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Return-To-The-Roots / s25client / 22033922967

15 Feb 2026 10:15AM UTC coverage: 50.824% (-0.002%) from 50.826%
22033922967

Pull #1889

github

web-flow
Merge a4e58e9de into e6489dca6
Pull Request #1889: Pathfinding: reject unconnected buildings / construction sites in specific scenarios

14 of 20 new or added lines in 3 files covered. (70.0%)

6 existing lines in 3 files now uncovered.

22800 of 44861 relevant lines covered (50.82%)

41071.18 hits per line

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74.11
/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,
3,835✔
358
                                            bool to_wh, bool use_boat_roads, unsigned* length,
359
                                            const RoadSegment* forbidden) const
360
{
361
    nobBaseWarehouse* best = nullptr;
3,835✔
362

363
    unsigned best_length = std::numeric_limits<unsigned>::max();
3,835✔
364

365
    for(nobBaseWarehouse* wh : buildings.GetStorehouses())
12,957✔
366
    {
367
        // Lagerhaus geeignet?
368
        RTTR_Assert(wh);
9,127✔
369
        if(!isWarehouseGood(*wh))
9,127✔
370
            continue;
6,854✔
371

372
        if(start.GetPos() == wh->GetPos())
2,282✔
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)
2,277✔
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,
2,268✔
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)
3,830✔
399
        *length = best_length;
378✔
400

401
    return best;
3,830✔
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
633
        best[0] = FindWarehouse(*rs.GetF1(), FW::HasWareAndFigure(GoodType::Boat, Job::Helper, false), false, false,
×
634
                                length.data(), &rs);
635
        // 2. Flagge des Weges
636
        best[1] = FindWarehouse(*rs.GetF2(), FW::HasWareAndFigure(GoodType::Boat, Job::Helper, false), false, false,
×
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)
66,775✔
711
            wareGoals.push_back(bldEntry.first);
56,843✔
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✔
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

770
unsigned GamePlayer::GetToolsOrderedVisual(Tool tool) const
×
771
{
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

780
bool GamePlayer::ChangeToolOrderVisual(Tool tool, int changeAmount) const
×
781
{
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
    // Optimization: return early if building is isolated
808
    if(goal.GetType() == NodalObjectType::Building || goal.GetType() == NodalObjectType::Buildingsite)
157✔
809
    {
810
        auto* bld = static_cast<noBaseBuilding*>(&goal);
157✔
811
        if(!bld->IsConnected())
157✔
812
            return false;
125✔
813
    }
814

815
    nobBaseWarehouse* wh = FindWarehouse(goal, FW::HasFigure(job, true), false, false);
32✔
816

817
    if(wh)
32✔
818
    {
819
        // Es wurde ein Lagerhaus gefunden, wo es den geforderten Beruf gibt, also den Typen zur Arbeit rufen
820
        wh->OrderJob(job, goal, true);
32✔
821
        return true;
32✔
822
    }
823

UNCOV
824
    return false;
×
825
}
826

827
void GamePlayer::FindWarehouseForAllJobs()
179✔
828
{
829
    for(auto it = jobs_wanted.begin(); it != jobs_wanted.end();)
198✔
830
    {
831
        if(FindWarehouseForJob(it->job, *it->workplace))
19✔
832
            it = jobs_wanted.erase(it);
19✔
833
        else
834
            ++it;
×
835
    }
836
}
179✔
837

838
void GamePlayer::FindWarehouseForAllJobs(const Job job)
308✔
839
{
840
    for(auto it = jobs_wanted.begin(); it != jobs_wanted.end();)
308✔
841
    {
842
        if(it->job == job)
×
843
        {
844
            if(FindWarehouseForJob(it->job, *it->workplace))
×
845
                it = jobs_wanted.erase(it);
×
846
            else
847
                ++it;
×
848
        } else
849
            ++it;
×
850
    }
851
}
308✔
852

853
Ware* GamePlayer::OrderWare(const GoodType ware, noBaseBuilding& goal)
113✔
854
{
855
    /// Gibt es ein Lagerhaus mit dieser Ware?
856
    nobBaseWarehouse* wh = FindWarehouse(goal, FW::HasMinWares(ware, 1), false, true);
113✔
857

858
    if(wh)
113✔
859
    {
860
        // Prüfe ob Notfallprogramm aktiv
861
        if(!emergency)
108✔
862
            return wh->OrderWare(ware, goal);
108✔
863
        else
864
        {
865
            // Wenn Notfallprogramm aktiv nur an Holzfäller und Sägewerke Bretter/Steine liefern
866
            if((ware != GoodType::Boards && ware != GoodType::Stones)
×
867
               || goal.GetBuildingType() == BuildingType::Woodcutter || goal.GetBuildingType() == BuildingType::Sawmill)
×
868
                return wh->OrderWare(ware, goal);
×
869
            else
870
                return nullptr;
×
871
        }
872
    } else // no warehouse can deliver the ware -> check all our wares for lost wares that might match the order
873
    {
874
        unsigned bestLength = std::numeric_limits<unsigned>::max();
5✔
875
        Ware* bestWare = nullptr;
5✔
876
        for(Ware* curWare : ware_list)
5✔
877
        {
UNCOV
878
            if(curWare->IsLostWare() && curWare->type == ware)
×
879
            {
880
                // got a lost ware with a road to goal -> find best
881
                unsigned curLength = curWare->CheckNewGoalForLostWare(goal);
×
882
                if(curLength < bestLength)
×
883
                {
884
                    bestLength = curLength;
×
885
                    bestWare = curWare;
×
886
                }
887
            }
888
        }
889
        if(bestWare)
5✔
890
        {
891
            bestWare->SetNewGoalForLostWare(goal);
×
892
            return bestWare;
×
893
        }
894
    }
895
    return nullptr;
5✔
896
}
897

898
nofCarrier* GamePlayer::OrderDonkey(RoadSegment& road) const
3✔
899
{
900
    std::array<unsigned, 2> length;
901
    std::array<nobBaseWarehouse*, 2> best;
902

903
    // 1. Flagge des Weges
904
    best[0] = FindWarehouse(*road.GetF1(), FW::HasFigure(Job::PackDonkey, false), false, false, length.data(), &road);
3✔
905
    // 2. Flagge des Weges
906
    best[1] = FindWarehouse(*road.GetF2(), FW::HasFigure(Job::PackDonkey, false), false, false, &length[1], &road);
3✔
907

908
    // überhaupt nen Weg gefunden?
909
    // Welche Flagge benutzen?
910
    if(best[0] && (!best[1] || length[0] < length[1]))
3✔
911
        return best[0]->OrderDonkey(road, *road.GetF1());
2✔
912
    else if(best[1])
1✔
913
        return best[1]->OrderDonkey(road, *road.GetF2());
×
914
    else
915
        return nullptr;
1✔
916
}
917

918
RoadSegment* GamePlayer::FindRoadForDonkey(noRoadNode& start, noRoadNode** goal)
10✔
919
{
920
    // Bisher höchste Trägerproduktivität und die entsprechende Straße dazu
921
    unsigned best_productivity = 0;
10✔
922
    RoadSegment* best_road = nullptr;
10✔
923
    // Beste Flagge dieser Straße
924
    *goal = nullptr;
10✔
925

926
    for(RoadSegment* roadSeg : roads)
12✔
927
    {
928
        // Braucht die Straße einen Esel?
929
        if(roadSeg->NeedDonkey())
2✔
930
        {
931
            // Beste Flagge von diesem Weg, und beste Wegstrecke
932
            noRoadNode* current_best_goal = nullptr;
×
933
            // Weg zu beiden Flaggen berechnen
934
            unsigned length1, length2;
935
            bool isF1Reachable = world.FindHumanPathOnRoads(start, *roadSeg->GetF1(), &length1, nullptr, roadSeg)
×
936
                                 != RoadPathDirection::None;
×
937
            bool isF2Reachable = world.FindHumanPathOnRoads(start, *roadSeg->GetF2(), &length2, nullptr, roadSeg)
×
938
                                 != RoadPathDirection::None;
×
939

940
            // Wenn man zu einer Flagge nich kommt, die jeweils andere nehmen
941
            if(!isF1Reachable)
×
942
                current_best_goal = (isF2Reachable) ? roadSeg->GetF2() : nullptr;
×
943
            else if(!isF2Reachable)
×
944
                current_best_goal = roadSeg->GetF1();
×
945
            else
946
            {
947
                // ansonsten die kürzeste von beiden
948
                current_best_goal = (length1 < length2) ? roadSeg->GetF1() : roadSeg->GetF2();
×
949
            }
950

951
            // Kein Weg führt hin, nächste Straße bitte
952
            if(!current_best_goal)
×
953
                continue;
×
954

955
            // Jeweiligen Weg bestimmen
956
            unsigned current_best_way = (roadSeg->GetF1() == current_best_goal) ? length1 : length2;
×
957

958
            // Produktivität ausrechnen, *10 die Produktivität + die Wegstrecke, damit die
959
            // auch noch mit einberechnet wird
960
            unsigned current_productivity = 10 * roadSeg->getCarrier(0)->GetProductivity() + current_best_way;
×
961

962
            // Besser als der bisher beste?
963
            if(current_productivity > best_productivity)
×
964
            {
965
                // Dann wird der vom Thron gestoßen
966
                best_productivity = current_productivity;
×
967
                best_road = roadSeg;
×
968
                *goal = current_best_goal;
×
969
            }
970
        }
971
    }
972

973
    return best_road;
10✔
974
}
975

976
struct ClientForWare
977
{
978
    noBaseBuilding* bld;
979
    unsigned estimate; // points minus half the optimal distance
980
    unsigned points;
981

