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Return-To-The-Roots / s25client / 22038710763

15 Feb 2026 04:01PM UTC coverage: 50.82% (-0.006%) from 50.826%
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Merge pull request #1889 from Noseey/pathfinding_rejects

Pathfinding: reject unconnected buildings / construction sites in specific scenarios

13 of 19 new or added lines in 3 files covered. (68.42%)

6 existing lines in 3 files now uncovered.

22798 of 44860 relevant lines covered (50.82%)

41988.51 hits per line

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74.08
/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)
66,508✔
711
            wareGoals.push_back(bldEntry.first);
56,576✔
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
        if(!static_cast<noBaseBuilding&>(goal).IsConnected())
157✔
811
            return false;
125✔
812
    }
813

814
    nobBaseWarehouse* wh = FindWarehouse(goal, FW::HasFigure(job, true), false, false);
32✔
815

816
    if(wh)
32✔
817
    {
818
        // Es wurde ein Lagerhaus gefunden, wo es den geforderten Beruf gibt, also den Typen zur Arbeit rufen
819
        wh->OrderJob(job, goal, true);
32✔
820
        return true;
32✔
821
    }
822

UNCOV
823
    return false;
×
824
}
825

826
void GamePlayer::FindWarehouseForAllJobs()
179✔
827
{
828
    for(auto it = jobs_wanted.begin(); it != jobs_wanted.end();)
198✔
829
    {
830
        if(FindWarehouseForJob(it->job, *it->workplace))
19✔
831
            it = jobs_wanted.erase(it);
19✔
832
        else
833
            ++it;
×
834
    }
835
}
179✔
836

837
void GamePlayer::FindWarehouseForAllJobs(const Job job)
308✔
838
{
839
    for(auto it = jobs_wanted.begin(); it != jobs_wanted.end();)
308✔
840
    {
841
        if(it->job == job)
×
842
        {
843
            if(FindWarehouseForJob(it->job, *it->workplace))
×
844
                it = jobs_wanted.erase(it);
×
845
            else
846
                ++it;
×
847
        } else
848
            ++it;
×
849
    }
850
}
308✔
851

852
Ware* GamePlayer::OrderWare(const GoodType ware, noBaseBuilding& goal)
113✔
853
{
854
    /// Gibt es ein Lagerhaus mit dieser Ware?
855
    nobBaseWarehouse* wh = FindWarehouse(goal, FW::HasMinWares(ware, 1), false, true);
113✔
856

857
    if(wh)
113✔
858
    {
859
        // Prüfe ob Notfallprogramm aktiv
860
        if(!emergency)
108✔
861
            return wh->OrderWare(ware, goal);
108✔
862
        else
863
        {
864
            // Wenn Notfallprogramm aktiv nur an Holzfäller und Sägewerke Bretter/Steine liefern
865
            if((ware != GoodType::Boards && ware != GoodType::Stones)
×
866
               || goal.GetBuildingType() == BuildingType::Woodcutter || goal.GetBuildingType() == BuildingType::Sawmill)
×
867
                return wh->OrderWare(ware, goal);
×
868
            else
869
                return nullptr;
×
870
        }
871
    } else // no warehouse can deliver the ware -> check all our wares for lost wares that might match the order
872
    {
873
        unsigned bestLength = std::numeric_limits<unsigned>::max();
5✔
874
        Ware* bestWare = nullptr;
5✔
875
        for(Ware* curWare : ware_list)
5✔
876
        {
UNCOV
877
            if(curWare->IsLostWare() && curWare->type == ware)
×
878
            {
879
                // got a lost ware with a road to goal -> find best
880
                unsigned curLength = curWare->CheckNewGoalForLostWare(goal);
×
881
                if(curLength < bestLength)
×
882
                {
883
                    bestLength = curLength;
×
884
                    bestWare = curWare;
×
885
                }
886
            }
887
        }
888
        if(bestWare)
5✔
889
        {
890
            bestWare->SetNewGoalForLostWare(goal);
×
891
            return bestWare;
×
892
        }
893
    }
894
    return nullptr;
5✔
895
}
896

897
nofCarrier* GamePlayer::OrderDonkey(RoadSegment& road) const
3✔
898
{
899
    std::array<unsigned, 2> length;
900
    std::array<nobBaseWarehouse*, 2> best;
901

902
    // 1. Flagge des Weges
903
    best[0] = FindWarehouse(*road.GetF1(), FW::HasFigure(Job::PackDonkey, false), false, false, length.data(), &road);
3✔
904
    // 2. Flagge des Weges
905
    best[1] = FindWarehouse(*road.GetF2(), FW::HasFigure(Job::PackDonkey, false), false, false, &length[1], &road);
3✔
906

907
    // überhaupt nen Weg gefunden?
908
    // Welche Flagge benutzen?
909
    if(best[0] && (!best[1] || length[0] < length[1]))
3✔
910
        return best[0]->OrderDonkey(road, *road.GetF1());
2✔
911
    else if(best[1])
1✔
912
        return best[1]->OrderDonkey(road, *road.GetF2());
×
913
    else
914
        return nullptr;
1✔
915
}
916

917
RoadSegment* GamePlayer::FindRoadForDonkey(noRoadNode& start, noRoadNode** goal)
10✔
918
{
919
    // Bisher höchste Trägerproduktivität und die entsprechende Straße dazu
920
    unsigned best_productivity = 0;
10✔
921
    RoadSegment* best_road = nullptr;
10✔
922
    // Beste Flagge dieser Straße
923
    *goal = nullptr;
10✔
924

925
    for(RoadSegment* roadSeg : roads)
12✔
926
    {
927
        // Braucht die Straße einen Esel?
928
        if(roadSeg->NeedDonkey())
2✔
929
        {
930
            // Beste Flagge von diesem Weg, und beste Wegstrecke
931
            noRoadNode* current_best_goal = nullptr;
×
932
            // Weg zu beiden Flaggen berechnen
933
            unsigned length1, length2;
934
            bool isF1Reachable = world.FindHumanPathOnRoads(start, *roadSeg->GetF1(), &length1, nullptr, roadSeg)
×
935
                                 != RoadPathDirection::None;
×
936
            bool isF2Reachable = world.FindHumanPathOnRoads(start, *roadSeg->GetF2(), &length2, nullptr, roadSeg)
×
937
                                 != RoadPathDirection::None;
×
938

939
            // Wenn man zu einer Flagge nich kommt, die jeweils andere nehmen
940
            if(!isF1Reachable)
×
941
                current_best_goal = (isF2Reachable) ? roadSeg->GetF2() : nullptr;
×
942
            else if(!isF2Reachable)
×
943
                current_best_goal = roadSeg->GetF1();
×
944
            else
945
            {
946
                // ansonsten die kürzeste von beiden
947
                current_best_goal = (length1 < length2) ? roadSeg->GetF1() : roadSeg->GetF2();
×
948
            }
949

950
            // Kein Weg führt hin, nächste Straße bitte
951
            if(!current_best_goal)
×
952
                continue;
×
953

954
            // Jeweiligen Weg bestimmen
955
            unsigned current_best_way = (roadSeg->GetF1() == current_best_goal) ? length1 : length2;
×
956

957
            // Produktivität ausrechnen, *10 die Produktivität + die Wegstrecke, damit die
958
            // auch noch mit einberechnet wird
959
            unsigned current_productivity = 10 * roadSeg->getCarrier(0)->GetProductivity() + current_best_way;
×
960

961
            // Besser als der bisher beste?
962
            if(current_productivity > best_productivity)
×
963
            {
964
                // Dann wird der vom Thron gestoßen
965
                best_productivity = current_productivity;
×
966
                best_road = roadSeg;
×
967
                *goal = current_best_goal;
×
968
            }
969
        }
970
    }
971

972
    return best_road;
10✔
973
}
974

975
struct ClientForWare
976
{
977
    noBaseBuilding* bld;
978
    unsigned estimate; // points minus half the optimal distance
979
    unsigned points;
980

981
    ClientForWare(noBaseBuilding* bld, unsigned estimate, unsigned points)
×
982
        : bld(bld), estimate(estimate), points(points)
×
983
    {}
×
984

985
    bool operator<(const ClientForWare& b) const
×
986
    {
987
        // use estimate, points and object id (as tie breaker) for sorting
988
        if(estimate != b.estimate)
×
989
            return estimate > b.estimate;
×
990
        else if(points != b.points)
×
991
            return points > b.points;
×
992
        else
993
            return bld->GetObjId() > b.bld->GetObjId();
×
994
    }
995
};
996

997
noBaseBuilding* GamePlayer::FindClientForWare(const Ware& ware)
12✔
998
{
999
    // Wenn es eine Goldmünze ist, wird das Ziel auf eine andere Art und Weise berechnet
1000
    if(ware.type == GoodType::Coins)
12✔
1001
        return FindClientForCoin(ware);
×
1002

