ware] = GetTransportPrioFromOrdering(transport_data, ware);
74✔
1205
}
2✔
1206

1207
bool GamePlayer::IsAlly(const unsigned char playerId) const
10,354✔
1208
{
1209
    // Der Spieler ist ja auch zu sich selber verbündet
1210
    if(GetPlayerId() == playerId)
10,354✔
1211
        return true;
2,639✔
1212
    else
1213
        return GetPactState(PactType::TreatyOfAlliance, playerId) == PactState::Accepted;
7,715✔
1214
}
1215

1216
bool GamePlayer::IsAttackable(const unsigned char playerId) const
804✔
1217
{
1218
    // Verbündete dürfen nicht angegriffen werden
1219
    if(IsAlly(playerId))
804✔
1220
        return false;
40✔
1221
    else
1222
        // Ansonsten darf bei bestehendem Nichtangriffspakt ebenfalls nicht angegriffen werden
1223
        return GetPactState(PactType::NonAgressionPact, playerId) != PactState::Accepted;
764✔
1224
}
1225

1226
void GamePlayer::OrderTroops(nobMilitary& goal, std::array<unsigned, NUM_SOLDIER_RANKS> counts,
33✔
1227
                             unsigned total_max) const
1228
{
1229
    // Solange Lagerhäuser nach Soldaten absuchen, bis entweder keins mehr übrig ist oder alle Soldaten bestellt sind
1230
    nobBaseWarehouse* wh;
1231
    unsigned sum = 0;
33✔
1232
    do
3✔
1233
    {
1234
        std::array<bool, NUM_SOLDIER_RANKS> desiredRanks;
1235
        for(unsigned i = 0; i < NUM_SOLDIER_RANKS; i++)
216✔
1236
            desiredRanks[i] = counts[i] > 0;
180✔
1237

1238
        wh = FindWarehouse(goal, FW::HasAnyMatchingSoldier(desiredRanks), false, false);
36✔
1239
        if(wh)
36✔
1240
        {
1241
            wh->OrderTroops(goal, counts, total_max);
19✔
1242
            sum = std::accumulate(counts.begin(), counts.end(), 0u);
19✔
1243
        }
1244
    } while(total_max && sum && wh);
36✔
1245
}
33✔
1246

1247
void GamePlayer::RegulateAllTroops()
67✔
1248
{
1249
    for(nobMilitary* milBld : buildings.GetMilitaryBuildings())
70✔
1250
        milBld->RegulateTroops();
3✔
1251
}
67✔
1252

1253
/// Prüft von allen Militärgebäuden die Fahnen neu
1254
void GamePlayer::RecalcMilitaryFlags()
48✔
1255
{
1256
    for(nobMilitary* milBld : buildings.GetMilitaryBuildings())
72✔
1257
        milBld->LookForEnemyBuildings(nullptr);
24✔
1258
}
48✔
1259

1260
/// Sucht für Soldaten ein neues Militärgebäude, als Argument wird Referenz auf die
1261
/// entsprechende Soldatenanzahl im Lagerhaus verlangt
1262
void GamePlayer::NewSoldiersAvailable(const unsigned& soldier_count)
90✔
1263
{
1264
    RTTR_Assert(soldier_count > 0);
90✔
1265
    // solange laufen lassen, bis soldier_count = 0, d.h. der Soldat irgendwohin geschickt wurde
1266
    // Zuerst nach unbesetzten Militärgebäude schauen
1267
    for(nobMilitary* milBld : buildings.GetMilitaryBuildings())
107✔
1268
    {
1269
        if(milBld->IsNewBuilt())
17✔
1270
        {
UNCOV
1271
            milBld->RegulateTroops();
×
1272
            // Used that soldier? Go out
UNCOV
1273
            if(!soldier_count)
×
1274
                return;
×
1275
        }
1276
    }
1277

1278
    // Als nächstes Gebäude in Grenznähe
1279
    for(nobMilitary* milBld : buildings.GetMilitaryBuildings())
107✔
1280
    {
1281
        if(milBld->GetFrontierDistance() == FrontierDistance::Near)
17✔
1282
        {
1283
            milBld->RegulateTroops();
17✔
1284
            // Used that soldier? Go out
1285
            if(!soldier_count)
17✔
UNCOV
1286
                return;
×
1287
        }
1288
    }
1289

1290
    // Und den Rest ggf.
1291
    for(nobMilitary* milBld : buildings.GetMilitaryBuildings())
107✔
1292
    {
1293
        // already checked? -> skip
1294
        if(milBld->GetFrontierDistance() == FrontierDistance::Near || milBld->IsNewBuilt())
17✔
1295
            continue;
17✔
UNCOV
1296
        milBld->RegulateTroops();
×
1297
        if(!soldier_count) // used the soldier?
×
1298
            return;
×
1299
    }
1300
}
1301

1302
void GamePlayer::CallFlagWorker(const MapPoint pt, const Job job)
32✔
1303
{
1304
    auto* flag = world.GetSpecObj<noFlag>(pt);
32✔
1305
    if(!flag)
32✔
1306
        return;
2✔
1307
    /// Find wh with given job type (e.g. geologist, scout, ...)
1308
    nobBaseWarehouse* wh = FindWarehouse(*flag, FW::HasFigure(job, true), false, false);
30✔
1309

1310
    if(wh)
30✔
1311
        wh->OrderJob(job, *flag, true);
26✔
1312
}
1313

UNCOV
1314
bool GamePlayer::IsFlagWorker(const nofFlagWorker* flagworker)
×
1315
{
1316
    return helpers::contains(flagworkers, flagworker);
×
1317
}
1318

1319
void GamePlayer::FlagDestroyed(noFlag* flag)
771✔
1320
{
1321
    // Alle durchgehen und ggf. sagen, dass sie keine Flagge mehr haben, wenn das ihre Flagge war, die zerstört wurde
1322
    for(auto it = flagworkers.begin(); it != flagworkers.end();)
771✔
1323
    {
UNCOV
1324
        if((*it)->GetFlag() == flag)
×
1325
        {
1326
            (*it)->LostWork();
×
UNCOV
1327
            it = flagworkers.erase(it);
×
1328
        } else
1329
            ++it;
×
1330
    }
1331
}
771✔
1332

1333
void GamePlayer::RefreshDefenderList()
55✔
1334
{
1335
    shouldSendDefenderList.clear();
55✔
1336
    // Add as many true values as set in the settings, the rest will be false
1337
    for(unsigned i = 0; i < MILITARY_SETTINGS_SCALE[2]; ++i)
330✔
1338
        shouldSendDefenderList.push_back(i < militarySettings_[2]);
275✔
1339
    // und ordentlich schütteln
1340
    RANDOM_SHUFFLE2(shouldSendDefenderList, 0);
55✔
1341
}
55✔
1342

1343
void GamePlayer::ChangeMilitarySettings(const MilitarySettings& military_settings)
55✔
1344
{
1345
    for(unsigned i = 0; i < military_settings.size(); ++i)
495✔
1346
    {
1347
        // Sicherstellen, dass im validen Bereich
1348
        RTTR_Assert(military_settings[i] <= MILITARY_SETTINGS_SCALE[i]);
440✔
1349
        this->militarySettings_[i] = military_settings[i];
440✔
1350
    }
1351
    /// Truppen müssen neu kalkuliert werden
1352
    RegulateAllTroops();
55✔
1353
    /// Die Verteidigungsliste muss erneuert werden
1354
    RefreshDefenderList();
55✔
1355
}
55✔
1356