982
    ClientForWare(noBaseBuilding* bld, unsigned estimate, unsigned points)
×
983
        : bld(bld), estimate(estimate), points(points)
×
984
    {}
×
985

986
    bool operator<(const ClientForWare& b) const
×
987
    {
988
        // use estimate, points and object id (as tie breaker) for sorting
989
        if(estimate != b.estimate)
×
990
            return estimate > b.estimate;
×
991
        else if(points != b.points)
×
992
            return points > b.points;
×
993
        else
994
            return bld->GetObjId() > b.bld->GetObjId();
×
995
    }
996
};
997

998
noBaseBuilding* GamePlayer::FindClientForWare(const Ware& ware)
12✔
999
{
1000
    // Wenn es eine Goldmünze ist, wird das Ziel auf eine andere Art und Weise berechnet
1001
    if(ware.type == GoodType::Coins)
12✔
1002
        return FindClientForCoin(ware);
×
1003

1004
    // Warentyp herausfinden
1005
    GoodType gt = ware.type;
12✔
1006
    // All food is considered fish in the distribution table
1007
    Distribution& wareDistribution =
1008
      (gt == GoodType::Bread || gt == GoodType::Meat) ? distribution[GoodType::Fish] : distribution[gt];
12✔
1009

1010
    std::vector<ClientForWare> possibleClients;
12✔
1011

1012
    const noRoadNode* start = ware.GetLocation();
12✔
1013

1014
    // Bretter und Steine können evtl. auch Häfen für Expeditionen gebrauchen
1015
    if(gt == GoodType::Stones || gt == GoodType::Boards)
12✔
1016
    {
1017
        for(nobHarborBuilding* harbor : buildings.GetHarbors())
8✔
1018
        {
1019
            unsigned points = harbor->CalcDistributionPoints(gt);
×
1020
            if(!points)
×
1021
                continue;
×
1022

1023
            points += 10 * 30; // Verteilung existiert nicht, Expeditionen haben allerdings hohe Priorität
×
1024
            unsigned distance = world.CalcDistance(start->GetPos(), harbor->GetPos()) / 2;
×
1025
            possibleClients.push_back(ClientForWare(harbor, points > distance ? points - distance : 0, points));
×
1026
        }
1027
    }
1028

1029
    for(const auto bldType : wareDistribution.client_buildings)
41✔
1030
    {
1031
        // BuildingType::Headquarters sind Baustellen!!, da HQs ja sowieso nicht gebaut werden können
1032
        if(bldType == BuildingType::Headquarters)
29✔
1033
        {
1034
            // Bei Baustellen die Extraliste abfragen
1035
            for(noBuildingSite* bldSite : buildings.GetBuildingSites())
8✔
1036
            {
1037
                // Optimization: return early if building is isolated
NEW
1038
                if(!bldSite->IsConnected())
×
NEW
1039
                    continue;
×
1040

1041
                unsigned points = bldSite->CalcDistributionPoints(gt);
×
1042
                if(!points)
×
1043
                    continue;
×
1044

1045
                points += wareDistribution.percent_buildings[BuildingType::Headquarters] * 30;
×
1046
                unsigned distance = world.CalcDistance(start->GetPos(), bldSite->GetPos()) / 2;
×
1047
                possibleClients.push_back(ClientForWare(bldSite, points > distance ? points - distance : 0, points));
×
1048
            }
1049
        } else
1050
        {
1051
            // Für übrige Gebäude
1052
            for(nobUsual* bld : buildings.GetBuildings(bldType))
21✔
1053
            {
1054
                // Optimization: return early if building is isolated
NEW
1055
                if(!bld->IsConnected())
×
NEW
1056
                    continue;
×
1057

1058
                unsigned points = bld->CalcDistributionPoints(gt);
×
1059
                if(!points)
×
1060
                    continue; // Ware not needed
×
1061

1062
                if(!wareDistribution.goals.empty())
×
1063
                {
1064
                    if(bld->GetBuildingType()
×
1065
                       == static_cast<BuildingType>(wareDistribution.goals[wareDistribution.selected_goal]))
×
1066
                        points += 300;
×
1067
                    else if(points >= 300) // avoid overflows (async!)
×
1068
                        points -= 300;
×
1069
                    else
1070
                        points = 0;
×
1071
                }
1072

1073
                unsigned distance = world.CalcDistance(start->GetPos(), bld->GetPos()) / 2;
×
1074
                possibleClients.push_back(ClientForWare(bld, points > distance ? points - distance : 0, points));
×
1075
            }
1076
        }
1077
    }
1078

1079
    // sort our clients, highest score first
1080
    std::sort(possibleClients.begin(), possibleClients.end());
12✔
1081

1082
    noBaseBuilding* lastBld = nullptr;
12✔
1083
    noBaseBuilding* bestBld = nullptr;
12✔
1084
    unsigned best_points = 0;
12✔
1085
    for(auto& possibleClient : possibleClients)
12✔
1086
    {
1087
        unsigned path_length;
1088

1089
        // If our estimate is worse (or equal) best_points, the real value cannot be better.
1090
        // As our list is sorted, further entries cannot be better either, so stop searching.
1091
        if(possibleClient.estimate <= best_points)
×
1092
            break;
×
1093

1094
        // get rid of double building entries. TODO: why are there double entries!?
1095
        if(possibleClient.bld == lastBld)
×
1096
            continue;
×
1097

1098
        lastBld = possibleClient.bld;
×
1099

1100
        // Just to be sure no underflow happens...
1101
        if(possibleClient.points < best_points + 1)
×
1102
            continue;
×
1103

1104
        // Find path ONLY if it may be better. Pathfinding is limited to the worst path score that would lead to a
1105
        // better score. This eliminates the worst case scenario where all nodes in a split road network would be hit by
1106
        // the pathfinding only to conclude that there is no possible path.
1107
        if(world.FindPathForWareOnRoads(*start, *possibleClient.bld, &path_length, nullptr,
×
1108
                                        (possibleClient.points - best_points) * 2 - 1)
×
1109
           != RoadPathDirection::None)
×
1110
        {
1111
            unsigned score = possibleClient.points - (path_length / 2);
×
1112

1113
            // As we have limited our pathfinding to take a maximum of (points - best_points) * 2 - 1 steps,
1114
            // path_length / 2 can at most be points - best_points - 1, so the score will be greater than best_points.
1115
            // :)
1116
            RTTR_Assert(score > best_points);
×
1117

1118
            best_points = score;
×
1119
            bestBld = possibleClient.bld;
×
1120
        }
1121
    }
1122

1123
    if(bestBld && !wareDistribution.goals.empty())
12✔
1124
        wareDistribution.selected_goal =
×
1125
          (wareDistribution.selected_goal + 907) % unsigned(wareDistribution.goals.size());
×
1126

1127
    // Wenn kein Abnehmer gefunden wurde, muss es halt in ein Lagerhaus
1128
    if(!bestBld)
12✔
1129
        bestBld = FindWarehouseForWare(ware);
12✔
1130

1131
    return bestBld;
12✔
1132
}
1133

1134
nobBaseWarehouse* GamePlayer::FindWarehouseForWare(const Ware& ware) const
16✔
1135
{
1136
    // Check whs that collect this ware
1137
    nobBaseWarehouse* wh = FindWarehouse(*ware.GetLocation(), FW::CollectsWare(ware.type), true, true);
16✔
1138
    // If there is none, check those that accept it
1139
    if(!wh)
16✔
1140
    {
1141
        // First find the ones, that do not send it right away (IMPORTANT: This avoids sending a ware to the wh that is
1142
        // sending the ware out)
1143
        wh = FindWarehouse(*ware.GetLocation(), FW::AcceptsWareButNoSend(ware.type), true, true);
16✔
1144
        // The others only if this fails
1145
        if(!wh)
16✔
1146
            wh = FindWarehouse(*ware.GetLocation(), FW::AcceptsWare(ware.type), true, true);
5✔
1147
    }
1148
    return wh;
16✔
1149
}
1150

1151
nobBaseMilitary* GamePlayer::FindClientForCoin(const Ware& ware) const
×
1152
{
1153
    nobBaseMilitary* bb = nullptr;
×
1154
    unsigned best_points = 0, points;
×
1155

1156
    // Militärgebäude durchgehen
1157
    for(nobMilitary* milBld : buildings.GetMilitaryBuildings())
×
1158
    {
1159
        // Optimization: return early if building is isolated
NEW
1160
        if(!milBld->IsConnected())
×
NEW
1161
            continue;
×
1162

1163
        points = milBld->CalcCoinsPoints();
×
1164
        // Wenn 0, will er gar keine Münzen (Goldzufuhr gestoppt)
1165
        if(points)
×
1166
        {
1167
            unsigned way_points;
1168

1169
            // Weg dorthin berechnen
1170
            if(world.FindPathForWareOnRoads(*ware.GetLocation(), *milBld, &way_points) != RoadPathDirection::None)
×
1171
            {
1172
                // Die Wegpunkte noch davon abziehen
1173
                points -= way_points;
×
1174
                // Besser als der bisher Beste?
1175
                if(points > best_points)
×
1176
                {
1177
                    best_points = points;
×
1178
                    bb = milBld;
×
1179
                }
1180
            }
1181
        }
1182
    }
1183

1184
    // Wenn kein Abnehmer gefunden wurde, muss es halt in ein Lagerhaus
1185
    if(!bb)
×
1186
        bb = FindWarehouseForWare(ware);
×
1187