1003
    // Warentyp herausfinden
1004
    GoodType gt = ware.type;
12✔
1005
    // All food is considered fish in the distribution table
1006
    Distribution& wareDistribution =
1007
      (gt == GoodType::Bread || gt == GoodType::Meat) ? distribution[GoodType::Fish] : distribution[gt];
12✔
1008

1009
    std::vector<ClientForWare> possibleClients;
12✔
1010

1011
    const noRoadNode* start = ware.GetLocation();
12✔
1012

1013
    // Bretter und Steine können evtl. auch Häfen für Expeditionen gebrauchen
1014
    if(gt == GoodType::Stones || gt == GoodType::Boards)
12✔
1015
    {
1016
        for(nobHarborBuilding* harbor : buildings.GetHarbors())
8✔
1017
        {
1018
            unsigned points = harbor->CalcDistributionPoints(gt);
×
1019
            if(!points)
×
1020
                continue;
×
1021

1022
            points += 10 * 30; // Verteilung existiert nicht, Expeditionen haben allerdings hohe Priorität
×
1023
            unsigned distance = world.CalcDistance(start->GetPos(), harbor->GetPos()) / 2;
×
1024
            possibleClients.push_back(ClientForWare(harbor, points > distance ? points - distance : 0, points));
×
1025
        }
1026
    }
1027

1028
    for(const auto bldType : wareDistribution.client_buildings)
41✔
1029
    {
1030
        // BuildingType::Headquarters sind Baustellen!!, da HQs ja sowieso nicht gebaut werden können
1031
        if(bldType == BuildingType::Headquarters)
29✔
1032
        {
1033
            // Bei Baustellen die Extraliste abfragen
1034
            for(noBuildingSite* bldSite : buildings.GetBuildingSites())
8✔
1035
            {
1036
                // Optimization: Ignore if unconnected
NEW
1037
                if(!bldSite->IsConnected())
×
NEW
1038
                    continue;
×
1039

1040
                unsigned points = bldSite->CalcDistributionPoints(gt);
×
1041
                if(!points)
×
1042
                    continue;
×
1043

1044
                points += wareDistribution.percent_buildings[BuildingType::Headquarters] * 30;
×
1045
                unsigned distance = world.CalcDistance(start->GetPos(), bldSite->GetPos()) / 2;
×
1046
                possibleClients.push_back(ClientForWare(bldSite, points > distance ? points - distance : 0, points));
×
1047
            }
1048
        } else
1049
        {
1050
            // Für übrige Gebäude
1051
            for(nobUsual* bld : buildings.GetBuildings(bldType))
21✔
1052
            {
1053
                // Optimization: Ignore if unconnected
NEW
1054
                if(!bld->IsConnected())
×
NEW
1055
                    continue;
×
1056

1057
                unsigned points = bld->CalcDistributionPoints(gt);
×
1058
                if(!points)
×
1059
                    continue; // Ware not needed
×
1060

1061
                if(!wareDistribution.goals.empty())
×
1062
                {
1063
                    if(bld->GetBuildingType()
×
1064
                       == static_cast<BuildingType>(wareDistribution.goals[wareDistribution.selected_goal]))
×
1065
                        points += 300;
×
1066
                    else if(points >= 300) // avoid overflows (async!)
×
1067
                        points -= 300;
×
1068
                    else
1069
                        points = 0;
×
1070
                }
1071

1072
                unsigned distance = world.CalcDistance(start->GetPos(), bld->GetPos()) / 2;
×
1073
                possibleClients.push_back(ClientForWare(bld, points > distance ? points - distance : 0, points));
×
1074
            }
1075
        }
1076
    }
1077

1078
    // sort our clients, highest score first
1079
    std::sort(possibleClients.begin(), possibleClients.end());
12✔
1080

1081
    noBaseBuilding* lastBld = nullptr;
12✔
1082
    noBaseBuilding* bestBld = nullptr;
12✔
1083
    unsigned best_points = 0;
12✔
1084
    for(auto& possibleClient : possibleClients)
12✔
1085
    {
1086
        unsigned path_length;
1087

1088
        // If our estimate is worse (or equal) best_points, the real value cannot be better.
1089
        // As our list is sorted, further entries cannot be better either, so stop searching.
1090
        if(possibleClient.estimate <= best_points)
×
1091
            break;
×
1092

1093
        // get rid of double building entries. TODO: why are there double entries!?
1094
        if(possibleClient.bld == lastBld)
×
1095
            continue;
×
1096

1097
        lastBld = possibleClient.bld;
×
1098

1099
        // Just to be sure no underflow happens...
1100
        if(possibleClient.points < best_points + 1)
×
1101
            continue;
×
1102

1103
        // Find path ONLY if it may be better. Pathfinding is limited to the worst path score that would lead to a
1104
        // better score. This eliminates the worst case scenario where all nodes in a split road network would be hit by
1105
        // the pathfinding only to conclude that there is no possible path.
1106
        if(world.FindPathForWareOnRoads(*start, *possibleClient.bld, &path_length, nullptr,
×
1107
                                        (possibleClient.points - best_points) * 2 - 1)
×
1108
           != RoadPathDirection::None)
×
1109
        {
1110
            unsigned score = possibleClient.points - (path_length / 2);
×
1111

1112
            // As we have limited our pathfinding to take a maximum of (points - best_points) * 2 - 1 steps,
1113
            // path_length / 2 can at most be points - best_points - 1, so the score will be greater than best_points.
1114
            // :)
1115
            RTTR_Assert(score > best_points);
×
1116

1117
            best_points = score;
×
1118
            bestBld = possibleClient.bld;
×
1119
        }
1120
    }
1121

1122
    if(bestBld && !wareDistribution.goals.empty())
12✔
1123
        wareDistribution.selected_goal =
×
1124
          (wareDistribution.selected_goal + 907) % unsigned(wareDistribution.goals.size());
×
1125

1126
    // Wenn kein Abnehmer gefunden wurde, muss es halt in ein Lagerhaus
1127
    if(!bestBld)
12✔
1128
        bestBld = FindWarehouseForWare(ware);
12✔
1129

1130
    return bestBld;
12✔
1131
}
1132

1133
nobBaseWarehouse* GamePlayer::FindWarehouseForWare(const Ware& ware) const
16✔
1134
{
1135
    // Check whs that collect this ware
1136
    nobBaseWarehouse* wh = FindWarehouse(*ware.GetLocation(), FW::CollectsWare(ware.type), true, true);
16✔
1137
    // If there is none, check those that accept it
1138
    if(!wh)
16✔
1139
    {
1140
        // First find the ones, that do not send it right away (IMPORTANT: This avoids sending a ware to the wh that is
1141
        // sending the ware out)
1142
        wh = FindWarehouse(*ware.GetLocation(), FW::AcceptsWareButNoSend(ware.type), true, true);
16✔
1143
        // The others only if this fails
1144
        if(!wh)
16✔
1145
            wh = FindWarehouse(*ware.GetLocation(), FW::AcceptsWare(ware.type), true, true);
5✔
1146
    }
1147
    return wh;
16✔
1148
}
1149

1150
nobBaseMilitary* GamePlayer::FindClientForCoin(const Ware& ware) const
×
1151
{
1152
    nobBaseMilitary* bb = nullptr;
×
1153
    unsigned best_points = 0, points;
×
1154

1155
    // Militärgebäude durchgehen
1156
    for(nobMilitary* milBld : buildings.GetMilitaryBuildings())
×
1157
    {
1158
        // Optimization: Ignore if unconnected
NEW
1159
        if(!milBld->IsConnected())
×
NEW
1160
            continue;
×
1161

1162
        points = milBld->CalcCoinsPoints();
×
1163
        // Wenn 0, will er gar keine Münzen (Goldzufuhr gestoppt)
1164
        if(points)
×
1165
        {
1166
            unsigned way_points;
1167

1168
            // Weg dorthin berechnen
1169
            if(world.FindPathForWareOnRoads(*ware.GetLocation(), *milBld, &way_points) != RoadPathDirection::None)
×
1170
            {
1171
                // Die Wegpunkte noch davon abziehen
1172
                points -= way_points;
×
1173
                // Besser als der bisher Beste?
1174
                if(points > best_points)
×
1175
                {
1176
                    best_points = points;
×
1177
                    bb = milBld;
×
1178
                }
1179
            }
1180
        }
1181
    }
1182

1183
    // Wenn kein Abnehmer gefunden wurde, muss es halt in ein Lagerhaus
1184
    if(!bb)
×
1185
        bb = FindWarehouseForWare(ware);
×
1186

1187
    return bb;
×
1188
}
1189

1190
unsigned GamePlayer::GetBuidingSitePriority(const noBuildingSite* building_site)
×
1191
{
1192
    if(useCustomBuildOrder_)
×
1193
    {
1194
        // Spezielle Reihenfolge
1195