1357
/// Setzt neue Werkzeugeinstellungen
1358
void GamePlayer::ChangeToolsSettings(const ToolSettings& tools_settings,
6✔
1359
                                     const helpers::EnumArray<int8_t, Tool>& orderChanges)
1360
{
1361
    const bool settingsChanged = toolsSettings_ != tools_settings;
6✔
1362
    toolsSettings_ = tools_settings;
6✔
1363
    if(settingsChanged)
6✔
1364
        world.GetNotifications().publish(ToolNote(ToolNote::SettingsChanged, GetPlayerId()));
4✔
1365

1366
    for(const auto tool : helpers::enumRange<Tool>())
168✔
1367
    {
1368
        tools_ordered[tool] = helpers::clamp(tools_ordered[tool] + orderChanges[tool], 0, 100);
72✔
1369
        tools_ordered_delta[tool] -= orderChanges[tool];
72✔
1370

1371
        if(orderChanges[tool] != 0)
72✔
1372
        {
1373
            LOG.write(">> Committing an order of %1% for tool #%2%(%3%)\n", LogTarget::File) % (int)orderChanges[tool]
8✔
1374
              % static_cast<unsigned>(tool) % _(WARE_NAMES[TOOL_TO_GOOD[tool]]);
8✔
1375
            world.GetNotifications().publish(ToolNote(ToolNote::OrderPlaced, GetPlayerId()));
4✔
1376
        }
1377
    }
1378
}
6✔
1379

1380
/// Setzt neue Verteilungseinstellungen
1381
void GamePlayer::ChangeDistribution(const Distributions& distribution_settings)
6✔
1382
{
1383
    unsigned idx = 0;
6✔
1384
    for(const DistributionMapping& mapping : distributionMap)
162✔
1385
    {
1386
        distribution[std::get<0>(mapping)].percent_buildings[std::get<1>(mapping)] = distribution_settings[idx++];
156✔
1387
    }
1388

1389
    RecalcDistribution();
6✔
1390
}
6✔
1391

1392
/// Setzt neue Baureihenfolge-Einstellungen
1393
void GamePlayer::ChangeBuildOrder(bool useCustomBuildOrder, const BuildOrders& order_data)
2✔
1394
{
1395
    this->useCustomBuildOrder_ = useCustomBuildOrder;
2✔
1396
    this->build_order = order_data;
2✔
1397
}
2✔
1398

1399
bool GamePlayer::ShouldSendDefender()
18✔
1400
{
1401
    // Wenn wir schon am Ende sind, muss die Verteidgungsliste erneuert werden
1402
    if(shouldSendDefenderList.empty())
18✔
UNCOV
1403
        RefreshDefenderList();
×
1404

1405
    bool result = shouldSendDefenderList.back();
18✔
1406
    shouldSendDefenderList.pop_back();
18✔
1407
    return result;
18✔
1408
}
1409

1410
void GamePlayer::TestDefeat()
78✔
1411
{
1412
    // Nicht schon besiegt?
1413
    // Keine Militärgebäude, keine Lagerhäuser (HQ,Häfen) -> kein Land --> verloren
1414
    if(!isDefeated && buildings.GetMilitaryBuildings().empty() && buildings.GetStorehouses().empty())
78✔
1415
        Surrender();
29✔
1416
}
78✔
1417

1418
nobHQ* GamePlayer::GetHQ() const
14✔
1419
{
1420
    const MapPoint& hqPos = GetHQPos();
14✔
1421
    return const_cast<nobHQ*>(hqPos.isValid() ? GetGameWorld().GetSpecObj<nobHQ>(hqPos) : nullptr);
14✔
1422
}
1423

1424
void GamePlayer::Surrender()
32✔
1425
{
1426
    if(isDefeated)
32✔
1427
        return;
1✔
1428

1429
    isDefeated = true;
31✔
1430

1431
    // GUI Bescheid sagen
1432
    if(world.GetGameInterface())
31✔
UNCOV
1433
        world.GetGameInterface()->GI_PlayerDefeated(GetPlayerId());
×
1434
}
1435

UNCOV
1436
void GamePlayer::SetStatisticValue(StatisticType type, unsigned value)
×
1437
{
1438
    statisticCurrentData[type] = value;
×
UNCOV
1439
}
×
1440

1441
void GamePlayer::ChangeStatisticValue(StatisticType type, int change)
1,926✔
1442
{
1443
    RTTR_Assert(change >= 0 || statisticCurrentData[type] >= static_cast<unsigned>(-change));
1,926✔
1444
    statisticCurrentData[type] += change;
1,926✔
1445
}
1,926✔
1446

1447
void GamePlayer::IncreaseMerchandiseStatistic(GoodType type)
4✔
1448
{
1449
    // Einsortieren...
1450
    switch(type)
4✔
1451
    {
UNCOV
1452
        case GoodType::Wood: statisticCurrentMerchandiseData[0]++; break;
×
UNCOV
1453
        case GoodType::Boards: statisticCurrentMerchandiseData[1]++; break;
×
1454
        case GoodType::Stones: statisticCurrentMerchandiseData[2]++; break;
×
1455
        case GoodType::Fish:
×
1456
        case GoodType::Bread:
1457
        case GoodType::Meat: statisticCurrentMerchandiseData[3]++; break;
×
UNCOV
1458
        case GoodType::Water: statisticCurrentMerchandiseData[4]++; break;
×
1459
        case GoodType::Beer: statisticCurrentMerchandiseData[5]++; break;
×
1460
        case GoodType::Coal: statisticCurrentMerchandiseData[6]++; break;
×
1461
        case GoodType::IronOre: statisticCurrentMerchandiseData[7]++; break;
×
1462
        case GoodType::Gold: statisticCurrentMerchandiseData[8]++; break;
×
1463
        case GoodType::Iron: statisticCurrentMerchandiseData[9]++; break;
×
1464
        case GoodType::Coins: statisticCurrentMerchandiseData[10]++; break;
×
1465
        case GoodType::Tongs:
3✔
1466
        case GoodType::Axe:
1467
        case GoodType::Saw:
1468
        case GoodType::PickAxe:
1469
        case GoodType::Hammer:
1470
        case GoodType::Shovel:
1471
        case GoodType::Crucible:
1472
        case GoodType::RodAndLine:
1473
        case GoodType::Scythe:
1474
        case GoodType::Cleaver:
1475
        case GoodType::Rollingpin:
1476
        case GoodType::Bow: statisticCurrentMerchandiseData[11]++; break;
3✔
UNCOV
1477
        case GoodType::ShieldVikings:
×
1478
        case GoodType::ShieldAfricans:
1479
        case GoodType::ShieldRomans:
1480
        case GoodType::ShieldJapanese:
UNCOV
1481
        case GoodType::Sword: statisticCurrentMerchandiseData[12]++; break;
×
UNCOV
1482
        case GoodType::Boat: statisticCurrentMerchandiseData[13]++; break;
×
1483
        default: break;
1✔
1484
    }
1485
}
4✔
1486