1188
    return bb;
×
1189
}
1190

1191
unsigned GamePlayer::GetBuidingSitePriority(const noBuildingSite* building_site)
×
1192
{
1193
    if(useCustomBuildOrder_)
×
1194
    {
1195
        // Spezielle Reihenfolge
1196

1197
        // Typ in der Reihenfolge suchen und Position als Priorität zurückgeben
1198
        for(unsigned i = 0; i < build_order.size(); ++i)
×
1199
        {
1200
            if(building_site->GetBuildingType() == build_order[i])
×
1201
                return i;
×
1202
        }
1203
    } else
1204
    {
1205
        // Reihenfolge der Bauaufträge, also was zuerst in Auftrag gegeben wurde, wird zuerst gebaut
1206
        unsigned i = 0;
×
1207
        for(noBuildingSite* bldSite : buildings.GetBuildingSites())
×
1208
        {
1209
            if(building_site == bldSite)
×
1210
                return i;
×
1211
            i++;
×
1212
        }
1213
    }
1214

1215
    LOG.write("GameClientPlayer::GetBuidingSitePriority: ERROR: Buildingsite or type of it not found in the list!\n");
×
1216
    RTTR_Assert(false);
×
1217
    // We may want to multiply this value so don't return the absolute max value
1218
    return std::numeric_limits<unsigned>::max() / 1000;
1219
}
1220

1221
void GamePlayer::ConvertTransportData(const TransportOrders& transport_data)
2✔
1222
{
1223
    for(const auto ware : helpers::EnumRange<GoodType>{})
156✔
1224
        transportPrio[ware] = GetTransportPrioFromOrdering(transport_data, ware);
74✔
1225
}
2✔
1226

1227
bool GamePlayer::IsAlly(const unsigned char playerId) const
10,354✔
1228
{
1229
    // Der Spieler ist ja auch zu sich selber verbündet
1230
    if(GetPlayerId() == playerId)
10,354✔
1231
        return true;
2,639✔
1232
    else
1233
        return GetPactState(PactType::TreatyOfAlliance, playerId) == PactState::Accepted;
7,715✔
1234
}
1235

1236
bool GamePlayer::IsAttackable(const unsigned char playerId) const
804✔
1237
{
1238
    // Verbündete dürfen nicht angegriffen werden
1239
    if(IsAlly(playerId))
804✔
1240
        return false;
40✔
1241
    else
1242
        // Ansonsten darf bei bestehendem Nichtangriffspakt ebenfalls nicht angegriffen werden
1243
        return GetPactState(PactType::NonAgressionPact, playerId) != PactState::Accepted;
764✔
1244
}
1245

1246
void GamePlayer::OrderTroops(nobMilitary& goal, std::array<unsigned, NUM_SOLDIER_RANKS> counts,
33✔
1247
                             unsigned total_max) const
1248
{
1249
    // Solange Lagerhäuser nach Soldaten absuchen, bis entweder keins mehr übrig ist oder alle Soldaten bestellt sind
1250
    nobBaseWarehouse* wh;
1251
    unsigned sum = 0;
33✔
1252
    do
3✔
1253
    {
1254
        std::array<bool, NUM_SOLDIER_RANKS> desiredRanks;
1255
        for(unsigned i = 0; i < NUM_SOLDIER_RANKS; i++)
216✔
1256
            desiredRanks[i] = counts[i] > 0;
180✔
1257

1258
        wh = FindWarehouse(goal, FW::HasAnyMatchingSoldier(desiredRanks), false, false);
36✔
1259
        if(wh)
36✔
1260
        {
1261
            wh->OrderTroops(goal, counts, total_max);
19✔
1262
            sum = std::accumulate(counts.begin(), counts.end(), 0u);
19✔
1263
        }
1264
    } while(total_max && sum && wh);
36✔
1265
}
33✔
1266

1267
void GamePlayer::RegulateAllTroops()
67✔
1268
{
1269
    for(nobMilitary* milBld : buildings.GetMilitaryBuildings())
70✔
1270
        milBld->RegulateTroops();
3✔
1271
}
67✔
1272

1273
/// Prüft von allen Militärgebäuden die Fahnen neu
1274
void GamePlayer::RecalcMilitaryFlags()
48✔
1275
{
1276
    for(nobMilitary* milBld : buildings.GetMilitaryBuildings())
72✔
1277
        milBld->LookForEnemyBuildings(nullptr);
24✔
1278
}
48✔
1279

1280
/// Sucht für Soldaten ein neues Militärgebäude, als Argument wird Referenz auf die
1281
/// entsprechende Soldatenanzahl im Lagerhaus verlangt
1282
void GamePlayer::NewSoldiersAvailable(const unsigned& soldier_count)
90✔
1283
{
1284
    RTTR_Assert(soldier_count > 0);
90✔
1285
    // solange laufen lassen, bis soldier_count = 0, d.h. der Soldat irgendwohin geschickt wurde
1286
    // Zuerst nach unbesetzten Militärgebäude schauen
1287
    for(nobMilitary* milBld : buildings.GetMilitaryBuildings())
107✔
1288
    {
1289
        if(milBld->IsNewBuilt())
17✔
1290
        {
1291
            milBld->RegulateTroops();
×
1292
            // Used that soldier? Go out
1293
            if(!soldier_count)
×
1294
                return;
×
1295
        }
1296
    }
1297

1298
    // Als nächstes Gebäude in Grenznähe
1299
    for(nobMilitary* milBld : buildings.GetMilitaryBuildings())
107✔
1300
    {
1301
        if(milBld->GetFrontierDistance() == FrontierDistance::Near)
17✔
1302
        {
1303
            milBld->RegulateTroops();
17✔
1304
            // Used that soldier? Go out
1305
            if(!soldier_count)
17✔
1306
                return;
×
1307
        }
1308
    }
1309

1310
    // Und den Rest ggf.
1311
    for(nobMilitary* milBld : buildings.GetMilitaryBuildings())
107✔
1312
    {
1313
        // already checked? -> skip
1314
        if(milBld->GetFrontierDistance() == FrontierDistance::Near || milBld->IsNewBuilt())
17✔
1315
            continue;
17✔
1316
        milBld->RegulateTroops();
×
1317
        if(!soldier_count) // used the soldier?
×
1318
            return;
×
1319
    }
1320
}
1321

1322
void GamePlayer::CallFlagWorker(const MapPoint pt, const Job job)
32✔
1323
{
1324
    auto* flag = world.GetSpecObj<noFlag>(pt);
32✔
1325
    if(!flag)
32✔
1326
        return;
2✔
1327
    /// Find wh with given job type (e.g. geologist, scout, ...)
1328
    nobBaseWarehouse* wh = FindWarehouse(*flag, FW::HasFigure(job, true), false, false);
30✔
1329

1330
    if(wh)
30✔
1331
        wh->OrderJob(job, *flag, true);
26✔
1332
}
1333

1334
bool GamePlayer::IsFlagWorker(const nofFlagWorker* flagworker)
×
1335
{
1336
    return helpers::contains(flagworkers, flagworker);
×
1337
}
1338

1339
void GamePlayer::FlagDestroyed(noFlag* flag)
771✔
1340
{
1341
    // Alle durchgehen und ggf. sagen, dass sie keine Flagge mehr haben, wenn das ihre Flagge war, die zerstört wurde
1342
    for(auto it = flagworkers.begin(); it != flagworkers.end();)
771✔
1343
    {
1344
        if((*it)->GetFlag() == flag)
×
1345
        {
1346
            (*it)->LostWork();
×
1347
            it = flagworkers.erase(it);
×
1348
        } else
1349
            ++it;
×
1350
    }
1351
}
771✔
1352

1353
void GamePlayer::RefreshDefenderList()
55✔
1354
{
1355
    shouldSendDefenderList.clear();
55✔
1356
    // Add as many true values as set in the settings, the rest will be false
1357
    for(unsigned i = 0; i < MILITARY_SETTINGS_SCALE[2]; ++i)
330✔
1358
        shouldSendDefenderList.push_back(i < militarySettings_[2]);
275✔
1359
    // und ordentlich schütteln
1360
    RANDOM_SHUFFLE2(shouldSendDefenderList, 0);
55✔
1361
}
55✔
1362

1363
void GamePlayer::ChangeMilitarySettings(const MilitarySettings& military_settings)
55✔
1364
{
1365
    for(unsigned i = 0; i < military_settings.size(); ++i)
495✔
1366
    {
1367
        // Sicherstellen, dass im validen Bereich
1368
        RTTR_Assert(military_settings[i] <= MILITARY_SETTINGS_SCALE[i]);
440✔
1369
        this->militarySettings_[i] = military_settings[i];
440✔
1370
    }
1371
    /// Truppen müssen neu kalkuliert werden
1372
    RegulateAllTroops();
55✔
1373
    /// Die Verteidigungsliste muss erneuert werden
1374
    RefreshDefenderList();
55✔
1375
}
55✔
1376

1377
/// Setzt neue Werkzeugeinstellungen
1378
void GamePlayer::ChangeToolsSettings(const ToolSettings& tools_settings,
6✔
1379
                                     const helpers::EnumArray<int8_t, Tool>& orderChanges)
1380
{
1381
    const bool settingsChanged = toolsSettings_ != tools_settings;
6✔
1382
    toolsSettings_ = tools_settings;
6✔
1383
    if(settingsChanged)
6✔
1384
        world.GetNotifications().publish(ToolNote(ToolNote::SettingsChanged, GetPlayerId()));
4✔
1385