1196
        // Typ in der Reihenfolge suchen und Position als Priorität zurückgeben
1197
        for(unsigned i = 0; i < build_order.size(); ++i)
×
1198
        {
1199
            if(building_site->GetBuildingType() == build_order[i])
×
1200
                return i;
×
1201
        }
1202
    } else
1203
    {
1204
        // Reihenfolge der Bauaufträge, also was zuerst in Auftrag gegeben wurde, wird zuerst gebaut
1205
        unsigned i = 0;
×
1206
        for(noBuildingSite* bldSite : buildings.GetBuildingSites())
×
1207
        {
1208
            if(building_site == bldSite)
×
1209
                return i;
×
1210
            i++;
×
1211
        }
1212
    }
1213

1214
    LOG.write("GameClientPlayer::GetBuidingSitePriority: ERROR: Buildingsite or type of it not found in the list!\n");
×
1215
    RTTR_Assert(false);
×
1216
    // We may want to multiply this value so don't return the absolute max value
1217
    return std::numeric_limits<unsigned>::max() / 1000;
1218
}
1219

1220
void GamePlayer::ConvertTransportData(const TransportOrders& transport_data)
2✔
1221
{
1222
    for(const auto ware : helpers::EnumRange<GoodType>{})
156✔
1223
        transportPrio[ware] = GetTransportPrioFromOrdering(transport_data, ware);
74✔
1224
}
2✔
1225

1226
bool GamePlayer::IsAlly(const unsigned char playerId) const
10,354✔
1227
{
1228
    // Der Spieler ist ja auch zu sich selber verbündet
1229
    if(GetPlayerId() == playerId)
10,354✔
1230
        return true;
2,639✔
1231
    else
1232
        return GetPactState(PactType::TreatyOfAlliance, playerId) == PactState::Accepted;
7,715✔
1233
}
1234

1235
bool GamePlayer::IsAttackable(const unsigned char playerId) const
804✔
1236
{
1237
    // Verbündete dürfen nicht angegriffen werden
1238
    if(IsAlly(playerId))
804✔
1239
        return false;
40✔
1240
    else
1241
        // Ansonsten darf bei bestehendem Nichtangriffspakt ebenfalls nicht angegriffen werden
1242
        return GetPactState(PactType::NonAgressionPact, playerId) != PactState::Accepted;
764✔
1243
}
1244

1245
void GamePlayer::OrderTroops(nobMilitary& goal, std::array<unsigned, NUM_SOLDIER_RANKS> counts,
33✔
1246
                             unsigned total_max) const
1247
{
1248
    // Solange Lagerhäuser nach Soldaten absuchen, bis entweder keins mehr übrig ist oder alle Soldaten bestellt sind
1249
    nobBaseWarehouse* wh;
1250
    unsigned sum = 0;
33✔
1251
    do
3✔
1252
    {
1253
        std::array<bool, NUM_SOLDIER_RANKS> desiredRanks;
1254
        for(unsigned i = 0; i < NUM_SOLDIER_RANKS; i++)
216✔
1255
            desiredRanks[i] = counts[i] > 0;
180✔
1256

1257
        wh = FindWarehouse(goal, FW::HasAnyMatchingSoldier(desiredRanks), false, false);
36✔
1258
        if(wh)
36✔
1259
        {
1260
            wh->OrderTroops(goal, counts, total_max);
19✔
1261
            sum = std::accumulate(counts.begin(), counts.end(), 0u);
19✔
1262
        }
1263
    } while(total_max && sum && wh);
36✔
1264
}
33✔
1265

1266
void GamePlayer::RegulateAllTroops()
67✔
1267
{
1268
    for(nobMilitary* milBld : buildings.GetMilitaryBuildings())
70✔
1269
        milBld->RegulateTroops();
3✔
1270
}
67✔
1271

1272
/// Prüft von allen Militärgebäuden die Fahnen neu
1273
void GamePlayer::RecalcMilitaryFlags()
48✔
1274
{
1275
    for(nobMilitary* milBld : buildings.GetMilitaryBuildings())
72✔
1276
        milBld->LookForEnemyBuildings(nullptr);
24✔
1277
}
48✔
1278

1279
/// Sucht für Soldaten ein neues Militärgebäude, als Argument wird Referenz auf die
1280
/// entsprechende Soldatenanzahl im Lagerhaus verlangt
1281
void GamePlayer::NewSoldiersAvailable(const unsigned& soldier_count)
90✔
1282
{
1283
    RTTR_Assert(soldier_count > 0);
90✔
1284
    // solange laufen lassen, bis soldier_count = 0, d.h. der Soldat irgendwohin geschickt wurde
1285
    // Zuerst nach unbesetzten Militärgebäude schauen
1286
    for(nobMilitary* milBld : buildings.GetMilitaryBuildings())
107✔
1287
    {
1288
        if(milBld->IsNewBuilt())
17✔
1289
        {
1290
            milBld->RegulateTroops();
×
1291
            // Used that soldier? Go out
1292
            if(!soldier_count)
×
1293
                return;
×
1294
        }
1295
    }
1296

1297
    // Als nächstes Gebäude in Grenznähe
1298
    for(nobMilitary* milBld : buildings.GetMilitaryBuildings())
107✔
1299
    {
1300
        if(milBld->GetFrontierDistance() == FrontierDistance::Near)
17✔
1301
        {
1302
            milBld->RegulateTroops();
17✔
1303
            // Used that soldier? Go out
1304
            if(!soldier_count)
17✔
1305
                return;
×
1306
        }
1307
    }
1308

1309
    // Und den Rest ggf.
1310
    for(nobMilitary* milBld : buildings.GetMilitaryBuildings())
107✔
1311
    {
1312
        // already checked? -> skip
1313
        if(milBld->GetFrontierDistance() == FrontierDistance::Near || milBld->IsNewBuilt())
17✔
1314
            continue;
17✔
1315
        milBld->RegulateTroops();
×
1316
        if(!soldier_count) // used the soldier?
×
1317
            return;
×
1318
    }
1319
}
1320

1321
void GamePlayer::CallFlagWorker(const MapPoint pt, const Job job)
32✔
1322
{
1323
    auto* flag = world.GetSpecObj<noFlag>(pt);
32✔
1324
    if(!flag)
32✔
1325
        return;
2✔
1326
    /// Find wh with given job type (e.g. geologist, scout, ...)
1327
    nobBaseWarehouse* wh = FindWarehouse(*flag, FW::HasFigure(job, true), false, false);
30✔
1328

1329
    if(wh)
30✔
1330
        wh->OrderJob(job, *flag, true);
26✔
1331
}
1332

1333
bool GamePlayer::IsFlagWorker(const nofFlagWorker* flagworker)
×
1334
{
1335
    return helpers::contains(flagworkers, flagworker);
×
1336
}
1337

1338
void GamePlayer::FlagDestroyed(noFlag* flag)
771✔
1339
{
1340
    // Alle durchgehen und ggf. sagen, dass sie keine Flagge mehr haben, wenn das ihre Flagge war, die zerstört wurde
1341
    for(auto it = flagworkers.begin(); it != flagworkers.end();)
771✔
1342
    {
1343
        if((*it)->GetFlag() == flag)
×
1344
        {
1345
            (*it)->LostWork();
×
1346
            it = flagworkers.erase(it);
×
1347
        } else
1348
            ++it;
×
1349
    }
1350
}
771✔
1351

1352
void GamePlayer::RefreshDefenderList()
55✔
1353
{
1354
    shouldSendDefenderList.clear();
55✔
1355
    // Add as many true values as set in the settings, the rest will be false
1356
    for(unsigned i = 0; i < MILITARY_SETTINGS_SCALE[2]; ++i)
330✔
1357
        shouldSendDefenderList.push_back(i < militarySettings_[2]);
275✔
1358
    // und ordentlich schütteln
1359
    RANDOM_SHUFFLE2(shouldSendDefenderList, 0);
55✔
1360
}
55✔
1361

1362
void GamePlayer::ChangeMilitarySettings(const MilitarySettings& military_settings)
55✔
1363
{
1364
    for(unsigned i = 0; i < military_settings.size(); ++i)
495✔
1365
    {
1366
        // Sicherstellen, dass im validen Bereich
1367
        RTTR_Assert(military_settings[i] <= MILITARY_SETTINGS_SCALE[i]);
440✔
1368
        this->militarySettings_[i] = military_settings[i];
440✔
1369
    }
1370
    /// Truppen müssen neu kalkuliert werden
1371
    RegulateAllTroops();
55✔
1372
    /// Die Verteidigungsliste muss erneuert werden
1373
    RefreshDefenderList();
55✔
1374
}
55✔
1375

1376
/// Setzt neue Werkzeugeinstellungen
1377
void GamePlayer::ChangeToolsSettings(const ToolSettings& tools_settings,
6✔
1378
                                     const helpers::EnumArray<int8_t, Tool>& orderChanges)
1379
{
1380
    const bool settingsChanged = toolsSettings_ != tools_settings;
6✔
1381
    toolsSettings_ = tools_settings;
6✔
1382
    if(settingsChanged)
6✔
1383
        world.GetNotifications().publish(ToolNote(ToolNote::SettingsChanged, GetPlayerId()));
4✔
1384