1487
/// Calculates current statistics
1488
void GamePlayer::CalcStatistics()
6✔
1489
{
1490
    // Waren aus der Inventur zählen
1491
    statisticCurrentData[StatisticType::Merchandise] = 0;
6✔
1492
    for(const auto i : helpers::enumRange<GoodType>())
468✔
1493
        statisticCurrentData[StatisticType::Merchandise] += global_inventory[i];
222✔
1494

1495
    // Bevölkerung aus der Inventur zählen
1496
    statisticCurrentData[StatisticType::Inhabitants] = 0;
6✔
1497
    for(const auto i : helpers::enumRange<Job>())
444✔
1498
        statisticCurrentData[StatisticType::Inhabitants] += global_inventory[i];
210✔
1499

1500
    // Militär aus der Inventur zählen
1501
    statisticCurrentData[StatisticType::Military] =
12✔
1502
      global_inventory.people[Job::Private] + global_inventory.people[Job::PrivateFirstClass] * 2
6✔
1503
      + global_inventory.people[Job::Sergeant] * 3 + global_inventory.people[Job::Officer] * 4
6✔
1504
      + global_inventory.people[Job::General] * 5;
6✔
1505

1506
    // Produktivität berechnen
1507
    statisticCurrentData[StatisticType::Productivity] = buildings.CalcAverageProductivity();
6✔
1508

1509
    // Total points for tournament games
1510
    statisticCurrentData[StatisticType::Tournament] =
12✔
1511
      statisticCurrentData[StatisticType::Military] + 3 * statisticCurrentData[StatisticType::Vanquished];
6✔
1512
}
6✔
1513

1514
void GamePlayer::StatisticStep()
6✔
1515
{
1516
    CalcStatistics();
6✔
1517

1518
    // 15-min-Statistik ein Feld weiterschieben
1519
    for(const auto i : helpers::enumRange<StatisticType>())
132✔
1520
    {
1521
        statistic[StatisticTime::T15Minutes].data[i][incrStatIndex(statistic[StatisticTime::T15Minutes].currentIndex)] =
54✔
1522
          statisticCurrentData[i];
54✔
1523
    }
1524
    for(unsigned i = 0; i < NUM_STAT_MERCHANDISE_TYPES; ++i)
90✔
1525
    {
1526
        statistic[StatisticTime::T15Minutes]
84✔
1527
          .merchandiseData[i][incrStatIndex(statistic[StatisticTime::T15Minutes].currentIndex)] =
168✔
1528
          statisticCurrentMerchandiseData[i];
84✔
1529
    }
1530
    statistic[StatisticTime::T15Minutes].currentIndex =
6✔
1531
      incrStatIndex(statistic[StatisticTime::T15Minutes].currentIndex);
6✔
1532

1533
    statistic[StatisticTime::T15Minutes].counter++;
6✔
1534

1535
    // Prüfen ob 4mal 15-min-Statistik weitergeschoben wurde, wenn ja: 1-h-Statistik weiterschieben
1536
    // und aktuellen Wert der 15min-Statistik benutzen
1537
    // gleiches für die 4h und 16h Statistik
1538
    for(const auto t : helpers::enumRange<StatisticTime>())
60✔
1539
    {
1540
        if(t == StatisticTime(helpers::MaxEnumValue_v<StatisticTime>))
24✔
1541
            break;
6✔
1542
        const auto nextT = StatisticTime(rttr::enum_cast(t) + 1);
18✔
1543
        if(statistic[t].counter == 4)
18✔
1544
        {
UNCOV
1545
            statistic[t].counter = 0;
×
UNCOV
1546
            for(const auto i : helpers::enumRange<StatisticType>())
×
1547
            {
1548
                statistic[nextT].data[i][incrStatIndex(statistic[nextT].currentIndex)] = statisticCurrentData[i];
×
1549
            }
1550

1551
            // Summe für den Zeitraum berechnen (immer 4 Zeitschritte der jeweils kleineren Statistik)
UNCOV
1552
            for(unsigned i = 0; i < NUM_STAT_MERCHANDISE_TYPES; ++i)
×
1553
            {
1554
                statistic[nextT].merchandiseData[i][incrStatIndex(statistic[nextT].currentIndex)] =
×
UNCOV
1555
                  statisticCurrentMerchandiseData[i]
×
1556
                  + statistic[t].merchandiseData[i][decrStatIndex(statistic[t].currentIndex, 1)]
×
1557
                  + statistic[t].merchandiseData[i][decrStatIndex(statistic[t].currentIndex, 2)]
×
1558
                  + statistic[t].merchandiseData[i][decrStatIndex(statistic[t].currentIndex, 3)];
×
1559
            }
1560

UNCOV
1561
            statistic[nextT].currentIndex = incrStatIndex(statistic[nextT].currentIndex);
×
UNCOV
1562
            statistic[nextT].counter++;
×
1563
        }
1564
    }
1565

1566
    // Warenstatistikzähler nullen
1567
    statisticCurrentMerchandiseData.fill(0);
6✔
1568
}
6✔
1569

1570
GamePlayer::Pact::Pact(SerializedGameData& sgd)
112✔
1571
    : duration(sgd.PopUnsignedInt()), start(sgd.PopUnsignedInt()), accepted(sgd.PopBool()), want_cancel(sgd.PopBool())
112✔
1572
{}
112✔
1573

1574
void GamePlayer::Pact::Serialize(SerializedGameData& sgd) const
224✔
1575
{
1576
    sgd.PushUnsignedInt(duration);
224✔
1577
    sgd.PushUnsignedInt(start);
224✔
1578
    sgd.PushBool(accepted);
224✔
1579
    sgd.PushBool(want_cancel);
224✔
1580
}
224✔
1581

1582
void GamePlayer::PactChanged(const PactType pt)
24✔
1583
{
1584
    // Recheck military flags as the border (to an enemy) might have changed
1585
    RecalcMilitaryFlags();
24✔
1586

1587
    // Ggf. den GUI Bescheid sagen, um Sichtbarkeiten etc. neu zu berechnen
1588
    if(pt == PactType::TreatyOfAlliance)
24✔
1589
    {
1590
        if(world.GetGameInterface())
6✔
UNCOV
1591
            world.GetGameInterface()->GI_TreatyOfAllianceChanged(GetPlayerId());
×
1592
    }
1593
}
24✔
1594

1595
void GamePlayer::SuggestPact(const unsigned char targetPlayerId, const PactType pt, const unsigned duration)
10✔
1596
{
1597
    // Don't try to make pact with self
1598
    if(targetPlayerId == GetPlayerId())
10✔
1599
        return;
1✔
1600