1386
    for(const auto tool : helpers::enumRange<Tool>())
168✔
1387
    {
1388
        tools_ordered[tool] = helpers::clamp(tools_ordered[tool] + orderChanges[tool], 0, 100);
72✔
1389
        tools_ordered_delta[tool] -= orderChanges[tool];
72✔
1390

1391
        if(orderChanges[tool] != 0)
72✔
1392
        {
1393
            LOG.write(">> Committing an order of %1% for tool #%2%(%3%)\n", LogTarget::File) % (int)orderChanges[tool]
8✔
1394
              % static_cast<unsigned>(tool) % _(WARE_NAMES[TOOL_TO_GOOD[tool]]);
8✔
1395
            world.GetNotifications().publish(ToolNote(ToolNote::OrderPlaced, GetPlayerId()));
4✔
1396
        }
1397
    }
1398
}
6✔
1399

1400
/// Setzt neue Verteilungseinstellungen
1401
void GamePlayer::ChangeDistribution(const Distributions& distribution_settings)
6✔
1402
{
1403
    unsigned idx = 0;
6✔
1404
    for(const DistributionMapping& mapping : distributionMap)
162✔
1405
    {
1406
        distribution[std::get<0>(mapping)].percent_buildings[std::get<1>(mapping)] = distribution_settings[idx++];
156✔
1407
    }
1408

1409
    RecalcDistribution();
6✔
1410
}
6✔
1411

1412
/// Setzt neue Baureihenfolge-Einstellungen
1413
void GamePlayer::ChangeBuildOrder(bool useCustomBuildOrder, const BuildOrders& order_data)
2✔
1414
{
1415
    this->useCustomBuildOrder_ = useCustomBuildOrder;
2✔
1416
    this->build_order = order_data;
2✔
1417
}
2✔
1418

1419
bool GamePlayer::ShouldSendDefender()
18✔
1420
{
1421
    // Wenn wir schon am Ende sind, muss die Verteidgungsliste erneuert werden
1422
    if(shouldSendDefenderList.empty())
18✔
1423
        RefreshDefenderList();
×
1424

1425
    bool result = shouldSendDefenderList.back();
18✔
1426
    shouldSendDefenderList.pop_back();
18✔
1427
    return result;
18✔
1428
}
1429

1430
void GamePlayer::TestDefeat()
78✔
1431
{
1432
    // Nicht schon besiegt?
1433
    // Keine Militärgebäude, keine Lagerhäuser (HQ,Häfen) -> kein Land --> verloren
1434
    if(!isDefeated && buildings.GetMilitaryBuildings().empty() && buildings.GetStorehouses().empty())
78✔
1435
        Surrender();
29✔
1436
}
78✔
1437

1438
nobHQ* GamePlayer::GetHQ() const
14✔
1439
{
1440
    const MapPoint& hqPos = GetHQPos();
14✔
1441
    return const_cast<nobHQ*>(hqPos.isValid() ? GetGameWorld().GetSpecObj<nobHQ>(hqPos) : nullptr);
14✔
1442
}
1443

1444
void GamePlayer::Surrender()
32✔
1445
{
1446
    if(isDefeated)
32✔
1447
        return;
1✔
1448

1449
    isDefeated = true;
31✔
1450

1451
    // GUI Bescheid sagen
1452
    if(world.GetGameInterface())
31✔
1453
        world.GetGameInterface()->GI_PlayerDefeated(GetPlayerId());
×
1454
}
1455

1456
void GamePlayer::SetStatisticValue(StatisticType type, unsigned value)
×
1457
{
1458
    statisticCurrentData[type] = value;
×
1459
}
×
1460

1461
void GamePlayer::ChangeStatisticValue(StatisticType type, int change)
1,926✔
1462
{
1463
    RTTR_Assert(change >= 0 || statisticCurrentData[type] >= static_cast<unsigned>(-change));
1,926✔
1464
    statisticCurrentData[type] += change;
1,926✔
1465
}
1,926✔
1466

1467
void GamePlayer::IncreaseMerchandiseStatistic(GoodType type)
4✔
1468
{
1469
    // Einsortieren...
1470
    switch(type)
4✔
1471
    {
1472
        case GoodType::Wood: statisticCurrentMerchandiseData[0]++; break;
×
1473
        case GoodType::Boards: statisticCurrentMerchandiseData[1]++; break;
×
1474
        case GoodType::Stones: statisticCurrentMerchandiseData[2]++; break;
×
1475
        case GoodType::Fish:
×
1476
        case GoodType::Bread:
1477
        case GoodType::Meat: statisticCurrentMerchandiseData[3]++; break;
×
1478
        case GoodType::Water: statisticCurrentMerchandiseData[4]++; break;
×
1479
        case GoodType::Beer: statisticCurrentMerchandiseData[5]++; break;
×
1480
        case GoodType::Coal: statisticCurrentMerchandiseData[6]++; break;
×
1481
        case GoodType::IronOre: statisticCurrentMerchandiseData[7]++; break;
×
1482
        case GoodType::Gold: statisticCurrentMerchandiseData[8]++; break;
×
1483
        case GoodType::Iron: statisticCurrentMerchandiseData[9]++; break;
×
1484
        case GoodType::Coins: statisticCurrentMerchandiseData[10]++; break;
×
1485
        case GoodType::Tongs:
3✔
1486
        case GoodType::Axe:
1487
        case GoodType::Saw:
1488
        case GoodType::PickAxe:
1489
        case GoodType::Hammer:
1490
        case GoodType::Shovel:
1491
        case GoodType::Crucible:
1492
        case GoodType::RodAndLine:
1493
        case GoodType::Scythe:
1494
        case GoodType::Cleaver:
1495
        case GoodType::Rollingpin:
1496
        case GoodType::Bow: statisticCurrentMerchandiseData[11]++; break;
3✔
1497
        case GoodType::ShieldVikings:
×
1498
        case GoodType::ShieldAfricans:
1499
        case GoodType::ShieldRomans:
1500
        case GoodType::ShieldJapanese:
1501
        case GoodType::Sword: statisticCurrentMerchandiseData[12]++; break;
×
1502
        case GoodType::Boat: statisticCurrentMerchandiseData[13]++; break;
×
1503
        default: break;
1✔
1504
    }
1505
}
4✔
1506

1507
/// Calculates current statistics
1508
void GamePlayer::CalcStatistics()
6✔
1509
{
1510
    // Waren aus der Inventur zählen
1511
    statisticCurrentData[StatisticType::Merchandise] = 0;
6✔
1512
    for(const auto i : helpers::enumRange<GoodType>())
468✔
1513
        statisticCurrentData[StatisticType::Merchandise] += global_inventory[i];
222✔
1514

1515
    // Bevölkerung aus der Inventur zählen
1516
    statisticCurrentData[StatisticType::Inhabitants] = 0;
6✔
1517
    for(const auto i : helpers::enumRange<Job>())
444✔
1518
        statisticCurrentData[StatisticType::Inhabitants] += global_inventory[i];
210✔
1519

1520
    // Militär aus der Inventur zählen
1521
    statisticCurrentData[StatisticType::Military] =
12✔
1522
      global_inventory.people[Job::Private] + global_inventory.people[Job::PrivateFirstClass] * 2
6✔
1523
      + global_inventory.people[Job::Sergeant] * 3 + global_inventory.people[Job::Officer] * 4
6✔
1524
      + global_inventory.people[Job::General] * 5;
6✔
1525

1526
    // Produktivität berechnen
1527
    statisticCurrentData[StatisticType::Productivity] = buildings.CalcAverageProductivity();
6✔
1528

1529
    // Total points for tournament games
1530
    statisticCurrentData[StatisticType::Tournament] =
12✔
1531
      statisticCurrentData[StatisticType::Military] + 3 * statisticCurrentData[StatisticType::Vanquished];
6✔
1532
}
6✔
1533

1534
void GamePlayer::StatisticStep()
6✔
1535
{
1536
    CalcStatistics();
6✔
1537

1538
    // 15-min-Statistik ein Feld weiterschieben
1539
    for(const auto i : helpers::enumRange<StatisticType>())
132✔
1540
    {
1541
        statistic[StatisticTime::T15Minutes].data[i][incrStatIndex(statistic[StatisticTime::T15Minutes].currentIndex)] =
54✔
1542
          statisticCurrentData[i];
54✔
1543
    }
1544
    for(unsigned i = 0; i < NUM_STAT_MERCHANDISE_TYPES; ++i)
90✔
1545
    {
1546
        statistic[StatisticTime::T15Minutes]
84✔
1547
          .merchandiseData[i][incrStatIndex(statistic[StatisticTime::T15Minutes].currentIndex)] =
168✔
1548
          statisticCurrentMerchandiseData[i];
84✔
1549
    }
1550
    statistic[StatisticTime::T15Minutes].currentIndex =
6✔
1551
      incrStatIndex(statistic[StatisticTime::T15Minutes].currentIndex);
6✔
1552

1553
    statistic[StatisticTime::T15Minutes].counter++;
6✔
1554

1555
    // Prüfen ob 4mal 15-min-Statistik weitergeschoben wurde, wenn ja: 1-h-Statistik weiterschieben
1556
    // und aktuellen Wert der 15min-Statistik benutzen
1557
    // gleiches für die 4h und 16h Statistik
1558
    for(const auto t : helpers::enumRange<StatisticTime>())
60✔
1559
    {
1560
        if(t == StatisticTime(helpers::MaxEnumValue_v<StatisticTime>))
24✔
1561
            break;
6✔
1562
        const auto nextT = StatisticTime(rttr::enum_cast(t) + 1);
18✔
1563
        if(statistic[t].counter == 4)
18✔
1564
        {
1565
            statistic[t].counter = 0;
×
1566
            for(const auto i : helpers::enumRange<StatisticType>())
×
1567
            {
1568
                statistic[nextT].data[i][incrStatIndex(statistic[nextT].currentIndex)] = statisticCurrentData[i];
×
1569
            }
1570