1385
    for(const auto tool : helpers::enumRange<Tool>())
168✔
1386
    {
1387
        tools_ordered[tool] = helpers::clamp(tools_ordered[tool] + orderChanges[tool], 0, 100);
72✔
1388
        tools_ordered_delta[tool] -= orderChanges[tool];
72✔
1389

1390
        if(orderChanges[tool] != 0)
72✔
1391
        {
1392
            LOG.write(">> Committing an order of %1% for tool #%2%(%3%)\n", LogTarget::File) % (int)orderChanges[tool]
8✔
1393
              % static_cast<unsigned>(tool) % _(WARE_NAMES[TOOL_TO_GOOD[tool]]);
8✔
1394
            world.GetNotifications().publish(ToolNote(ToolNote::OrderPlaced, GetPlayerId()));
4✔
1395
        }
1396
    }
1397
}
6✔
1398

1399
/// Setzt neue Verteilungseinstellungen
1400
void GamePlayer::ChangeDistribution(const Distributions& distribution_settings)
6✔
1401
{
1402
    unsigned idx = 0;
6✔
1403
    for(const DistributionMapping& mapping : distributionMap)
162✔
1404
    {
1405
        distribution[std::get<0>(mapping)].percent_buildings[std::get<1>(mapping)] = distribution_settings[idx++];
156✔
1406
    }
1407

1408
    RecalcDistribution();
6✔
1409
}
6✔
1410

1411
/// Setzt neue Baureihenfolge-Einstellungen
1412
void GamePlayer::ChangeBuildOrder(bool useCustomBuildOrder, const BuildOrders& order_data)
2✔
1413
{
1414
    this->useCustomBuildOrder_ = useCustomBuildOrder;
2✔
1415
    this->build_order = order_data;
2✔
1416
}
2✔
1417

1418
bool GamePlayer::ShouldSendDefender()
18✔
1419
{
1420
    // Wenn wir schon am Ende sind, muss die Verteidgungsliste erneuert werden
1421
    if(shouldSendDefenderList.empty())
18✔
1422
        RefreshDefenderList();
×
1423

1424
    bool result = shouldSendDefenderList.back();
18✔
1425
    shouldSendDefenderList.pop_back();
18✔
1426
    return result;
18✔
1427
}
1428

1429
void GamePlayer::TestDefeat()
78✔
1430
{
1431
    // Nicht schon besiegt?
1432
    // Keine Militärgebäude, keine Lagerhäuser (HQ,Häfen) -> kein Land --> verloren
1433
    if(!isDefeated && buildings.GetMilitaryBuildings().empty() && buildings.GetStorehouses().empty())
78✔
1434
        Surrender();
29✔
1435
}
78✔
1436

1437
nobHQ* GamePlayer::GetHQ() const
14✔
1438
{
1439
    const MapPoint& hqPos = GetHQPos();
14✔
1440
    return const_cast<nobHQ*>(hqPos.isValid() ? GetGameWorld().GetSpecObj<nobHQ>(hqPos) : nullptr);
14✔
1441
}
1442

1443
void GamePlayer::Surrender()
32✔
1444
{
1445
    if(isDefeated)
32✔
1446
        return;
1✔
1447

1448
    isDefeated = true;
31✔
1449

1450
    // GUI Bescheid sagen
1451
    if(world.GetGameInterface())
31✔
1452
        world.GetGameInterface()->GI_PlayerDefeated(GetPlayerId());
×
1453
}
1454

1455
void GamePlayer::SetStatisticValue(StatisticType type, unsigned value)
×
1456
{
1457
    statisticCurrentData[type] = value;
×
1458
}
×
1459

1460
void GamePlayer::ChangeStatisticValue(StatisticType type, int change)
1,926✔
1461
{
1462
    RTTR_Assert(change >= 0 || statisticCurrentData[type] >= static_cast<unsigned>(-change));
1,926✔
1463
    statisticCurrentData[type] += change;
1,926✔
1464
}
1,926✔
1465

1466
void GamePlayer::IncreaseMerchandiseStatistic(GoodType type)
4✔
1467
{
1468
    // Einsortieren...
1469
    switch(type)
4✔
1470
    {
1471
        case GoodType::Wood: statisticCurrentMerchandiseData[0]++; break;
×
1472
        case GoodType::Boards: statisticCurrentMerchandiseData[1]++; break;
×
1473
        case GoodType::Stones: statisticCurrentMerchandiseData[2]++; break;
×
1474
        case GoodType::Fish:
×
1475
        case GoodType::Bread:
1476
        case GoodType::Meat: statisticCurrentMerchandiseData[3]++; break;
×
1477
        case GoodType::Water: statisticCurrentMerchandiseData[4]++; break;
×
1478
        case GoodType::Beer: statisticCurrentMerchandiseData[5]++; break;
×
1479
        case GoodType::Coal: statisticCurrentMerchandiseData[6]++; break;
×
1480
        case GoodType::IronOre: statisticCurrentMerchandiseData[7]++; break;
×
1481
        case GoodType::Gold: statisticCurrentMerchandiseData[8]++; break;
×
1482
        case GoodType::Iron: statisticCurrentMerchandiseData[9]++; break;
×
1483
        case GoodType::Coins: statisticCurrentMerchandiseData[10]++; break;
×
1484
        case GoodType::Tongs:
3✔
1485
        case GoodType::Axe:
1486
        case GoodType::Saw:
1487
        case GoodType::PickAxe:
1488
        case GoodType::Hammer:
1489
        case GoodType::Shovel:
1490
        case GoodType::Crucible:
1491
        case GoodType::RodAndLine:
1492
        case GoodType::Scythe:
1493
        case GoodType::Cleaver:
1494
        case GoodType::Rollingpin:
1495
        case GoodType::Bow: statisticCurrentMerchandiseData[11]++; break;
3✔
1496
        case GoodType::ShieldVikings:
×
1497
        case GoodType::ShieldAfricans:
1498
        case GoodType::ShieldRomans:
1499
        case GoodType::ShieldJapanese:
1500
        case GoodType::Sword: statisticCurrentMerchandiseData[12]++; break;
×
1501
        case GoodType::Boat: statisticCurrentMerchandiseData[13]++; break;
×
1502
        default: break;
1✔
1503
    }
1504
}
4✔
1505

1506
/// Calculates current statistics
1507
void GamePlayer::CalcStatistics()
6✔
1508
{
1509
    // Waren aus der Inventur zählen
1510
    statisticCurrentData[StatisticType::Merchandise] = 0;
6✔
1511
    for(const auto i : helpers::enumRange<GoodType>())
468✔
1512
        statisticCurrentData[StatisticType::Merchandise] += global_inventory[i];
222✔
1513

1514
    // Bevölkerung aus der Inventur zählen
1515
    statisticCurrentData[StatisticType::Inhabitants] = 0;
6✔
1516
    for(const auto i : helpers::enumRange<Job>())
444✔
1517
        statisticCurrentData[StatisticType::Inhabitants] += global_inventory[i];
210✔
1518

1519
    // Militär aus der Inventur zählen
1520
    statisticCurrentData[StatisticType::Military] =
12✔
1521
      global_inventory.people[Job::Private] + global_inventory.people[Job::PrivateFirstClass] * 2
6✔
1522
      + global_inventory.people[Job::Sergeant] * 3 + global_inventory.people[Job::Officer] * 4
6✔
1523
      + global_inventory.people[Job::General] * 5;
6✔
1524

1525
    // Produktivität berechnen
1526
    statisticCurrentData[StatisticType::Productivity] = buildings.CalcAverageProductivity();
6✔
1527

1528
    // Total points for tournament games
1529
    statisticCurrentData[StatisticType::Tournament] =
12✔
1530
      statisticCurrentData[StatisticType::Military] + 3 * statisticCurrentData[StatisticType::Vanquished];
6✔
1531
}
6✔
1532

1533
void GamePlayer::StatisticStep()
6✔
1534
{
1535
    CalcStatistics();
6✔
1536

1537
    // 15-min-Statistik ein Feld weiterschieben
1538
    for(const auto i : helpers::enumRange<StatisticType>())
132✔
1539
    {
1540
        statistic[StatisticTime::T15Minutes].data[i][incrStatIndex(statistic[StatisticTime::T15Minutes].currentIndex)] =
54✔
1541
          statisticCurrentData[i];
54✔
1542
    }
1543
    for(unsigned i = 0; i < NUM_STAT_MERCHANDISE_TYPES; ++i)
90✔
1544
    {
1545
        statistic[StatisticTime::T15Minutes]
84✔
1546
          .merchandiseData[i][incrStatIndex(statistic[StatisticTime::T15Minutes].currentIndex)] =
168✔
1547
          statisticCurrentMerchandiseData[i];
84✔
1548
    }
1549
    statistic[StatisticTime::T15Minutes].currentIndex =
6✔
1550
      incrStatIndex(statistic[StatisticTime::T15Minutes].currentIndex);
6✔
1551