1601
    if(!pacts[targetPlayerId][pt].accepted && duration > 0)
9✔
1602
    {
1603
        pacts[targetPlayerId][pt].duration = duration;
8✔
1604
        pacts[targetPlayerId][pt].start = world.GetEvMgr().GetCurrentGF();
8✔
1605
        GamePlayer targetPlayer = world.GetPlayer(targetPlayerId);
16✔
1606
        if(targetPlayer.isHuman())
8✔
1607
            targetPlayer.SendPostMessage(std::make_unique<DiplomacyPostQuestion>(
6✔
1608
              world.GetEvMgr().GetCurrentGF(), pt, pacts[targetPlayerId][pt].start, *this, duration));
12✔
1609
        else if(world.HasLua())
2✔
1610
            world.GetLua().EventSuggestPact(pt, GetPlayerId(), targetPlayerId, duration);
2✔
1611
    }
1612
}
1613

1614
void GamePlayer::AcceptPact(const unsigned id, const PactType pt, const unsigned char targetPlayer)
21✔
1615
{
1616
    if(!pacts[targetPlayer][pt].accepted && pacts[targetPlayer][pt].duration > 0 && pacts[targetPlayer][pt].start == id)
21✔
1617
    {
1618
        MakePact(pt, targetPlayer, pacts[targetPlayer][pt].duration);
8✔
1619
        world.GetPlayer(targetPlayer).MakePact(pt, GetPlayerId(), pacts[targetPlayer][pt].duration);
8✔
1620
        PactChanged(pt);
8✔
1621
        world.GetPlayer(targetPlayer).PactChanged(pt);
8✔
1622
        if(world.HasLua())
8✔
1623
            world.GetLua().EventPactCreated(pt, GetPlayerId(), targetPlayer, pacts[targetPlayer][pt].duration);
3✔
1624
    }
1625
}
21✔
1626

1627
/// Bündnis (real, d.h. spielentscheidend) abschließen
1628
void GamePlayer::MakePact(const PactType pt, const unsigned char other_player, const unsigned duration)
16✔
1629
{
1630
    pacts[other_player][pt].accepted = true;
16✔
1631
    pacts[other_player][pt].start = world.GetEvMgr().GetCurrentGF();
16✔
1632
    pacts[other_player][pt].duration = duration;
16✔
1633
    pacts[other_player][pt].want_cancel = false;
16✔
1634

1635
    SendPostMessage(
16✔
1636
      std::make_unique<PostMsg>(world.GetEvMgr().GetCurrentGF(), pt, world.GetPlayer(other_player), true));
32✔
1637
}
16✔
1638

1639
/// Zeigt an, ob ein Pakt besteht
1640
PactState GamePlayer::GetPactState(const PactType pt, const unsigned char other_player) const
8,629✔
1641
{
1642
    // Prüfen, ob Bündnis in Kraft ist
1643
    if(pacts[other_player][pt].duration)
8,629✔
1644
    {
1645
        if(!pacts[other_player][pt].accepted)
4,686✔
1646
            return PactState::InProgress;
16✔
1647

1648
        if(pacts[other_player][pt].duration == DURATION_INFINITE
4,670✔
1649
           || world.GetEvMgr().GetCurrentGF() < pacts[other_player][pt].start + pacts[other_player][pt].duration)
4,670✔
1650
            return PactState::Accepted;
4,668✔
1651
    }
1652

1653
    return PactState::None;
3,945✔
1654
}
1655

1656
/// all allied players get a letter with the location
1657
void GamePlayer::NotifyAlliesOfLocation(const MapPoint pt)
6✔
1658
{
1659
    for(unsigned i = 0; i < world.GetNumPlayers(); ++i)
24✔
1660
    {
1661
        if(i != GetPlayerId() && IsAlly(i))
18✔
1662
            world.GetPlayer(i).SendPostMessage(std::make_unique<PostMsg>(
10✔
1663
              world.GetEvMgr().GetCurrentGF(), _("Your ally wishes to notify you of this location"),
5✔
1664
              PostCategory::Diplomacy, pt));
10✔
1665
    }
1666
}
6✔
1667

1668
/// Gibt die verbleibende Dauer zurück, die ein Bündnis noch laufen wird (DURATION_INFINITE = für immer)
1669
unsigned GamePlayer::GetRemainingPactTime(const PactType pt, const unsigned char other_player) const
125✔
1670
{
1671
    if(pacts[other_player][pt].duration)
125✔
1672
    {
1673
        if(pacts[other_player][pt].accepted)
88✔
1674
        {
1675
            if(pacts[other_player][pt].duration == DURATION_INFINITE)
76✔
UNCOV
1676
                return DURATION_INFINITE;
×
1677
            else if(world.GetEvMgr().GetCurrentGF() <= pacts[other_player][pt].start + pacts[other_player][pt].duration)
76✔
1678
                return ((pacts[other_player][pt].start + pacts[other_player][pt].duration)
76✔
1679
                        - world.GetEvMgr().GetCurrentGF());
76✔
1680
        }
1681
    }
1682

1683
    return 0;
49✔
1684
}
1685

1686
/// Gibt Einverständnis, dass dieser Spieler den Pakt auflösen will
1687
/// Falls dieser Spieler einen Bündnisvorschlag gemacht hat, wird dieser dagegen zurückgenommen
1688
void GamePlayer::CancelPact(const PactType pt, const unsigned char otherPlayerIdx)
8✔
1689
{
1690
    // Don't try to cancel pact with self
1691
    if(otherPlayerIdx == GetPlayerId())
8✔
1692
        return;
2✔
1693

1694
    // Besteht bereits ein Bündnis?
1695
    if(pacts[otherPlayerIdx][pt].accepted)
6✔
1696
    {
1697
        // Vermerken, dass der Spieler das Bündnis auflösen will
1698
        pacts[otherPlayerIdx][pt].want_cancel = true;
6✔
1699

1700
        // Will der andere Spieler das Bündnis auch auflösen?
1701
        GamePlayer& otherPlayer = world.GetPlayer(otherPlayerIdx);
6✔
1702
        if(otherPlayer.pacts[GetPlayerId()][pt].want_cancel)
6✔
1703
        {
1704
            // Dann wird das Bündnis aufgelöst
1705
            pacts[otherPlayerIdx][pt].accepted = false;
2✔
1706
            pacts[otherPlayerIdx][pt].duration = 0;
2✔
1707
            pacts[otherPlayerIdx][pt].want_cancel = false;
2✔
1708

1709
            otherPlayer.pacts[GetPlayerId()][pt].accepted = false;
2✔
1710
            otherPlayer.pacts[GetPlayerId()][pt].duration = 0;
2✔
1711
            otherPlayer.pacts[GetPlayerId()][pt].want_cancel = false;
2✔
1712