1571
            // Summe für den Zeitraum berechnen (immer 4 Zeitschritte der jeweils kleineren Statistik)
1572
            for(unsigned i = 0; i < NUM_STAT_MERCHANDISE_TYPES; ++i)
×
1573
            {
1574
                statistic[nextT].merchandiseData[i][incrStatIndex(statistic[nextT].currentIndex)] =
×
1575
                  statisticCurrentMerchandiseData[i]
×
1576
                  + statistic[t].merchandiseData[i][decrStatIndex(statistic[t].currentIndex, 1)]
×
1577
                  + statistic[t].merchandiseData[i][decrStatIndex(statistic[t].currentIndex, 2)]
×
1578
                  + statistic[t].merchandiseData[i][decrStatIndex(statistic[t].currentIndex, 3)];
×
1579
            }
1580

1581
            statistic[nextT].currentIndex = incrStatIndex(statistic[nextT].currentIndex);
×
1582
            statistic[nextT].counter++;
×
1583
        }
1584
    }
1585

1586
    // Warenstatistikzähler nullen
1587
    statisticCurrentMerchandiseData.fill(0);
6✔
1588
}
6✔
1589

1590
GamePlayer::Pact::Pact(SerializedGameData& sgd)
112✔
1591
    : duration(sgd.PopUnsignedInt()), start(sgd.PopUnsignedInt()), accepted(sgd.PopBool()), want_cancel(sgd.PopBool())
112✔
1592
{}
112✔
1593

1594
void GamePlayer::Pact::Serialize(SerializedGameData& sgd) const
224✔
1595
{
1596
    sgd.PushUnsignedInt(duration);
224✔
1597
    sgd.PushUnsignedInt(start);
224✔
1598
    sgd.PushBool(accepted);
224✔
1599
    sgd.PushBool(want_cancel);
224✔
1600
}
224✔
1601

1602
void GamePlayer::PactChanged(const PactType pt)
24✔
1603
{
1604
    // Recheck military flags as the border (to an enemy) might have changed
1605
    RecalcMilitaryFlags();
24✔
1606

1607
    // Ggf. den GUI Bescheid sagen, um Sichtbarkeiten etc. neu zu berechnen
1608
    if(pt == PactType::TreatyOfAlliance)
24✔
1609
    {
1610
        if(world.GetGameInterface())
6✔
1611
            world.GetGameInterface()->GI_TreatyOfAllianceChanged(GetPlayerId());
×
1612
    }
1613
}
24✔
1614

1615
void GamePlayer::SuggestPact(const unsigned char targetPlayerId, const PactType pt, const unsigned duration)
10✔
1616
{
1617
    // Don't try to make pact with self
1618
    if(targetPlayerId == GetPlayerId())
10✔
1619
        return;
1✔
1620

1621
    if(!pacts[targetPlayerId][pt].accepted && duration > 0)
9✔
1622
    {
1623
        pacts[targetPlayerId][pt].duration = duration;
8✔
1624
        pacts[targetPlayerId][pt].start = world.GetEvMgr().GetCurrentGF();
8✔
1625
        GamePlayer targetPlayer = world.GetPlayer(targetPlayerId);
16✔
1626
        if(targetPlayer.isHuman())
8✔
1627
            targetPlayer.SendPostMessage(std::make_unique<DiplomacyPostQuestion>(
6✔
1628
              world.GetEvMgr().GetCurrentGF(), pt, pacts[targetPlayerId][pt].start, *this, duration));
12✔
1629
        else if(world.HasLua())
2✔
1630
            world.GetLua().EventSuggestPact(pt, GetPlayerId(), targetPlayerId, duration);
2✔
1631
    }
1632
}
1633

1634
void GamePlayer::AcceptPact(const unsigned id, const PactType pt, const unsigned char targetPlayer)
21✔
1635
{
1636
    if(!pacts[targetPlayer][pt].accepted && pacts[targetPlayer][pt].duration > 0 && pacts[targetPlayer][pt].start == id)
21✔
1637
    {
1638
        MakePact(pt, targetPlayer, pacts[targetPlayer][pt].duration);
8✔
1639
        world.GetPlayer(targetPlayer).MakePact(pt, GetPlayerId(), pacts[targetPlayer][pt].duration);
8✔
1640
        PactChanged(pt);
8✔
1641
        world.GetPlayer(targetPlayer).PactChanged(pt);
8✔
1642
        if(world.HasLua())
8✔
1643
            world.GetLua().EventPactCreated(pt, GetPlayerId(), targetPlayer, pacts[targetPlayer][pt].duration);
3✔
1644
    }
1645
}
21✔
1646

1647
/// Bündnis (real, d.h. spielentscheidend) abschließen
1648
void GamePlayer::MakePact(const PactType pt, const unsigned char other_player, const unsigned duration)
16✔
1649
{
1650
    pacts[other_player][pt].accepted = true;
16✔
1651
    pacts[other_player][pt].start = world.GetEvMgr().GetCurrentGF();
16✔
1652
    pacts[other_player][pt].duration = duration;
16✔
1653
    pacts[other_player][pt].want_cancel = false;
16✔
1654

1655
    SendPostMessage(
16✔
1656
      std::make_unique<PostMsg>(world.GetEvMgr().GetCurrentGF(), pt, world.GetPlayer(other_player), true));
32✔
1657
}
16✔
1658

1659
/// Zeigt an, ob ein Pakt besteht
1660
PactState GamePlayer::GetPactState(const PactType pt, const unsigned char other_player) const
8,629✔
1661
{
1662
    // Prüfen, ob Bündnis in Kraft ist
1663
    if(pacts[other_player][pt].duration)
8,629✔
1664
    {
1665
        if(!pacts[other_player][pt].accepted)
4,686✔
1666
            return PactState::InProgress;
16✔
1667

1668
        if(pacts[other_player][pt].duration == DURATION_INFINITE
4,670✔
1669
           || world.GetEvMgr().GetCurrentGF() < pacts[other_player][pt].start + pacts[other_player][pt].duration)
4,670✔
1670
            return PactState::Accepted;
4,668✔
1671
    }
1672

1673
    return PactState::None;
3,945✔
1674
}
1675

1676
/// all allied players get a letter with the location
1677
void GamePlayer::NotifyAlliesOfLocation(const MapPoint pt)
6✔
1678
{
1679
    for(unsigned i = 0; i < world.GetNumPlayers(); ++i)
24✔
1680
    {
1681
        if(i != GetPlayerId() && IsAlly(i))
18✔
1682
            world.GetPlayer(i).SendPostMessage(std::make_unique<PostMsg>(
10✔
1683
              world.GetEvMgr().GetCurrentGF(), _("Your ally wishes to notify you of this location"),
5✔
1684
              PostCategory::Diplomacy, pt));
10✔
1685
    }
1686
}
6✔
1687

1688
/// Gibt die verbleibende Dauer zurück, die ein Bündnis noch laufen wird (DURATION_INFINITE = für immer)
1689
unsigned GamePlayer::GetRemainingPactTime(const PactType pt, const unsigned char other_player) const
125✔
1690
{
1691
    if(pacts[other_player][pt].duration)
125✔
1692
    {
1693
        if(pacts[other_player][pt].accepted)
88✔
1694
        {
1695
            if(pacts[other_player][pt].duration == DURATION_INFINITE)
76✔
1696
                return DURATION_INFINITE;
×
1697
            else if(world.GetEvMgr().GetCurrentGF() <= pacts[other_player][pt].start + pacts[other_player][pt].duration)
76✔
1698
                return ((pacts[other_player][pt].start + pacts[other_player][pt].duration)
76✔
1699
                        - world.GetEvMgr().GetCurrentGF());
76✔
1700
        }
1701
    }
1702

1703
    return 0;
49✔
1704
}
1705

1706
/// Gibt Einverständnis, dass dieser Spieler den Pakt auflösen will
1707
/// Falls dieser Spieler einen Bündnisvorschlag gemacht hat, wird dieser dagegen zurückgenommen
1708
void GamePlayer::CancelPact(const PactType pt, const unsigned char otherPlayerIdx)
8✔
1709
{
1710
    // Don't try to cancel pact with self
1711
    if(otherPlayerIdx == GetPlayerId())
8✔
1712
        return;
2✔
1713

1714
    // Besteht bereits ein Bündnis?
1715
    if(pacts[otherPlayerIdx][pt].accepted)
6✔
1716
    {
1717
        // Vermerken, dass der Spieler das Bündnis auflösen will
1718
        pacts[otherPlayerIdx][pt].want_cancel = true;
6✔
1719

1720
        // Will der andere Spieler das Bündnis auch auflösen?
1721
        GamePlayer& otherPlayer = world.GetPlayer(otherPlayerIdx);
6✔
1722
        if(otherPlayer.pacts[GetPlayerId()][pt].want_cancel)
6✔
1723
        {
1724
            // Dann wird das Bündnis aufgelöst
1725
            pacts[otherPlayerIdx][pt].accepted = false;
2✔
1726
            pacts[otherPlayerIdx][pt].duration = 0;
2✔
1727
            pacts[otherPlayerIdx][pt].want_cancel = false;
2✔
1728

1729
            otherPlayer.pacts[GetPlayerId()][pt].accepted = false;
2✔
1730
            otherPlayer.pacts[GetPlayerId()][pt].duration = 0;
2✔
1731
            otherPlayer.pacts[GetPlayerId()][pt].want_cancel = false;
2✔
1732