1552
    statistic[StatisticTime::T15Minutes].counter++;
6✔
1553

1554
    // Prüfen ob 4mal 15-min-Statistik weitergeschoben wurde, wenn ja: 1-h-Statistik weiterschieben
1555
    // und aktuellen Wert der 15min-Statistik benutzen
1556
    // gleiches für die 4h und 16h Statistik
1557
    for(const auto t : helpers::enumRange<StatisticTime>())
60✔
1558
    {
1559
        if(t == StatisticTime(helpers::MaxEnumValue_v<StatisticTime>))
24✔
1560
            break;
6✔
1561
        const auto nextT = StatisticTime(rttr::enum_cast(t) + 1);
18✔
1562
        if(statistic[t].counter == 4)
18✔
1563
        {
1564
            statistic[t].counter = 0;
×
1565
            for(const auto i : helpers::enumRange<StatisticType>())
×
1566
            {
1567
                statistic[nextT].data[i][incrStatIndex(statistic[nextT].currentIndex)] = statisticCurrentData[i];
×
1568
            }
1569

1570
            // Summe für den Zeitraum berechnen (immer 4 Zeitschritte der jeweils kleineren Statistik)
1571
            for(unsigned i = 0; i < NUM_STAT_MERCHANDISE_TYPES; ++i)
×
1572
            {
1573
                statistic[nextT].merchandiseData[i][incrStatIndex(statistic[nextT].currentIndex)] =
×
1574
                  statisticCurrentMerchandiseData[i]
×
1575
                  + statistic[t].merchandiseData[i][decrStatIndex(statistic[t].currentIndex, 1)]
×
1576
                  + statistic[t].merchandiseData[i][decrStatIndex(statistic[t].currentIndex, 2)]
×
1577
                  + statistic[t].merchandiseData[i][decrStatIndex(statistic[t].currentIndex, 3)];
×
1578
            }
1579

1580
            statistic[nextT].currentIndex = incrStatIndex(statistic[nextT].currentIndex);
×
1581
            statistic[nextT].counter++;
×
1582
        }
1583
    }
1584

1585
    // Warenstatistikzähler nullen
1586
    statisticCurrentMerchandiseData.fill(0);
6✔
1587
}
6✔
1588

1589
GamePlayer::Pact::Pact(SerializedGameData& sgd)
112✔
1590
    : duration(sgd.PopUnsignedInt()), start(sgd.PopUnsignedInt()), accepted(sgd.PopBool()), want_cancel(sgd.PopBool())
112✔
1591
{}
112✔
1592

1593
void GamePlayer::Pact::Serialize(SerializedGameData& sgd) const
224✔
1594
{
1595
    sgd.PushUnsignedInt(duration);
224✔
1596
    sgd.PushUnsignedInt(start);
224✔
1597
    sgd.PushBool(accepted);
224✔
1598
    sgd.PushBool(want_cancel);
224✔
1599
}
224✔
1600

1601
void GamePlayer::PactChanged(const PactType pt)
24✔
1602
{
1603
    // Recheck military flags as the border (to an enemy) might have changed
1604
    RecalcMilitaryFlags();
24✔
1605

1606
    // Ggf. den GUI Bescheid sagen, um Sichtbarkeiten etc. neu zu berechnen
1607
    if(pt == PactType::TreatyOfAlliance)
24✔
1608
    {
1609
        if(world.GetGameInterface())
6✔
1610
            world.GetGameInterface()->GI_TreatyOfAllianceChanged(GetPlayerId());
×
1611
    }
1612
}
24✔
1613

1614
void GamePlayer::SuggestPact(const unsigned char targetPlayerId, const PactType pt, const unsigned duration)
10✔
1615
{
1616
    // Don't try to make pact with self
1617
    if(targetPlayerId == GetPlayerId())
10✔
1618
        return;
1✔
1619

1620
    if(!pacts[targetPlayerId][pt].accepted && duration > 0)
9✔
1621
    {
1622
        pacts[targetPlayerId][pt].duration = duration;
8✔
1623
        pacts[targetPlayerId][pt].start = world.GetEvMgr().GetCurrentGF();
8✔
1624
        GamePlayer targetPlayer = world.GetPlayer(targetPlayerId);
16✔
1625
        if(targetPlayer.isHuman())
8✔
1626
            targetPlayer.SendPostMessage(std::make_unique<DiplomacyPostQuestion>(
6✔
1627
              world.GetEvMgr().GetCurrentGF(), pt, pacts[targetPlayerId][pt].start, *this, duration));
12✔
1628
        else if(world.HasLua())
2✔
1629
            world.GetLua().EventSuggestPact(pt, GetPlayerId(), targetPlayerId, duration);
2✔
1630
    }
1631
}
1632

1633
void GamePlayer::AcceptPact(const unsigned id, const PactType pt, const unsigned char targetPlayer)
21✔
1634
{
1635
    if(!pacts[targetPlayer][pt].accepted && pacts[targetPlayer][pt].duration > 0 && pacts[targetPlayer][pt].start == id)
21✔
1636
    {
1637
        MakePact(pt, targetPlayer, pacts[targetPlayer][pt].duration);
8✔
1638
        world.GetPlayer(targetPlayer).MakePact(pt, GetPlayerId(), pacts[targetPlayer][pt].duration);
8✔
1639
        PactChanged(pt);
8✔
1640
        world.GetPlayer(targetPlayer).PactChanged(pt);
8✔
1641
        if(world.HasLua())
8✔
1642
            world.GetLua().EventPactCreated(pt, GetPlayerId(), targetPlayer, pacts[targetPlayer][pt].duration);
3✔
1643
    }
1644
}
21✔
1645

1646
/// Bündnis (real, d.h. spielentscheidend) abschließen
1647
void GamePlayer::MakePact(const PactType pt, const unsigned char other_player, const unsigned duration)
16✔
1648
{
1649
    pacts[other_player][pt].accepted = true;
16✔
1650
    pacts[other_player][pt].start = world.GetEvMgr().GetCurrentGF();
16✔
1651
    pacts[other_player][pt].duration = duration;
16✔
1652
    pacts[other_player][pt].want_cancel = false;
16✔
1653

1654
    SendPostMessage(
16✔
1655
      std::make_unique<PostMsg>(world.GetEvMgr().GetCurrentGF(), pt, world.GetPlayer(other_player), true));
32✔
1656
}
16✔
1657

1658
/// Zeigt an, ob ein Pakt besteht
1659
PactState GamePlayer::GetPactState(const PactType pt, const unsigned char other_player) const
8,629✔
1660
{
1661
    // Prüfen, ob Bündnis in Kraft ist
1662
    if(pacts[other_player][pt].duration)
8,629✔
1663
    {
1664
        if(!pacts[other_player][pt].accepted)
4,686✔
1665
            return PactState::InProgress;
16✔
1666

1667
        if(pacts[other_player][pt].duration == DURATION_INFINITE
4,670✔
1668
           || world.GetEvMgr().GetCurrentGF() < pacts[other_player][pt].start + pacts[other_player][pt].duration)
4,670✔
1669
            return PactState::Accepted;
4,668✔
1670
    }
1671

1672
    return PactState::None;
3,945✔
1673
}
1674

1675
/// all allied players get a letter with the location
1676
void GamePlayer::NotifyAlliesOfLocation(const MapPoint pt)
6✔
1677
{
1678
    for(unsigned i = 0; i < world.GetNumPlayers(); ++i)
24✔
1679
    {
1680
        if(i != GetPlayerId() && IsAlly(i))
18✔
1681
            world.GetPlayer(i).SendPostMessage(std::make_unique<PostMsg>(
10✔
1682
              world.GetEvMgr().GetCurrentGF(), _("Your ally wishes to notify you of this location"),
5✔
1683
              PostCategory::Diplomacy, pt));
10✔
1684
    }
1685
}
6✔
1686

1687
/// Gibt die verbleibende Dauer zurück, die ein Bündnis noch laufen wird (DURATION_INFINITE = für immer)
1688
unsigned GamePlayer::GetRemainingPactTime(const PactType pt, const unsigned char other_player) const
125✔
1689
{
1690
    if(pacts[other_player][pt].duration)
125✔
1691
    {
1692
        if(pacts[other_player][pt].accepted)
88✔
1693
        {
1694
            if(pacts[other_player][pt].duration == DURATION_INFINITE)
76✔
1695
                return DURATION_INFINITE;
×
1696
            else if(world.GetEvMgr().GetCurrentGF() <= pacts[other_player][pt].start + pacts[other_player][pt].duration)
76✔
1697
                return ((pacts[other_player][pt].start + pacts[other_player][pt].duration)
76✔
1698
                        - world.GetEvMgr().GetCurrentGF());
76✔
1699
        }
1700
    }
1701

1702
    return 0;
49✔
1703
}
1704

1705
/// Gibt Einverständnis, dass dieser Spieler den Pakt auflösen will
1706
/// Falls dieser Spieler einen Bündnisvorschlag gemacht hat, wird dieser dagegen zurückgenommen
1707
void GamePlayer::CancelPact(const PactType pt, const unsigned char otherPlayerIdx)
8✔
1708
{
1709
    // Don't try to cancel pact with self
1710
    if(otherPlayerIdx == GetPlayerId())
8✔
1711
        return;
2✔
1712