1713
            // Den Spielern eine Informationsnachricht schicken
1714
            world.GetPlayer(otherPlayerIdx)
2✔
1715
              .SendPostMessage(std::make_unique<PostMsg>(world.GetEvMgr().GetCurrentGF(), pt, *this, false));
2✔
1716
            SendPostMessage(
2✔
1717
              std::make_unique<PostMsg>(world.GetEvMgr().GetCurrentGF(), pt, world.GetPlayer(otherPlayerIdx), false));
4✔
1718
            PactChanged(pt);
2✔
1719
            otherPlayer.PactChanged(pt);
2✔
1720
            if(world.HasLua())
2✔
1721
                world.GetLua().EventPactCanceled(pt, GetPlayerId(), otherPlayerIdx);
1✔
1722
        } else
1723
        {
1724
            // Ansonsten den anderen Spieler fragen, ob der das auch so sieht
1725
            if(otherPlayer.isHuman())
4✔
1726
                otherPlayer.SendPostMessage(std::make_unique<DiplomacyPostQuestion>(
3✔
1727
                  world.GetEvMgr().GetCurrentGF(), pt, pacts[otherPlayerIdx][pt].start, *this));
6✔
1728
            else if(!world.HasLua() || world.GetLua().EventCancelPactRequest(pt, GetPlayerId(), otherPlayerIdx))
1✔
1729
            {
1730
                // AI accepts cancels, if there is no lua-interace
1731
                pacts[otherPlayerIdx][pt].accepted = false;
1✔
1732
                pacts[otherPlayerIdx][pt].duration = 0;
1✔
1733
                pacts[otherPlayerIdx][pt].want_cancel = false;
1✔
1734

1735
                otherPlayer.pacts[GetPlayerId()][pt].accepted = false;
1✔
1736
                otherPlayer.pacts[GetPlayerId()][pt].duration = 0;
1✔
1737
                otherPlayer.pacts[GetPlayerId()][pt].want_cancel = false;
1✔
1738

1739
                if(world.HasLua())
1✔
1740
                    world.GetLua().EventPactCanceled(pt, GetPlayerId(), otherPlayerIdx);
1✔
1741
            }
1742
        }
1743
    } else
1744
    {
1745
        // Es besteht kein Bündnis, also unseren Bündnisvorschlag wieder zurücknehmen
UNCOV
1746
        pacts[otherPlayerIdx][pt].duration = 0;
×
1747
    }
1748
}
1749

1750
void GamePlayer::MakeStartPacts()
57✔
1751
{
1752
    // Reset pacts
1753
    for(unsigned i = 0; i < world.GetNumPlayers(); ++i)
226✔
1754
    {
1755
        for(const auto z : helpers::enumRange<PactType>())
1,352✔
1756
            pacts[i][z] = Pact();
338✔
1757
    }
1758

1759
    // No team -> No pacts
1760
    if(team == Team::None)
57✔
1761
        return;
4✔
1762
    RTTR_Assert(isTeam(team));
53✔
1763

1764
    // Create ally- and non-aggression-pact for all players of same team
1765
    for(unsigned i = 0; i < world.GetNumPlayers(); ++i)
209✔
1766
    {
1767
        if(team != world.GetPlayer(i).team)
156✔
1768
            continue;
63✔
1769
        for(const auto z : helpers::enumRange<PactType>())
744✔
1770
        {
1771
            pacts[i][z].duration = DURATION_INFINITE;
186✔
1772
            pacts[i][z].start = 0;
186✔
1773
            pacts[i][z].accepted = true;
186✔
1774
            pacts[i][z].want_cancel = false;
186✔
1775
        }
1776
    }
1777
}
1778

1779
bool GamePlayer::IsWareRegistred(const Ware& ware)
162✔
1780
{
1781
    return helpers::contains(ware_list, &ware);
162✔
1782
}
1783

1784
bool GamePlayer::IsWareDependent(const Ware& ware)
14✔
1785
{
1786
    for(nobBaseWarehouse* wh : buildings.GetStorehouses())
41✔
1787
    {
1788
        if(wh->IsWareDependent(ware))
27✔
UNCOV
1789
            return true;
×
1790
    }
1791

1792
    return false;
14✔
1793
}
1794

1795
void GamePlayer::IncreaseInventoryWare(const GoodType ware, const unsigned count)
14,278✔
1796
{
1797
    global_inventory.Add(ConvertShields(ware), count);
14,278✔
1798
}
14,278✔
1799

1800
void GamePlayer::DecreaseInventoryWare(const GoodType ware, const unsigned count)
2,279✔
1801
{
1802
    global_inventory.Remove(ConvertShields(ware), count);
2,279✔
1803
}
2,279✔
1804

1805
/// Registriert ein Schiff beim Einwohnermeldeamt
1806
void GamePlayer::RegisterShip(noShip& ship)
21✔
1807
{
1808
    ships.push_back(&ship);
21✔
1809
    // Evtl bekommt das Schiffchen gleich was zu tun?
1810
    GetJobForShip(ship);
21✔
1811
}
21✔
1812

1813
struct ShipForHarbor
1814
{
1815
    noShip* ship;
1816
    uint32_t estimate;
1817

1818
    ShipForHarbor(noShip* ship, uint32_t estimate) : ship(ship), estimate(estimate) {}
18✔
1819

UNCOV
1820
    bool operator<(const ShipForHarbor& b) const
×
1821
    {
1822
        return (estimate < b.estimate) || (estimate == b.estimate && ship->GetObjId() < b.ship->GetObjId());
×
1823
    }
1824
};
1825

1826
/// Schiff für Hafen bestellen
1827
bool GamePlayer::OrderShip(nobHarborBuilding& hb)
32✔
1828
{
1829
    std::vector<ShipForHarbor> sfh;
64✔
1830

1831
    // we need more ships than those that are already on their way? limit search to idle ships
1832
    if(GetShipsToHarbor(hb) < hb.GetNumNeededShips())
32✔
1833
    {
1834
        for(noShip* ship : ships)
64✔
1835
        {
1836
            if(ship->IsIdling() && world.IsHarborAtSea(world.GetHarborPointID(hb.GetPos()), ship->GetSeaID()))
32✔
1837
                sfh.push_back(ShipForHarbor(ship, world.CalcDistance(hb.GetPos(), ship->GetPos())));
18✔
1838
        }
1839
    } else
1840
    {
UNCOV
1841
        for(noShip* ship : ships)
×
1842
        {
1843
            if((ship->IsIdling() && world.IsHarborAtSea(world.GetHarborPointID(hb.GetPos()), ship->GetSeaID()))
×
UNCOV
1844
               || ship->IsGoingToHarbor(hb))
×
1845
            {
1846
                sfh.push_back(ShipForHarbor(ship, world.CalcDistance(hb.GetPos(), ship->GetPos())));
×
1847
            }
1848
        }
1849
    }
1850

1851
    std::sort(sfh.begin(), sfh.end());
32✔
1852

1853
    noShip* best_ship = nullptr;
32✔
1854
    uint32_t best_distance = std::numeric_limits<uint32_t>::max();
32✔
1855
    std::vector<Direction> best_route;
64✔
1856

1857
    for(auto& it : sfh)
41✔
1858
    {
1859
        uint32_t distance;
1860
        std::vector<Direction> route;
18✔
1861

1862
        // the estimate (air-line distance) for this and all other ships in the list is already worse than what we
1863
        // found? disregard the rest
1864
        if(it.estimate >= best_distance)
18✔
UNCOV
1865
            break;
×
1866

1867
        noShip& ship = *it.ship;
18✔
1868

1869
        MapPoint dest = world.GetCoastalPoint(hb.GetHarborPosID(), ship.GetSeaID());
18✔
1870

1871
        // ship already there?
1872
        if(ship.GetPos() == dest)
18✔
1873
        {
1874
            hb.ShipArrived(ship);
9✔
1875
            return (true);
9✔
1876
        }
1877