1733
            // Den Spielern eine Informationsnachricht schicken
1734
            world.GetPlayer(otherPlayerIdx)
2✔
1735
              .SendPostMessage(std::make_unique<PostMsg>(world.GetEvMgr().GetCurrentGF(), pt, *this, false));
2✔
1736
            SendPostMessage(
2✔
1737
              std::make_unique<PostMsg>(world.GetEvMgr().GetCurrentGF(), pt, world.GetPlayer(otherPlayerIdx), false));
4✔
1738
            PactChanged(pt);
2✔
1739
            otherPlayer.PactChanged(pt);
2✔
1740
            if(world.HasLua())
2✔
1741
                world.GetLua().EventPactCanceled(pt, GetPlayerId(), otherPlayerIdx);
1✔
1742
        } else
1743
        {
1744
            // Ansonsten den anderen Spieler fragen, ob der das auch so sieht
1745
            if(otherPlayer.isHuman())
4✔
1746
                otherPlayer.SendPostMessage(std::make_unique<DiplomacyPostQuestion>(
3✔
1747
                  world.GetEvMgr().GetCurrentGF(), pt, pacts[otherPlayerIdx][pt].start, *this));
6✔
1748
            else if(!world.HasLua() || world.GetLua().EventCancelPactRequest(pt, GetPlayerId(), otherPlayerIdx))
1✔
1749
            {
1750
                // AI accepts cancels, if there is no lua-interace
1751
                pacts[otherPlayerIdx][pt].accepted = false;
1✔
1752
                pacts[otherPlayerIdx][pt].duration = 0;
1✔
1753
                pacts[otherPlayerIdx][pt].want_cancel = false;
1✔
1754

1755
                otherPlayer.pacts[GetPlayerId()][pt].accepted = false;
1✔
1756
                otherPlayer.pacts[GetPlayerId()][pt].duration = 0;
1✔
1757
                otherPlayer.pacts[GetPlayerId()][pt].want_cancel = false;
1✔
1758

1759
                if(world.HasLua())
1✔
1760
                    world.GetLua().EventPactCanceled(pt, GetPlayerId(), otherPlayerIdx);
1✔
1761
            }
1762
        }
1763
    } else
1764
    {
1765
        // Es besteht kein Bündnis, also unseren Bündnisvorschlag wieder zurücknehmen
1766
        pacts[otherPlayerIdx][pt].duration = 0;
×
1767
    }
1768
}
1769

1770
void GamePlayer::MakeStartPacts()
57✔
1771
{
1772
    // Reset pacts
1773
    for(unsigned i = 0; i < world.GetNumPlayers(); ++i)
226✔
1774
    {
1775
        for(const auto z : helpers::enumRange<PactType>())
1,352✔
1776
            pacts[i][z] = Pact();
338✔
1777
    }
1778

1779
    // No team -> No pacts
1780
    if(team == Team::None)
57✔
1781
        return;
4✔
1782
    RTTR_Assert(isTeam(team));
53✔
1783

1784
    // Create ally- and non-aggression-pact for all players of same team
1785
    for(unsigned i = 0; i < world.GetNumPlayers(); ++i)
209✔
1786
    {
1787
        if(team != world.GetPlayer(i).team)
156✔
1788
            continue;
63✔
1789
        for(const auto z : helpers::enumRange<PactType>())
744✔
1790
        {
1791
            pacts[i][z].duration = DURATION_INFINITE;
186✔
1792
            pacts[i][z].start = 0;
186✔
1793
            pacts[i][z].accepted = true;
186✔
1794
            pacts[i][z].want_cancel = false;
186✔
1795
        }
1796
    }
1797
}
1798

1799
bool GamePlayer::IsWareRegistred(const Ware& ware)
162✔
1800
{
1801
    return helpers::contains(ware_list, &ware);
162✔
1802
}
1803

1804
bool GamePlayer::IsWareDependent(const Ware& ware)
14✔
1805
{
1806
    for(nobBaseWarehouse* wh : buildings.GetStorehouses())
41✔
1807
    {
1808
        if(wh->IsWareDependent(ware))
27✔
1809
            return true;
×
1810
    }
1811

1812
    return false;
14✔
1813
}
1814

1815
void GamePlayer::IncreaseInventoryWare(const GoodType ware, const unsigned count)
14,278✔
1816
{
1817
    global_inventory.Add(ConvertShields(ware), count);
14,278✔
1818
}
14,278✔
1819

1820
void GamePlayer::DecreaseInventoryWare(const GoodType ware, const unsigned count)
2,279✔
1821
{
1822
    global_inventory.Remove(ConvertShields(ware), count);
2,279✔
1823
}
2,279✔
1824

1825
/// Registriert ein Schiff beim Einwohnermeldeamt
1826
void GamePlayer::RegisterShip(noShip& ship)
21✔
1827
{
1828
    ships.push_back(&ship);
21✔
1829
    // Evtl bekommt das Schiffchen gleich was zu tun?
1830
    GetJobForShip(ship);
21✔
1831
}
21✔
1832

1833
struct ShipForHarbor
1834
{
1835
    noShip* ship;
1836
    uint32_t estimate;
1837

1838
    ShipForHarbor(noShip* ship, uint32_t estimate) : ship(ship), estimate(estimate) {}
18✔
1839

1840
    bool operator<(const ShipForHarbor& b) const
×
1841
    {
1842
        return (estimate < b.estimate) || (estimate == b.estimate && ship->GetObjId() < b.ship->GetObjId());
×
1843
    }
1844
};
1845

1846
/// Schiff für Hafen bestellen
1847
bool GamePlayer::OrderShip(nobHarborBuilding& hb)
32✔
1848
{
1849
    std::vector<ShipForHarbor> sfh;
64✔
1850

1851
    // we need more ships than those that are already on their way? limit search to idle ships
1852
    if(GetShipsToHarbor(hb) < hb.GetNumNeededShips())
32✔
1853
    {
1854
        for(noShip* ship : ships)
64✔
1855
        {
1856
            if(ship->IsIdling() && world.IsHarborAtSea(world.GetHarborPointID(hb.GetPos()), ship->GetSeaID()))
32✔
1857
                sfh.push_back(ShipForHarbor(ship, world.CalcDistance(hb.GetPos(), ship->GetPos())));
18✔
1858
        }
1859
    } else
1860
    {
1861
        for(noShip* ship : ships)
×
1862
        {
1863
            if((ship->IsIdling() && world.IsHarborAtSea(world.GetHarborPointID(hb.GetPos()), ship->GetSeaID()))
×
1864
               || ship->IsGoingToHarbor(hb))
×
1865
            {
1866
                sfh.push_back(ShipForHarbor(ship, world.CalcDistance(hb.GetPos(), ship->GetPos())));
×
1867
            }
1868
        }
1869
    }
1870

1871
    std::sort(sfh.begin(), sfh.end());
32✔
1872

1873
    noShip* best_ship = nullptr;
32✔
1874
    uint32_t best_distance = std::numeric_limits<uint32_t>::max();
32✔
1875
    std::vector<Direction> best_route;
64✔
1876

1877
    for(auto& it : sfh)
41✔
1878
    {
1879
        uint32_t distance;
1880
        std::vector<Direction> route;
18✔
1881

1882
        // the estimate (air-line distance) for this and all other ships in the list is already worse than what we
1883
        // found? disregard the rest
1884
        if(it.estimate >= best_distance)
18✔
1885
            break;
×
1886

1887
        noShip& ship = *it.ship;
18✔
1888

1889
        MapPoint dest = world.GetCoastalPoint(hb.GetHarborPosID(), ship.GetSeaID());
18✔
1890

1891
        // ship already there?
1892
        if(ship.GetPos() == dest)
18✔
1893
        {
1894
            hb.ShipArrived(ship);
9✔
1895
            return (true);
9✔
1896
        }
1897

1898
        if(world.FindShipPathToHarbor(ship.GetPos(), hb.GetHarborPosID(), ship.GetSeaID(), &route, &distance))
9✔
1899
        {
1900
            if(distance < best_distance)
9✔
1901
            {
1902
                best_ship = &ship;
9✔
1903
                best_distance = distance;
9✔
1904
                best_route = route;
9✔
1905
            }
1906
        }
1907
    }
1908

1909
    // only order ships not already on their way
1910
    if(best_ship && best_ship->IsIdling())
23✔
1911
    {
1912
        best_ship->GoToHarbor(hb, best_route);
9✔
1913

1914
        return (true);
9✔
1915
    }
1916

1917
    return (false);
14✔
1918
}
1919

1920
/// Meldet das Schiff wieder ab
1921
void GamePlayer::RemoveShip(noShip* ship)
×
1922
{
1923
    for(unsigned i = 0; i < ships.size(); ++i)
×
1924
    {
1925
        if(ships[i] == ship)
×
1926
        {
1927
            ships.erase(ships.begin() + i);
×
1928
            return;
×
1929
        }
1930
    }
1931
}
1932

1933
/// Versucht, für ein untätiges Schiff eine Arbeit zu suchen
1934
void GamePlayer::GetJobForShip(noShip& ship)
31✔
1935
{
1936
    // Evtl. steht irgendwo eine Expedition an und das Schiff kann diese übernehmen
1937
    nobHarborBuilding* best = nullptr;
31✔
1938
    int best_points = 0;
31✔
1939
    std::vector<Direction> best_route;
31✔
1940