1713
    // Besteht bereits ein Bündnis?
1714
    if(pacts[otherPlayerIdx][pt].accepted)
6✔
1715
    {
1716
        // Vermerken, dass der Spieler das Bündnis auflösen will
1717
        pacts[otherPlayerIdx][pt].want_cancel = true;
6✔
1718

1719
        // Will der andere Spieler das Bündnis auch auflösen?
1720
        GamePlayer& otherPlayer = world.GetPlayer(otherPlayerIdx);
6✔
1721
        if(otherPlayer.pacts[GetPlayerId()][pt].want_cancel)
6✔
1722
        {
1723
            // Dann wird das Bündnis aufgelöst
1724
            pacts[otherPlayerIdx][pt].accepted = false;
2✔
1725
            pacts[otherPlayerIdx][pt].duration = 0;
2✔
1726
            pacts[otherPlayerIdx][pt].want_cancel = false;
2✔
1727

1728
            otherPlayer.pacts[GetPlayerId()][pt].accepted = false;
2✔
1729
            otherPlayer.pacts[GetPlayerId()][pt].duration = 0;
2✔
1730
            otherPlayer.pacts[GetPlayerId()][pt].want_cancel = false;
2✔
1731

1732
            // Den Spielern eine Informationsnachricht schicken
1733
            world.GetPlayer(otherPlayerIdx)
2✔
1734
              .SendPostMessage(std::make_unique<PostMsg>(world.GetEvMgr().GetCurrentGF(), pt, *this, false));
2✔
1735
            SendPostMessage(
2✔
1736
              std::make_unique<PostMsg>(world.GetEvMgr().GetCurrentGF(), pt, world.GetPlayer(otherPlayerIdx), false));
4✔
1737
            PactChanged(pt);
2✔
1738
            otherPlayer.PactChanged(pt);
2✔
1739
            if(world.HasLua())
2✔
1740
                world.GetLua().EventPactCanceled(pt, GetPlayerId(), otherPlayerIdx);
1✔
1741
        } else
1742
        {
1743
            // Ansonsten den anderen Spieler fragen, ob der das auch so sieht
1744
            if(otherPlayer.isHuman())
4✔
1745
                otherPlayer.SendPostMessage(std::make_unique<DiplomacyPostQuestion>(
3✔
1746
                  world.GetEvMgr().GetCurrentGF(), pt, pacts[otherPlayerIdx][pt].start, *this));
6✔
1747
            else if(!world.HasLua() || world.GetLua().EventCancelPactRequest(pt, GetPlayerId(), otherPlayerIdx))
1✔
1748
            {
1749
                // AI accepts cancels, if there is no lua-interace
1750
                pacts[otherPlayerIdx][pt].accepted = false;
1✔
1751
                pacts[otherPlayerIdx][pt].duration = 0;
1✔
1752
                pacts[otherPlayerIdx][pt].want_cancel = false;
1✔
1753

1754
                otherPlayer.pacts[GetPlayerId()][pt].accepted = false;
1✔
1755
                otherPlayer.pacts[GetPlayerId()][pt].duration = 0;
1✔
1756
                otherPlayer.pacts[GetPlayerId()][pt].want_cancel = false;
1✔
1757

1758
                if(world.HasLua())
1✔
1759
                    world.GetLua().EventPactCanceled(pt, GetPlayerId(), otherPlayerIdx);
1✔
1760
            }
1761
        }
1762
    } else
1763
    {
1764
        // Es besteht kein Bündnis, also unseren Bündnisvorschlag wieder zurücknehmen
1765
        pacts[otherPlayerIdx][pt].duration = 0;
×
1766
    }
1767
}
1768

1769
void GamePlayer::MakeStartPacts()
57✔
1770
{
1771
    // Reset pacts
1772
    for(unsigned i = 0; i < world.GetNumPlayers(); ++i)
226✔
1773
    {
1774
        for(const auto z : helpers::enumRange<PactType>())
1,352✔
1775
            pacts[i][z] = Pact();
338✔
1776
    }
1777

1778
    // No team -> No pacts
1779
    if(team == Team::None)
57✔
1780
        return;
4✔
1781
    RTTR_Assert(isTeam(team));
53✔
1782

1783
    // Create ally- and non-aggression-pact for all players of same team
1784
    for(unsigned i = 0; i < world.GetNumPlayers(); ++i)
209✔
1785
    {
1786
        if(team != world.GetPlayer(i).team)
156✔
1787
            continue;
63✔
1788
        for(const auto z : helpers::enumRange<PactType>())
744✔
1789
        {
1790
            pacts[i][z].duration = DURATION_INFINITE;
186✔
1791
            pacts[i][z].start = 0;
186✔
1792
            pacts[i][z].accepted = true;
186✔
1793
            pacts[i][z].want_cancel = false;
186✔
1794
        }
1795
    }
1796
}
1797

1798
bool GamePlayer::IsWareRegistred(const Ware& ware)
162✔
1799
{
1800
    return helpers::contains(ware_list, &ware);
162✔
1801
}
1802

1803
bool GamePlayer::IsWareDependent(const Ware& ware)
14✔
1804
{
1805
    for(nobBaseWarehouse* wh : buildings.GetStorehouses())
41✔
1806
    {
1807
        if(wh->IsWareDependent(ware))
27✔
1808
            return true;
×
1809
    }
1810

1811
    return false;
14✔
1812
}
1813

1814
void GamePlayer::IncreaseInventoryWare(const GoodType ware, const unsigned count)
14,278✔
1815
{
1816
    global_inventory.Add(ConvertShields(ware), count);
14,278✔
1817
}
14,278✔
1818

1819
void GamePlayer::DecreaseInventoryWare(const GoodType ware, const unsigned count)
2,279✔
1820
{
1821
    global_inventory.Remove(ConvertShields(ware), count);
2,279✔
1822
}
2,279✔
1823

1824
/// Registriert ein Schiff beim Einwohnermeldeamt
1825
void GamePlayer::RegisterShip(noShip& ship)
21✔
1826
{
1827
    ships.push_back(&ship);
21✔
1828
    // Evtl bekommt das Schiffchen gleich was zu tun?
1829
    GetJobForShip(ship);
21✔
1830
}
21✔
1831

1832
struct ShipForHarbor
1833
{
1834
    noShip* ship;
1835
    uint32_t estimate;
1836

1837
    ShipForHarbor(noShip* ship, uint32_t estimate) : ship(ship), estimate(estimate) {}
18✔
1838

1839
    bool operator<(const ShipForHarbor& b) const
×
1840
    {
1841
        return (estimate < b.estimate) || (estimate == b.estimate && ship->GetObjId() < b.ship->GetObjId());
×
1842
    }
1843
};
1844

1845
/// Schiff für Hafen bestellen
1846
bool GamePlayer::OrderShip(nobHarborBuilding& hb)
32✔
1847
{
1848
    std::vector<ShipForHarbor> sfh;
64✔
1849

1850
    // we need more ships than those that are already on their way? limit search to idle ships
1851
    if(GetShipsToHarbor(hb) < hb.GetNumNeededShips())
32✔
1852
    {
1853
        for(noShip* ship : ships)
64✔
1854
        {
1855
            if(ship->IsIdling() && world.IsHarborAtSea(world.GetHarborPointID(hb.GetPos()), ship->GetSeaID()))
32✔
1856
                sfh.push_back(ShipForHarbor(ship, world.CalcDistance(hb.GetPos(), ship->GetPos())));
18✔
1857
        }
1858
    } else
1859
    {
1860
        for(noShip* ship : ships)
×
1861
        {
1862
            if((ship->IsIdling() && world.IsHarborAtSea(world.GetHarborPointID(hb.GetPos()), ship->GetSeaID()))
×
1863
               || ship->IsGoingToHarbor(hb))
×
1864
            {
1865
                sfh.push_back(ShipForHarbor(ship, world.CalcDistance(hb.GetPos(), ship->GetPos())));
×
1866
            }
1867
        }
1868
    }
1869

1870
    std::sort(sfh.begin(), sfh.end());
32✔
1871

1872
    noShip* best_ship = nullptr;
32✔
1873
    uint32_t best_distance = std::numeric_limits<uint32_t>::max();
32✔
1874
    std::vector<Direction> best_route;
64✔
1875

1876
    for(auto& it : sfh)
41✔
1877
    {
1878
        uint32_t distance;
1879
        std::vector<Direction> route;
18✔
1880

1881
        // the estimate (air-line distance) for this and all other ships in the list is already worse than what we
1882
        // found? disregard the rest
1883
        if(it.estimate >= best_distance)
18✔
1884
            break;
×
1885

1886
        noShip& ship = *it.ship;
18✔
1887

1888
        MapPoint dest = world.GetCoastalPoint(hb.GetHarborPosID(), ship.GetSeaID());
18✔
1889

1890
        // ship already there?
1891
        if(ship.GetPos() == dest)
18✔
1892
        {
1893
            hb.ShipArrived(ship);
9✔
1894
            return (true);
9✔
1895
        }
1896