1878
        if(world.FindShipPathToHarbor(ship.GetPos(), hb.GetHarborPosID(), ship.GetSeaID(), &route, &distance))
9✔
1879
        {
1880
            if(distance < best_distance)
9✔
1881
            {
1882
                best_ship = &ship;
9✔
1883
                best_distance = distance;
9✔
1884
                best_route = route;
9✔
1885
            }
1886
        }
1887
    }
1888

1889
    // only order ships not already on their way
1890
    if(best_ship && best_ship->IsIdling())
23✔
1891
    {
1892
        best_ship->GoToHarbor(hb, best_route);
9✔
1893

1894
        return (true);
9✔
1895
    }
1896

1897
    return (false);
14✔
1898
}
1899

1900
/// Meldet das Schiff wieder ab
UNCOV
1901
void GamePlayer::RemoveShip(noShip* ship)
×
1902
{
1903
    for(unsigned i = 0; i < ships.size(); ++i)
×
1904
    {
1905
        if(ships[i] == ship)
×
1906
        {
1907
            ships.erase(ships.begin() + i);
×
UNCOV
1908
            return;
×
1909
        }
1910
    }
1911
}
1912

1913
/// Versucht, für ein untätiges Schiff eine Arbeit zu suchen
1914
void GamePlayer::GetJobForShip(noShip& ship)
31✔
1915
{
1916
    // Evtl. steht irgendwo eine Expedition an und das Schiff kann diese übernehmen
1917
    nobHarborBuilding* best = nullptr;
31✔
1918
    int best_points = 0;
31✔
1919
    std::vector<Direction> best_route;
31✔
1920

1921
    // Beste Weglänge, die ein Schiff zurücklegen muss, welches gerade nichts zu tun hat
1922
    for(nobHarborBuilding* harbor : buildings.GetHarbors())
64✔
1923
    {
1924
        // Braucht der Hafen noch Schiffe?
1925
        if(harbor->GetNumNeededShips() == 0)
33✔
1926
            continue;
33✔
1927

1928
        // Anzahl der Schiffe ermitteln, die diesen Hafen bereits anfahren
UNCOV
1929
        unsigned ships_coming = GetShipsToHarbor(*harbor);
×
1930

1931
        // Evtl. kommen schon genug?
UNCOV
1932
        if(harbor->GetNumNeededShips() <= ships_coming)
×
UNCOV
1933
            continue;
×
1934

1935
        // liegen wir am gleichen Meer?
UNCOV
1936
        if(world.IsHarborAtSea(harbor->GetHarborPosID(), ship.GetSeaID()))
×
1937
        {
1938
            const MapPoint coastPt = world.GetCoastalPoint(harbor->GetHarborPosID(), ship.GetSeaID());
×
1939

1940
            // Evtl. sind wir schon da?
UNCOV
1941
            if(ship.GetPos() == coastPt)
×
1942
            {
1943
                harbor->ShipArrived(ship);
×
UNCOV
1944
                return;
×
1945
            }
1946

1947
            unsigned length;
UNCOV
1948
            std::vector<Direction> route;
×
1949

1950
            if(world.FindShipPathToHarbor(ship.GetPos(), harbor->GetHarborPosID(), ship.GetSeaID(), &route, &length))
×
1951
            {
1952
                // Punkte ausrechnen
UNCOV
1953
                int points = harbor->GetNeedForShip(ships_coming) - length;
×
UNCOV
1954
                if(points > best_points || !best)
×
1955
                {
1956
                    best = harbor;
×
UNCOV
1957
                    best_points = points;
×
1958
                    best_route = route;
×
1959
                }
1960
            }
1961
        }
1962
    }
1963

1964
    // Einen Hafen gefunden?
1965
    if(best)
31✔
1966
        // Dann bekommt das gleich der Hafen
UNCOV
1967
        ship.GoToHarbor(*best, best_route);
×
1968
}
1969

1970
/// Gibt die ID eines Schiffes zurück
1971
unsigned GamePlayer::GetShipID(const noShip* const ship) const
13✔
1972
{
1973
    for(unsigned i = 0; i < ships.size(); ++i)
13✔
1974
        if(ships[i] == ship)
13✔
1975
            return i;
13✔
1976

UNCOV
1977
    return 0xFFFFFFFF;
×
1978
}
1979

1980
/// Gibt ein Schiff anhand der ID zurück bzw. nullptr, wenn keines mit der ID existiert
1981
noShip* GamePlayer::GetShipByID(const unsigned ship_id) const
20✔
1982
{
1983
    if(ship_id >= ships.size())
20✔
UNCOV
1984
        return nullptr;
×
1985
    else
1986
        return ships[ship_id];
20✔
1987
}
1988

1989
/// Gibt eine Liste mit allen Häfen dieses Spieler zurück, die an ein bestimmtes Meer angrenzen
1990
void GamePlayer::GetHarborsAtSea(std::vector<nobHarborBuilding*>& harbor_buildings, const unsigned short seaId) const
198✔
1991
{
1992
    for(nobHarborBuilding* harbor : buildings.GetHarbors())
642✔
1993
    {
1994
        if(helpers::contains(harbor_buildings, harbor))
444✔
1995
            continue;
216✔
1996

1997
        if(world.IsHarborAtSea(harbor->GetHarborPosID(), seaId))
228✔
1998
            harbor_buildings.push_back(harbor);
228✔
1999
    }
2000
}
198✔
2001

2002
/// Gibt die Anzahl der Schiffe, die einen bestimmten Hafen ansteuern, zurück
2003
unsigned GamePlayer::GetShipsToHarbor(const nobHarborBuilding& hb) const
71✔
2004
{
2005
    unsigned count = 0;
71✔
2006
    for(const auto* ship : ships)
142✔
2007
    {
2008
        if(ship->IsGoingToHarbor(hb))
71✔
2009
            ++count;
5✔
2010
    }
2011

2012
    return count;
71✔
2013
}
2014

2015
/// Sucht einen Hafen in der Nähe, wo dieses Schiff seine Waren abladen kann
2016
/// gibt true zurück, falls erfolgreich
2017
bool GamePlayer::FindHarborForUnloading(noShip* ship, const MapPoint start, unsigned* goal_harborId,
5✔
2018
                                        std::vector<Direction>* route, nobHarborBuilding* exception)
2019
{
2020
    nobHarborBuilding* best = nullptr;
5✔
2021
    unsigned best_distance = 0xffffffff;
5✔
2022

2023
    for(nobHarborBuilding* hb : buildings.GetHarbors())
8✔
2024
    {
2025
        // Bestimmten Hafen ausschließen
2026
        if(hb == exception)
3✔
UNCOV
2027
            continue;
×
2028

2029
        // Prüfen, ob Hafen an das Meer, wo sich das Schiff gerade befindet, angrenzt
2030
        if(!world.IsHarborAtSea(hb->GetHarborPosID(), ship->GetSeaID()))
3✔
UNCOV
2031
            continue;
×
2032

2033
        // Distanz ermitteln zwischen Schiff und Hafen, Schiff kann natürlich auch über Kartenränder fahren
2034
        unsigned distance = world.CalcDistance(ship->GetPos(), hb->GetPos());
3✔
2035