1941
    // Beste Weglänge, die ein Schiff zurücklegen muss, welches gerade nichts zu tun hat
1942
    for(nobHarborBuilding* harbor : buildings.GetHarbors())
64✔
1943
    {
1944
        // Braucht der Hafen noch Schiffe?
1945
        if(harbor->GetNumNeededShips() == 0)
33✔
1946
            continue;
33✔
1947

1948
        // Anzahl der Schiffe ermitteln, die diesen Hafen bereits anfahren
1949
        unsigned ships_coming = GetShipsToHarbor(*harbor);
×
1950

1951
        // Evtl. kommen schon genug?
1952
        if(harbor->GetNumNeededShips() <= ships_coming)
×
1953
            continue;
×
1954

1955
        // liegen wir am gleichen Meer?
1956
        if(world.IsHarborAtSea(harbor->GetHarborPosID(), ship.GetSeaID()))
×
1957
        {
1958
            const MapPoint coastPt = world.GetCoastalPoint(harbor->GetHarborPosID(), ship.GetSeaID());
×
1959

1960
            // Evtl. sind wir schon da?
1961
            if(ship.GetPos() == coastPt)
×
1962
            {
1963
                harbor->ShipArrived(ship);
×
1964
                return;
×
1965
            }
1966

1967
            unsigned length;
1968
            std::vector<Direction> route;
×
1969

1970
            if(world.FindShipPathToHarbor(ship.GetPos(), harbor->GetHarborPosID(), ship.GetSeaID(), &route, &length))
×
1971
            {
1972
                // Punkte ausrechnen
1973
                int points = harbor->GetNeedForShip(ships_coming) - length;
×
1974
                if(points > best_points || !best)
×
1975
                {
1976
                    best = harbor;
×
1977
                    best_points = points;
×
1978
                    best_route = route;
×
1979
                }
1980
            }
1981
        }
1982
    }
1983

1984
    // Einen Hafen gefunden?
1985
    if(best)
31✔
1986
        // Dann bekommt das gleich der Hafen
1987
        ship.GoToHarbor(*best, best_route);
×
1988
}
1989

1990
/// Gibt die ID eines Schiffes zurück
1991
unsigned GamePlayer::GetShipID(const noShip* const ship) const
13✔
1992
{
1993
    for(unsigned i = 0; i < ships.size(); ++i)
13✔
1994
        if(ships[i] == ship)
13✔
1995
            return i;
13✔
1996

1997
    return 0xFFFFFFFF;
×
1998
}
1999

2000
/// Gibt ein Schiff anhand der ID zurück bzw. nullptr, wenn keines mit der ID existiert
2001
noShip* GamePlayer::GetShipByID(const unsigned ship_id) const
20✔
2002
{
2003
    if(ship_id >= ships.size())
20✔
2004
        return nullptr;
×
2005
    else
2006
        return ships[ship_id];
20✔
2007
}
2008

2009
/// Gibt eine Liste mit allen Häfen dieses Spieler zurück, die an ein bestimmtes Meer angrenzen
2010
void GamePlayer::GetHarborsAtSea(std::vector<nobHarborBuilding*>& harbor_buildings, const unsigned short seaId) const
196✔
2011
{
2012
    for(nobHarborBuilding* harbor : buildings.GetHarbors())
638✔
2013
    {
2014
        if(helpers::contains(harbor_buildings, harbor))
442✔
2015
            continue;
215✔
2016

2017
        if(world.IsHarborAtSea(harbor->GetHarborPosID(), seaId))
227✔
2018
            harbor_buildings.push_back(harbor);
227✔
2019
    }
2020
}
196✔
2021

2022
/// Gibt die Anzahl der Schiffe, die einen bestimmten Hafen ansteuern, zurück
2023
unsigned GamePlayer::GetShipsToHarbor(const nobHarborBuilding& hb) const
71✔
2024
{
2025
    unsigned count = 0;
71✔
2026
    for(const auto* ship : ships)
142✔
2027
    {
2028
        if(ship->IsGoingToHarbor(hb))
71✔
2029
            ++count;
5✔
2030
    }
2031

2032
    return count;
71✔
2033
}
2034

2035
/// Sucht einen Hafen in der Nähe, wo dieses Schiff seine Waren abladen kann
2036
/// gibt true zurück, falls erfolgreich
2037
bool GamePlayer::FindHarborForUnloading(noShip* ship, const MapPoint start, unsigned* goal_harborId,
5✔
2038
                                        std::vector<Direction>* route, nobHarborBuilding* exception)
2039
{
2040
    nobHarborBuilding* best = nullptr;
5✔
2041
    unsigned best_distance = 0xffffffff;
5✔
2042

2043
    for(nobHarborBuilding* hb : buildings.GetHarbors())
8✔
2044
    {
2045
        // Bestimmten Hafen ausschließen
2046
        if(hb == exception)
3✔
2047
            continue;
×
2048

2049
        // Prüfen, ob Hafen an das Meer, wo sich das Schiff gerade befindet, angrenzt
2050
        if(!world.IsHarborAtSea(hb->GetHarborPosID(), ship->GetSeaID()))
3✔
2051
            continue;
×
2052

2053
        // Distanz ermitteln zwischen Schiff und Hafen, Schiff kann natürlich auch über Kartenränder fahren
2054
        unsigned distance = world.CalcDistance(ship->GetPos(), hb->GetPos());
3✔
2055

2056
        // Kürzerer Weg als bisher bestes Ziel?
2057
        if(distance < best_distance)
3✔
2058
        {
2059
            best_distance = distance;
3✔
2060
            best = hb;
3✔
2061
        }
2062
    }
2063

2064
    // Hafen gefunden?
2065
    if(best)
5✔
2066
    {
2067
        // Weg dorthin suchen
2068
        route->clear();
3✔
2069
        *goal_harborId = best->GetHarborPosID();
3✔
2070
        const MapPoint coastPt = world.GetCoastalPoint(best->GetHarborPosID(), ship->GetSeaID());
3✔
2071
        if(start == coastPt
3✔
2072
           || world.FindShipPathToHarbor(start, best->GetHarborPosID(), ship->GetSeaID(), route, nullptr))
3✔
2073
            return true;
3✔
2074
    }
2075

2076
    return false;
2✔
2077
}
2078

2079
void GamePlayer::TestForEmergencyProgramm()
×
2080
{
2081
    // we are already defeated, do not even think about an emergency program - it's too late :-(
2082
    if(isDefeated)
×
2083
        return;
×
2084

2085
    // In Lagern vorhandene Bretter und Steine zählen
2086
    unsigned boards = 0;
×
2087
    unsigned stones = 0;
×
2088
    for(nobBaseWarehouse* wh : buildings.GetStorehouses())
×
2089
    {
2090
        boards += wh->GetInventory().goods[GoodType::Boards];
×
2091
        stones += wh->GetInventory().goods[GoodType::Stones];
×
2092
    }
2093

2094
    // Emergency happens, if we have less than 10 boards or stones...
2095
    bool isNewEmergency = boards <= 10 || stones <= 10;
×
2096
    // ...and no woddcutter or sawmill
2097
    isNewEmergency &=
×
2098
      buildings.GetBuildings(BuildingType::Woodcutter).empty() || buildings.GetBuildings(BuildingType::Sawmill).empty();
×
2099

2100
    // Wenn nötig, Notfallprogramm auslösen
2101
    if(isNewEmergency)
×
2102
    {
2103
        if(!emergency)
×
2104
        {
2105
            emergency = true;
×
2106
            SendPostMessage(std::make_unique<PostMsg>(
×
2107
              world.GetEvMgr().GetCurrentGF(), _("The emergency program has been activated."), PostCategory::Economy));
×
2108
        }
2109
    } else
2110
    {
2111
        // Sobald Notfall vorbei, Notfallprogramm beenden, evtl. Baustellen wieder mit Kram versorgen
2112
        if(emergency)
×
2113
        {
2114
            emergency = false;
×
2115
            SendPostMessage(std::make_unique<PostMsg>(world.GetEvMgr().GetCurrentGF(),
×
2116
                                                      _("The emergency program has been deactivated."),
×
2117
                                                      PostCategory::Economy));
×
2118
            FindMaterialForBuildingSites();
×
2119
        }
2120
    }
2121
}
2122

2123
/// Testet die Bündnisse, ob sie nicht schon abgelaufen sind
2124
void GamePlayer::TestPacts()
20✔
2125
{
2126
    for(unsigned i = 0; i < world.GetNumPlayers(); ++i)
80✔
2127
    {
2128
        if(i == GetPlayerId())
60✔
2129
            continue;
20✔
2130

2131
        for(const auto pact : helpers::enumRange<PactType>())
320✔
2132
        {
2133
            // Pact not running
2134
            if(pacts[i][pact].duration == 0)
80✔
2135
                continue;
60✔
2136
            if(GetPactState(pact, i) == PactState::None)
20✔
2137
            {
2138
                // Pact was running but is expired -> Cancel for both players
2139
                pacts[i][pact].duration = 0;
2✔
2140
                pacts[i][pact].accepted = false;
2✔
2141
                GamePlayer& otherPlayer = world.GetPlayer(i);
2✔
2142
                RTTR_Assert(otherPlayer.pacts[GetPlayerId()][pact].duration);
2✔
2143
                RTTR_Assert(otherPlayer.pacts[GetPlayerId()][pact].accepted);
2✔
2144
                otherPlayer.pacts[GetPlayerId()][pact].duration = 0;
2✔
2145
                otherPlayer.pacts[GetPlayerId()][pact].accepted = false;
2✔
2146
                // And notify
2147
                PactChanged(pact);
2✔
2148
                otherPlayer.PactChanged(pact);
2✔
2149
            }
2150
        }
2151
    }
2152
}
20✔
2153