1897
        if(world.FindShipPathToHarbor(ship.GetPos(), hb.GetHarborPosID(), ship.GetSeaID(), &route, &distance))
9✔
1898
        {
1899
            if(distance < best_distance)
9✔
1900
            {
1901
                best_ship = &ship;
9✔
1902
                best_distance = distance;
9✔
1903
                best_route = route;
9✔
1904
            }
1905
        }
1906
    }
1907

1908
    // only order ships not already on their way
1909
    if(best_ship && best_ship->IsIdling())
23✔
1910
    {
1911
        best_ship->GoToHarbor(hb, best_route);
9✔
1912

1913
        return (true);
9✔
1914
    }
1915

1916
    return (false);
14✔
1917
}
1918

1919
/// Meldet das Schiff wieder ab
1920
void GamePlayer::RemoveShip(noShip* ship)
×
1921
{
1922
    for(unsigned i = 0; i < ships.size(); ++i)
×
1923
    {
1924
        if(ships[i] == ship)
×
1925
        {
1926
            ships.erase(ships.begin() + i);
×
1927
            return;
×
1928
        }
1929
    }
1930
}
1931

1932
/// Versucht, für ein untätiges Schiff eine Arbeit zu suchen
1933
void GamePlayer::GetJobForShip(noShip& ship)
31✔
1934
{
1935
    // Evtl. steht irgendwo eine Expedition an und das Schiff kann diese übernehmen
1936
    nobHarborBuilding* best = nullptr;
31✔
1937
    int best_points = 0;
31✔
1938
    std::vector<Direction> best_route;
31✔
1939

1940
    // Beste Weglänge, die ein Schiff zurücklegen muss, welches gerade nichts zu tun hat
1941
    for(nobHarborBuilding* harbor : buildings.GetHarbors())
64✔
1942
    {
1943
        // Braucht der Hafen noch Schiffe?
1944
        if(harbor->GetNumNeededShips() == 0)
33✔
1945
            continue;
33✔
1946

1947
        // Anzahl der Schiffe ermitteln, die diesen Hafen bereits anfahren
1948
        unsigned ships_coming = GetShipsToHarbor(*harbor);
×
1949

1950
        // Evtl. kommen schon genug?
1951
        if(harbor->GetNumNeededShips() <= ships_coming)
×
1952
            continue;
×
1953

1954
        // liegen wir am gleichen Meer?
1955
        if(world.IsHarborAtSea(harbor->GetHarborPosID(), ship.GetSeaID()))
×
1956
        {
1957
            const MapPoint coastPt = world.GetCoastalPoint(harbor->GetHarborPosID(), ship.GetSeaID());
×
1958

1959
            // Evtl. sind wir schon da?
1960
            if(ship.GetPos() == coastPt)
×
1961
            {
1962
                harbor->ShipArrived(ship);
×
1963
                return;
×
1964
            }
1965

1966
            unsigned length;
1967
            std::vector<Direction> route;
×
1968

1969
            if(world.FindShipPathToHarbor(ship.GetPos(), harbor->GetHarborPosID(), ship.GetSeaID(), &route, &length))
×
1970
            {
1971
                // Punkte ausrechnen
1972
                int points = harbor->GetNeedForShip(ships_coming) - length;
×
1973
                if(points > best_points || !best)
×
1974
                {
1975
                    best = harbor;
×
1976
                    best_points = points;
×
1977
                    best_route = route;
×
1978
                }
1979
            }
1980
        }
1981
    }
1982

1983
    // Einen Hafen gefunden?
1984
    if(best)
31✔
1985
        // Dann bekommt das gleich der Hafen
1986
        ship.GoToHarbor(*best, best_route);
×
1987
}
1988

1989
/// Gibt die ID eines Schiffes zurück
1990
unsigned GamePlayer::GetShipID(const noShip* const ship) const
13✔
1991
{
1992
    for(unsigned i = 0; i < ships.size(); ++i)
13✔
1993
        if(ships[i] == ship)
13✔
1994
            return i;
13✔
1995

1996
    return 0xFFFFFFFF;
×
1997
}
1998

1999
/// Gibt ein Schiff anhand der ID zurück bzw. nullptr, wenn keines mit der ID existiert
2000
noShip* GamePlayer::GetShipByID(const unsigned ship_id) const
20✔
2001
{
2002
    if(ship_id >= ships.size())
20✔
2003
        return nullptr;
×
2004
    else
2005
        return ships[ship_id];
20✔
2006
}
2007

2008
/// Gibt eine Liste mit allen Häfen dieses Spieler zurück, die an ein bestimmtes Meer angrenzen
2009
void GamePlayer::GetHarborsAtSea(std::vector<nobHarborBuilding*>& harbor_buildings, const unsigned short seaId) const
196✔
2010
{
2011
    for(nobHarborBuilding* harbor : buildings.GetHarbors())
638✔
2012
    {
2013
        if(helpers::contains(harbor_buildings, harbor))
442✔
2014
            continue;
215✔
2015

2016
        if(world.IsHarborAtSea(harbor->GetHarborPosID(), seaId))
227✔
2017
            harbor_buildings.push_back(harbor);
227✔
2018
    }
2019
}
196✔
2020

2021
/// Gibt die Anzahl der Schiffe, die einen bestimmten Hafen ansteuern, zurück
2022
unsigned GamePlayer::GetShipsToHarbor(const nobHarborBuilding& hb) const
71✔
2023
{
2024
    unsigned count = 0;
71✔
2025
    for(const auto* ship : ships)
142✔
2026
    {
2027
        if(ship->IsGoingToHarbor(hb))
71✔
2028
            ++count;
5✔
2029
    }
2030

2031
    return count;
71✔
2032
}
2033

2034
/// Sucht einen Hafen in der Nähe, wo dieses Schiff seine Waren abladen kann
2035
/// gibt true zurück, falls erfolgreich
2036
bool GamePlayer::FindHarborForUnloading(noShip* ship, const MapPoint start, unsigned* goal_harborId,
5✔
2037
                                        std::vector<Direction>* route, nobHarborBuilding* exception)
2038
{
2039
    nobHarborBuilding* best = nullptr;
5✔
2040
    unsigned best_distance = 0xffffffff;
5✔
2041

2042
    for(nobHarborBuilding* hb : buildings.GetHarbors())
8✔
2043
    {
2044
        // Bestimmten Hafen ausschließen
2045
        if(hb == exception)
3✔
2046
            continue;
×
2047

2048
        // Prüfen, ob Hafen an das Meer, wo sich das Schiff gerade befindet, angrenzt
2049
        if(!world.IsHarborAtSea(hb->GetHarborPosID(), ship->GetSeaID()))
3✔
2050
            continue;
×
2051

2052
        // Distanz ermitteln zwischen Schiff und Hafen, Schiff kann natürlich auch über Kartenränder fahren
2053
        unsigned distance = world.CalcDistance(ship->GetPos(), hb->GetPos());
3✔
2054

2055
        // Kürzerer Weg als bisher bestes Ziel?
2056
        if(distance < best_distance)
3✔
2057
        {
2058
            best_distance = distance;
3✔
2059
            best = hb;
3✔
2060
        }
2061
    }
2062

2063
    // Hafen gefunden?
2064
    if(best)
5✔
2065
    {
2066
        // Weg dorthin suchen
2067
        route->clear();
3✔
2068
        *goal_harborId = best->GetHarborPosID();
3✔
2069
        const MapPoint coastPt = world.GetCoastalPoint(best->GetHarborPosID(), ship->GetSeaID());
3✔
2070
        if(start == coastPt
3✔
2071
           || world.FindShipPathToHarbor(start, best->GetHarborPosID(), ship->GetSeaID(), route, nullptr))
3✔
2072
            return true;
3✔
2073
    }
2074

2075
    return false;
2✔
2076
}
2077

2078
void GamePlayer::TestForEmergencyProgramm()
×
2079
{
2080
    // we are already defeated, do not even think about an emergency program - it's too late :-(
2081
    if(isDefeated)
×
2082
        return;
×
2083

2084
    // In Lagern vorhandene Bretter und Steine zählen
2085
    unsigned boards = 0;
×
2086
    unsigned stones = 0;
×
2087
    for(nobBaseWarehouse* wh : buildings.GetStorehouses())
×
2088
    {
2089
        boards += wh->GetInventory().goods[GoodType::Boards];
×
2090
        stones += wh->GetInventory().goods[GoodType::Stones];
×
2091
    }
2092

2093
    // Emergency happens, if we have less than 10 boards or stones...
2094
    bool isNewEmergency = boards <= 10 || stones <= 10;
×
2095
    // ...and no woddcutter or sawmill
2096
    isNewEmergency &=
×
2097
      buildings.GetBuildings(BuildingType::Woodcutter).empty() || buildings.GetBuildings(BuildingType::Sawmill).empty();
×
2098