2036
        // Kürzerer Weg als bisher bestes Ziel?
2037
        if(distance < best_distance)
3✔
2038
        {
2039
            best_distance = distance;
3✔
2040
            best = hb;
3✔
2041
        }
2042
    }
2043

2044
    // Hafen gefunden?
2045
    if(best)
5✔
2046
    {
2047
        // Weg dorthin suchen
2048
        route->clear();
3✔
2049
        *goal_harborId = best->GetHarborPosID();
3✔
2050
        const MapPoint coastPt = world.GetCoastalPoint(best->GetHarborPosID(), ship->GetSeaID());
3✔
2051
        if(start == coastPt
3✔
2052
           || world.FindShipPathToHarbor(start, best->GetHarborPosID(), ship->GetSeaID(), route, nullptr))
3✔
2053
            return true;
3✔
2054
    }
2055

2056
    return false;
2✔
2057
}
2058

UNCOV
2059
void GamePlayer::TestForEmergencyProgramm()
×
2060
{
2061
    // we are already defeated, do not even think about an emergency program - it's too late :-(
UNCOV
2062
    if(isDefeated)
×
UNCOV
2063
        return;
×
2064

2065
    // In Lagern vorhandene Bretter und Steine zählen
UNCOV
2066
    unsigned boards = 0;
×
UNCOV
2067
    unsigned stones = 0;
×
2068
    for(nobBaseWarehouse* wh : buildings.GetStorehouses())
×
2069
    {
2070
        boards += wh->GetInventory().goods[GoodType::Boards];
×
UNCOV
2071
        stones += wh->GetInventory().goods[GoodType::Stones];
×
2072
    }
2073

2074
    // Emergency happens, if we have less than 10 boards or stones...
UNCOV
2075
    bool isNewEmergency = boards <= 10 || stones <= 10;
×
2076
    // ...and no woddcutter or sawmill
2077
    isNewEmergency &=
×
UNCOV
2078
      buildings.GetBuildings(BuildingType::Woodcutter).empty() || buildings.GetBuildings(BuildingType::Sawmill).empty();
×
2079

2080
    // Wenn nötig, Notfallprogramm auslösen
UNCOV
2081
    if(isNewEmergency)
×
2082
    {
2083
        if(!emergency)
×
2084
        {
2085
            emergency = true;
×
UNCOV
2086
            SendPostMessage(std::make_unique<PostMsg>(
×
2087
              world.GetEvMgr().GetCurrentGF(), _("The emergency program has been activated."), PostCategory::Economy));
×
2088
        }
2089
    } else
2090
    {
2091
        // Sobald Notfall vorbei, Notfallprogramm beenden, evtl. Baustellen wieder mit Kram versorgen
UNCOV
2092
        if(emergency)
×
2093
        {
2094
            emergency = false;
×
UNCOV
2095
            SendPostMessage(std::make_unique<PostMsg>(world.GetEvMgr().GetCurrentGF(),
×
2096
                                                      _("The emergency program has been deactivated."),
×
2097
                                                      PostCategory::Economy));
×
2098
            FindMaterialForBuildingSites();
×
2099
        }
2100
    }
2101
}
2102

2103
/// Testet die Bündnisse, ob sie nicht schon abgelaufen sind
2104
void GamePlayer::TestPacts()
20✔
2105
{
2106
    for(unsigned i = 0; i < world.GetNumPlayers(); ++i)
80✔
2107
    {
2108
        if(i == GetPlayerId())
60✔
2109
            continue;
20✔
2110

2111
        for(const auto pact : helpers::enumRange<PactType>())
320✔
2112
        {
2113
            // Pact not running
2114
            if(pacts[i][pact].duration == 0)
80✔
2115
                continue;
60✔
2116
            if(GetPactState(pact, i) == PactState::None)
20✔
2117
            {
2118
                // Pact was running but is expired -> Cancel for both players
2119
                pacts[i][pact].duration = 0;
2✔
2120
                pacts[i][pact].accepted = false;
2✔
2121
                GamePlayer& otherPlayer = world.GetPlayer(i);
2✔
2122
                RTTR_Assert(otherPlayer.pacts[GetPlayerId()][pact].duration);
2✔
2123
                RTTR_Assert(otherPlayer.pacts[GetPlayerId()][pact].accepted);
2✔
2124
                otherPlayer.pacts[GetPlayerId()][pact].duration = 0;
2✔
2125
                otherPlayer.pacts[GetPlayerId()][pact].accepted = false;
2✔
2126
                // And notify
2127
                PactChanged(pact);
2✔
2128
                otherPlayer.PactChanged(pact);
2✔
2129
            }
2130
        }
2131
    }
2132
}
20✔
2133

2134
bool GamePlayer::CanBuildCatapult() const
1✔
2135
{
2136
    // Wenn AddonId::LIMIT_CATAPULTS nicht aktiv ist, bauen immer erlaubt
2137
    if(!world.GetGGS().isEnabled(AddonId::LIMIT_CATAPULTS)) //-V807
1✔
2138
        return true;
1✔
2139

UNCOV
2140
    BuildingCount bc = buildings.GetBuildingNums();
×
2141

2142
    unsigned max = 0;
×
2143
    // proportional?
2144
    if(world.GetGGS().getSelection(AddonId::LIMIT_CATAPULTS) == 1)
×
2145
    {
2146
        max = int(bc.buildings[BuildingType::Barracks] * 0.125 + bc.buildings[BuildingType::Guardhouse] * 0.25
×
UNCOV
2147
                  + bc.buildings[BuildingType::Watchtower] * 0.5 + bc.buildings[BuildingType::Fortress]
×
2148
                  + 0.111); // to avoid rounding errors
×
2149
    } else if(world.GetGGS().getSelection(AddonId::LIMIT_CATAPULTS) < 8)
×
2150
    {
2151
        const std::array<unsigned, 6> limits = {{0, 3, 5, 10, 20, 30}};
×
UNCOV
2152
        max = limits[world.GetGGS().getSelection(AddonId::LIMIT_CATAPULTS) - 2];
×
2153
    }
2154

UNCOV
2155
    return bc.buildings[BuildingType::Catapult] + bc.buildingSites[BuildingType::Catapult] < max;
×
2156
}
2157

2158
/// A ship has discovered new hostile territory --> determines if this is new
2159
/// i.e. there is a sufficient distance to older locations
2160
/// Returns true if yes and false if not
2161
bool GamePlayer::ShipDiscoveredHostileTerritory(const MapPoint location)
25✔
2162
{
2163
    // Prüfen, ob Abstand zu bisherigen Punkten nicht zu klein
2164
    for(const auto& enemies_discovered_by_ship : enemies_discovered_by_ships)
25✔
2165
    {
2166
        if(world.CalcDistance(enemies_discovered_by_ship, location) < 30)
24✔
2167
            return false;
24✔
2168
    }
2169

2170
    // Nein? Dann haben wir ein neues Territorium gefunden
2171
    enemies_discovered_by_ships.push_back(location);
1✔
2172

2173
    return true;
1✔
2174
}
2175

2176
/// For debug only
2177
bool GamePlayer::IsDependentFigure(const noFigure& fig)
190✔
2178
{
2179
    for(const nobBaseWarehouse* wh : buildings.GetStorehouses())
482✔
2180
    {
2181
        if(wh->IsDependentFigure(fig))
292✔
UNCOV
2182
            return true;
×
2183
    }
2184
    return false;
190✔
2185
}
2186