2154
bool GamePlayer::CanBuildCatapult() const
1✔
2155
{
2156
    // Wenn AddonId::LIMIT_CATAPULTS nicht aktiv ist, bauen immer erlaubt
2157
    if(!world.GetGGS().isEnabled(AddonId::LIMIT_CATAPULTS)) //-V807
1✔
2158
        return true;
1✔
2159

2160
    BuildingCount bc = buildings.GetBuildingNums();
×
2161

2162
    unsigned max = 0;
×
2163
    // proportional?
2164
    if(world.GetGGS().getSelection(AddonId::LIMIT_CATAPULTS) == 1)
×
2165
    {
2166
        max = int(bc.buildings[BuildingType::Barracks] * 0.125 + bc.buildings[BuildingType::Guardhouse] * 0.25
×
2167
                  + bc.buildings[BuildingType::Watchtower] * 0.5 + bc.buildings[BuildingType::Fortress]
×
2168
                  + 0.111); // to avoid rounding errors
×
2169
    } else if(world.GetGGS().getSelection(AddonId::LIMIT_CATAPULTS) < 8)
×
2170
    {
2171
        const std::array<unsigned, 6> limits = {{0, 3, 5, 10, 20, 30}};
×
2172
        max = limits[world.GetGGS().getSelection(AddonId::LIMIT_CATAPULTS) - 2];
×
2173
    }
2174

2175
    return bc.buildings[BuildingType::Catapult] + bc.buildingSites[BuildingType::Catapult] < max;
×
2176
}
2177

2178
/// A ship has discovered new hostile territory --> determines if this is new
2179
/// i.e. there is a sufficient distance to older locations
2180
/// Returns true if yes and false if not
2181
bool GamePlayer::ShipDiscoveredHostileTerritory(const MapPoint location)
25✔
2182
{
2183
    // Prüfen, ob Abstand zu bisherigen Punkten nicht zu klein
2184
    for(const auto& enemies_discovered_by_ship : enemies_discovered_by_ships)
25✔
2185
    {
2186
        if(world.CalcDistance(enemies_discovered_by_ship, location) < 30)
24✔
2187
            return false;
24✔
2188
    }
2189

2190
    // Nein? Dann haben wir ein neues Territorium gefunden
2191
    enemies_discovered_by_ships.push_back(location);
1✔
2192

2193
    return true;
1✔
2194
}
2195

2196
/// For debug only
2197
bool GamePlayer::IsDependentFigure(const noFigure& fig)
190✔
2198
{
2199
    for(const nobBaseWarehouse* wh : buildings.GetStorehouses())
482✔
2200
    {
2201
        if(wh->IsDependentFigure(fig))
292✔
2202
            return true;
×
2203
    }
2204
    return false;
190✔
2205
}
2206

2207
std::vector<nobBaseWarehouse*> GamePlayer::GetWarehousesForTrading(const nobBaseWarehouse& goalWh) const
18✔
2208
{
2209
    std::vector<nobBaseWarehouse*> result;
18✔
2210

2211
    // Don't try to trade with us!
2212
    if(goalWh.GetPlayer() == GetPlayerId())
18✔
2213
        return result;
6✔
2214

2215
    const MapPoint goalFlagPos = goalWh.GetFlagPos();
12✔
2216

2217
    TradePathCache& tradePathCache = world.GetTradePathCache();
12✔
2218
    for(nobBaseWarehouse* wh : buildings.GetStorehouses())
24✔
2219
    {
2220
        // Is there a trade path from this warehouse to wh? (flag to flag)
2221
        if(tradePathCache.pathExists(wh->GetFlagPos(), goalFlagPos, GetPlayerId()))
12✔
2222
            result.push_back(wh);
4✔
2223
    }
2224

2225
    return result;
12✔
2226
}
2227

2228
struct WarehouseDistanceComparator
2229
{
2230
    // Reference warehouse position, to which we want to calc the distance
2231
    const MapPoint refWareHousePos_;
2232
    /// GameWorld
2233
    const GameWorld& gwg_;
2234

2235
    WarehouseDistanceComparator(const nobBaseWarehouse& refWareHouse, const GameWorld& world)
12✔
2236
        : refWareHousePos_(refWareHouse.GetPos()), gwg_(world)
12✔
2237
    {}
12✔
2238

2239
    bool operator()(nobBaseWarehouse* const wh1, nobBaseWarehouse* const wh2) const
×
2240
    {
2241
        unsigned dist1 = gwg_.CalcDistance(wh1->GetPos(), refWareHousePos_);
×
2242
        unsigned dist2 = gwg_.CalcDistance(wh2->GetPos(), refWareHousePos_);
×
2243
        return (dist1 < dist2) || (dist1 == dist2 && wh1->GetObjId() < wh2->GetObjId());
×
2244
    }
2245
};
2246

2247
/// Send wares to warehouse wh
2248
void GamePlayer::Trade(nobBaseWarehouse* goalWh, const boost_variant2<GoodType, Job>& what, unsigned count) const
18✔
2249
{
2250
    if(!world.GetGGS().isEnabled(AddonId::TRADE))
18✔
2251
        return;
6✔
2252

2253
    if(count == 0)
16✔
2254
        return;
2✔
2255

2256
    // Don't try to trade with us!
2257
    if(goalWh->GetPlayer() == GetPlayerId())
14✔
2258
        return;
1✔
2259

2260
    // No trades with enemies
2261
    if(!IsAlly(goalWh->GetPlayer()))
13✔
2262
        return;
1✔
2263

2264
    const MapPoint goalFlagPos = goalWh->GetFlagPos();
12✔
2265

2266
    std::vector<nobBaseWarehouse*> whs(buildings.GetStorehouses().begin(), buildings.GetStorehouses().end());
12✔
2267
    std::sort(whs.begin(), whs.end(), WarehouseDistanceComparator(*goalWh, world));
12✔
2268
    TradePathCache& tradePathCache = world.GetTradePathCache();
12✔
2269
    for(nobBaseWarehouse* wh : whs)
24✔
2270
    {
2271
        // Get available wares
2272
        const unsigned available =
2273
          boost::variant2::visit(composeVisitor([wh](GoodType gt) { return wh->GetAvailableWaresForTrading(gt); },
19✔
2274
                                                [wh](Job job) { return wh->GetAvailableFiguresForTrading(job); }),
17✔
2275
                                 what);
12✔
2276
        if(available == 0)
12✔
2277
            continue;
×
2278

2279
        const unsigned actualCount = std::min(available, count);
12✔
2280

2281
        // Find a trade path from flag to flag
2282
        TradeRoute tr(world, GetPlayerId(), wh->GetFlagPos(), goalFlagPos);
12✔
2283

2284
        // Found a path?
2285
        if(tr.IsValid())
12✔
2286
        {
2287
            // Add to cache for future searches
2288
            tradePathCache.addEntry(tr.GetTradePath(), GetPlayerId());
11✔
2289

2290
            wh->StartTradeCaravane(what, actualCount, tr, goalWh);
11✔
2291
            count -= available;
11✔
2292
            if(count == 0)
11✔
2293
                return;
×
2294
        }
2295
    }
2296
}
2297

2298
bool GamePlayer::IsBuildingEnabled(BuildingType type) const
955✔
2299
{
2300
    return building_enabled[type] || (isHuman() && world.GetGameInterface()->GI_GetCheats().areAllBuildingsEnabled());
955✔
2301
}
2302

2303
void GamePlayer::FillVisualSettings(VisualSettings& visualSettings) const
2✔
2304
{
2305
    Distributions& visDistribution = visualSettings.distribution;
2✔
2306
    unsigned visIdx = 0;
2✔
2307
    for(const DistributionMapping& mapping : distributionMap)
54✔
2308
    {
2309
        visDistribution[visIdx++] = distribution[std::get<0>(mapping)].percent_buildings[std::get<1>(mapping)];
52✔
2310
    }
2311

2312
    visualSettings.useCustomBuildOrder = useCustomBuildOrder_;
2✔
2313
    visualSettings.build_order = build_order;
2✔
2314

2315
    visualSettings.transport_order = GetOrderingFromTransportPrio(transportPrio);
2✔
2316

2317
    visualSettings.military_settings = militarySettings_;
2✔
2318
    visualSettings.tools_settings = toolsSettings_;
2✔
2319
}
2✔
2320

2321
#define INSTANTIATE_FINDWH(Cond)                                                                                \
2322
    template nobBaseWarehouse* GamePlayer::FindWarehouse(const noRoadNode&, const Cond&, bool, bool, unsigned*, \
2323
                                                         const RoadSegment*) const
2324

2325
INSTANTIATE_FINDWH(FW::HasMinWares);
2326
INSTANTIATE_FINDWH(FW::HasFigure);
2327
INSTANTIATE_FINDWH(FW::HasWareAndFigure);
2328
INSTANTIATE_FINDWH(FW::HasAnyMatchingSoldier);
2329
INSTANTIATE_FINDWH(FW::AcceptsWare);
2330
INSTANTIATE_FINDWH(FW::AcceptsFigure);
2331
INSTANTIATE_FINDWH(FW::CollectsWare);
2332
INSTANTIATE_FINDWH(FW::CollectsFigure);
2333
INSTANTIATE_FINDWH(FW::HasWareButNoCollect);
2334
INSTANTIATE_FINDWH(FW::HasFigureButNoCollect);
2335
INSTANTIATE_FINDWH(FW::AcceptsFigureButNoSend);
2336
INSTANTIATE_FINDWH(FW::NoCondition);
2337

2338
#undef INSTANTIATE_FINDWH
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