2187
std::vector<nobBaseWarehouse*> GamePlayer::GetWarehousesForTrading(const nobBaseWarehouse& goalWh) const
18✔
2188
{
2189
    std::vector<nobBaseWarehouse*> result;
18✔
2190

2191
    // Don't try to trade with us!
2192
    if(goalWh.GetPlayer() == GetPlayerId())
18✔
2193
        return result;
6✔
2194

2195
    const MapPoint goalFlagPos = goalWh.GetFlagPos();
12✔
2196

2197
    TradePathCache& tradePathCache = world.GetTradePathCache();
12✔
2198
    for(nobBaseWarehouse* wh : buildings.GetStorehouses())
24✔
2199
    {
2200
        // Is there a trade path from this warehouse to wh? (flag to flag)
2201
        if(tradePathCache.pathExists(wh->GetFlagPos(), goalFlagPos, GetPlayerId()))
12✔
2202
            result.push_back(wh);
4✔
2203
    }
2204

2205
    return result;
12✔
2206
}
2207

2208
struct WarehouseDistanceComparator
2209
{
2210
    // Reference warehouse position, to which we want to calc the distance
2211
    const MapPoint refWareHousePos_;
2212
    /// GameWorld
2213
    const GameWorld& gwg_;
2214

2215
    WarehouseDistanceComparator(const nobBaseWarehouse& refWareHouse, const GameWorld& world)
12✔
2216
        : refWareHousePos_(refWareHouse.GetPos()), gwg_(world)
12✔
2217
    {}
12✔
2218

UNCOV
2219
    bool operator()(nobBaseWarehouse* const wh1, nobBaseWarehouse* const wh2) const
×
2220
    {
2221
        unsigned dist1 = gwg_.CalcDistance(wh1->GetPos(), refWareHousePos_);
×
UNCOV
2222
        unsigned dist2 = gwg_.CalcDistance(wh2->GetPos(), refWareHousePos_);
×
2223
        return (dist1 < dist2) || (dist1 == dist2 && wh1->GetObjId() < wh2->GetObjId());
×
2224
    }
2225
};
2226

2227
/// Send wares to warehouse wh
2228
void GamePlayer::Trade(nobBaseWarehouse* goalWh, const boost_variant2<GoodType, Job>& what, unsigned count) const
18✔
2229
{
2230
    if(!world.GetGGS().isEnabled(AddonId::TRADE))
18✔
2231
        return;
6✔
2232

2233
    if(count == 0)
16✔
2234
        return;
2✔
2235

2236
    // Don't try to trade with us!
2237
    if(goalWh->GetPlayer() == GetPlayerId())
14✔
2238
        return;
1✔
2239

2240
    // No trades with enemies
2241
    if(!IsAlly(goalWh->GetPlayer()))
13✔
2242
        return;
1✔
2243

2244
    const MapPoint goalFlagPos = goalWh->GetFlagPos();
12✔
2245

2246
    std::vector<nobBaseWarehouse*> whs(buildings.GetStorehouses().begin(), buildings.GetStorehouses().end());
12✔
2247
    std::sort(whs.begin(), whs.end(), WarehouseDistanceComparator(*goalWh, world));
12✔
2248
    TradePathCache& tradePathCache = world.GetTradePathCache();
12✔
2249
    for(nobBaseWarehouse* wh : whs)
24✔
2250
    {
2251
        // Get available wares
2252
        const unsigned available =
2253
          boost::variant2::visit(composeVisitor([wh](GoodType gt) { return wh->GetAvailableWaresForTrading(gt); },
19✔
2254
                                                [wh](Job job) { return wh->GetAvailableFiguresForTrading(job); }),
17✔
2255
                                 what);
12✔
2256
        if(available == 0)
12✔
UNCOV
2257
            continue;
×
2258

2259
        const unsigned actualCount = std::min(available, count);
12✔
2260

2261
        // Find a trade path from flag to flag
2262
        TradeRoute tr(world, GetPlayerId(), wh->GetFlagPos(), goalFlagPos);
12✔
2263

2264
        // Found a path?
2265
        if(tr.IsValid())
12✔
2266
        {
2267
            // Add to cache for future searches
2268
            tradePathCache.addEntry(tr.GetTradePath(), GetPlayerId());
11✔
2269

2270
            wh->StartTradeCaravane(what, actualCount, tr, goalWh);
11✔
2271
            count -= available;
11✔
2272
            if(count == 0)
11✔
UNCOV
2273
                return;
×
2274
        }
2275
    }
2276
}
2277

2278
bool GamePlayer::IsBuildingEnabled(BuildingType type) const
959✔
2279
{
2280
    return building_enabled[type] || (isHuman() && world.GetGameInterface()->GI_GetCheats().areAllBuildingsEnabled());
959✔
2281
}
2282

2283
void GamePlayer::FillVisualSettings(VisualSettings& visualSettings) const
2✔
2284
{
2285
    Distributions& visDistribution = visualSettings.distribution;
2✔
2286
    unsigned visIdx = 0;
2✔
2287
    for(const DistributionMapping& mapping : distributionMap)
54✔
2288
    {
2289
        visDistribution[visIdx++] = distribution[std::get<0>(mapping)].percent_buildings[std::get<1>(mapping)];
52✔
2290
    }
2291

2292
    visualSettings.useCustomBuildOrder = useCustomBuildOrder_;
2✔
2293
    visualSettings.build_order = build_order;
2✔
2294

2295
    visualSettings.transport_order = GetOrderingFromTransportPrio(transportPrio);
2✔
2296

2297
    visualSettings.military_settings = militarySettings_;
2✔
2298
    visualSettings.tools_settings = toolsSettings_;
2✔
2299
}
2✔
2300

2301
#define INSTANTIATE_FINDWH(Cond)                                                                                \
2302
    template nobBaseWarehouse* GamePlayer::FindWarehouse(const noRoadNode&, const Cond&, bool, bool, unsigned*, \
2303
                                                         const RoadSegment*) const
2304

2305
INSTANTIATE_FINDWH(FW::HasMinWares);
2306
INSTANTIATE_FINDWH(FW::HasFigure);
2307
INSTANTIATE_FINDWH(FW::HasWareAndFigure);
2308
INSTANTIATE_FINDWH(FW::HasAnyMatchingSoldier);
2309
INSTANTIATE_FINDWH(FW::AcceptsWare);
2310
INSTANTIATE_FINDWH(FW::AcceptsFigure);
2311
INSTANTIATE_FINDWH(FW::CollectsWare);
2312
INSTANTIATE_FINDWH(FW::CollectsFigure);
2313
INSTANTIATE_FINDWH(FW::HasWareButNoCollect);
2314
INSTANTIATE_FINDWH(FW::HasFigureButNoCollect);
2315
INSTANTIATE_FINDWH(FW::AcceptsFigureButNoSend);
2316
INSTANTIATE_FINDWH(FW::NoCondition);
2317

2318
#undef INSTANTIATE_FINDWH
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