2099
    // Wenn nötig, Notfallprogramm auslösen
2100
    if(isNewEmergency)
×
2101
    {
2102
        if(!emergency)
×
2103
        {
2104
            emergency = true;
×
2105
            SendPostMessage(std::make_unique<PostMsg>(
×
2106
              world.GetEvMgr().GetCurrentGF(), _("The emergency program has been activated."), PostCategory::Economy));
×
2107
        }
2108
    } else
2109
    {
2110
        // Sobald Notfall vorbei, Notfallprogramm beenden, evtl. Baustellen wieder mit Kram versorgen
2111
        if(emergency)
×
2112
        {
2113
            emergency = false;
×
2114
            SendPostMessage(std::make_unique<PostMsg>(world.GetEvMgr().GetCurrentGF(),
×
2115
                                                      _("The emergency program has been deactivated."),
×
2116
                                                      PostCategory::Economy));
×
2117
            FindMaterialForBuildingSites();
×
2118
        }
2119
    }
2120
}
2121

2122
/// Testet die Bündnisse, ob sie nicht schon abgelaufen sind
2123
void GamePlayer::TestPacts()
20✔
2124
{
2125
    for(unsigned i = 0; i < world.GetNumPlayers(); ++i)
80✔
2126
    {
2127
        if(i == GetPlayerId())
60✔
2128
            continue;
20✔
2129

2130
        for(const auto pact : helpers::enumRange<PactType>())
320✔
2131
        {
2132
            // Pact not running
2133
            if(pacts[i][pact].duration == 0)
80✔
2134
                continue;
60✔
2135
            if(GetPactState(pact, i) == PactState::None)
20✔
2136
            {
2137
                // Pact was running but is expired -> Cancel for both players
2138
                pacts[i][pact].duration = 0;
2✔
2139
                pacts[i][pact].accepted = false;
2✔
2140
                GamePlayer& otherPlayer = world.GetPlayer(i);
2✔
2141
                RTTR_Assert(otherPlayer.pacts[GetPlayerId()][pact].duration);
2✔
2142
                RTTR_Assert(otherPlayer.pacts[GetPlayerId()][pact].accepted);
2✔
2143
                otherPlayer.pacts[GetPlayerId()][pact].duration = 0;
2✔
2144
                otherPlayer.pacts[GetPlayerId()][pact].accepted = false;
2✔
2145
                // And notify
2146
                PactChanged(pact);
2✔
2147
                otherPlayer.PactChanged(pact);
2✔
2148
            }
2149
        }
2150
    }
2151
}
20✔
2152

2153
bool GamePlayer::CanBuildCatapult() const
1✔
2154
{
2155
    // Wenn AddonId::LIMIT_CATAPULTS nicht aktiv ist, bauen immer erlaubt
2156
    if(!world.GetGGS().isEnabled(AddonId::LIMIT_CATAPULTS)) //-V807
1✔
2157
        return true;
1✔
2158

2159
    BuildingCount bc = buildings.GetBuildingNums();
×
2160

2161
    unsigned max = 0;
×
2162
    // proportional?
2163
    if(world.GetGGS().getSelection(AddonId::LIMIT_CATAPULTS) == 1)
×
2164
    {
2165
        max = int(bc.buildings[BuildingType::Barracks] * 0.125 + bc.buildings[BuildingType::Guardhouse] * 0.25
×
2166
                  + bc.buildings[BuildingType::Watchtower] * 0.5 + bc.buildings[BuildingType::Fortress]
×
2167
                  + 0.111); // to avoid rounding errors
×
2168
    } else if(world.GetGGS().getSelection(AddonId::LIMIT_CATAPULTS) < 8)
×
2169
    {
2170
        const std::array<unsigned, 6> limits = {{0, 3, 5, 10, 20, 30}};
×
2171
        max = limits[world.GetGGS().getSelection(AddonId::LIMIT_CATAPULTS) - 2];
×
2172
    }
2173

2174
    return bc.buildings[BuildingType::Catapult] + bc.buildingSites[BuildingType::Catapult] < max;
×
2175
}
2176

2177
/// A ship has discovered new hostile territory --> determines if this is new
2178
/// i.e. there is a sufficient distance to older locations
2179
/// Returns true if yes and false if not
2180
bool GamePlayer::ShipDiscoveredHostileTerritory(const MapPoint location)
25✔
2181
{
2182
    // Prüfen, ob Abstand zu bisherigen Punkten nicht zu klein
2183
    for(const auto& enemies_discovered_by_ship : enemies_discovered_by_ships)
25✔
2184
    {
2185
        if(world.CalcDistance(enemies_discovered_by_ship, location) < 30)
24✔
2186
            return false;
24✔
2187
    }
2188

2189
    // Nein? Dann haben wir ein neues Territorium gefunden
2190
    enemies_discovered_by_ships.push_back(location);
1✔
2191

2192
    return true;
1✔
2193
}
2194

2195
/// For debug only
2196
bool GamePlayer::IsDependentFigure(const noFigure& fig)
190✔
2197
{
2198
    for(const nobBaseWarehouse* wh : buildings.GetStorehouses())
482✔
2199
    {
2200
        if(wh->IsDependentFigure(fig))
292✔
2201
            return true;
×
2202
    }
2203
    return false;
190✔
2204
}
2205

2206
std::vector<nobBaseWarehouse*> GamePlayer::GetWarehousesForTrading(const nobBaseWarehouse& goalWh) const
18✔
2207
{
2208
    std::vector<nobBaseWarehouse*> result;
18✔
2209

2210
    // Don't try to trade with us!
2211
    if(goalWh.GetPlayer() == GetPlayerId())
18✔
2212
        return result;
6✔
2213

2214
    const MapPoint goalFlagPos = goalWh.GetFlagPos();
12✔
2215

2216
    TradePathCache& tradePathCache = world.GetTradePathCache();
12✔
2217
    for(nobBaseWarehouse* wh : buildings.GetStorehouses())
24✔
2218
    {
2219
        // Is there a trade path from this warehouse to wh? (flag to flag)
2220
        if(tradePathCache.pathExists(wh->GetFlagPos(), goalFlagPos, GetPlayerId()))
12✔
2221
            result.push_back(wh);
4✔
2222
    }
2223

2224
    return result;
12✔
2225
}
2226

2227
struct WarehouseDistanceComparator
2228
{
2229
    // Reference warehouse position, to which we want to calc the distance
2230
    const MapPoint refWareHousePos_;
2231
    /// GameWorld
2232
    const GameWorld& gwg_;
2233

2234
    WarehouseDistanceComparator(const nobBaseWarehouse& refWareHouse, const GameWorld& world)
12✔
2235
        : refWareHousePos_(refWareHouse.GetPos()), gwg_(world)
12✔
2236
    {}
12✔
2237

2238
    bool operator()(nobBaseWarehouse* const wh1, nobBaseWarehouse* const wh2) const
×
2239
    {
2240
        unsigned dist1 = gwg_.CalcDistance(wh1->GetPos(), refWareHousePos_);
×
2241
        unsigned dist2 = gwg_.CalcDistance(wh2->GetPos(), refWareHousePos_);
×
2242
        return (dist1 < dist2) || (dist1 == dist2 && wh1->GetObjId() < wh2->GetObjId());
×
2243
    }
2244
};
2245

2246
/// Send wares to warehouse wh
2247
void GamePlayer::Trade(nobBaseWarehouse* goalWh, const boost_variant2<GoodType, Job>& what, unsigned count) const
18✔
2248
{
2249
    if(!world.GetGGS().isEnabled(AddonId::TRADE))
18✔
2250
        return;
6✔
2251

2252
    if(count == 0)
16✔
2253
        return;
2✔
2254

2255
    // Don't try to trade with us!
2256
    if(goalWh->GetPlayer() == GetPlayerId())
14✔
2257
        return;
1✔
2258

2259
    // No trades with enemies
2260
    if(!IsAlly(goalWh->GetPlayer()))
13✔
2261
        return;
1✔
2262

2263
    const MapPoint goalFlagPos = goalWh->GetFlagPos();
12✔
2264

2265
    std::vector<nobBaseWarehouse*> whs(buildings.GetStorehouses().begin(), buildings.GetStorehouses().end());
12✔
2266
    std::sort(whs.begin(), whs.end(), WarehouseDistanceComparator(*goalWh, world));
12✔
2267
    TradePathCache& tradePathCache = world.GetTradePathCache();
12✔
2268
    for(nobBaseWarehouse* wh : whs)
24✔
2269
    {
2270
        // Get available wares
2271
        const unsigned available =
2272
          boost::variant2::visit(composeVisitor([wh](GoodType gt) { return wh->GetAvailableWaresForTrading(gt); },
19✔
2273
                                                [wh](Job job) { return wh->GetAvailableFiguresForTrading(job); }),
17✔
2274
                                 what);
12✔
2275
        if(available == 0)
12✔
2276
            continue;
×
2277

2278
        const unsigned actualCount = std::min(available, count);
12✔
2279

2280
        // Find a trade path from flag to flag
2281
        TradeRoute tr(world, GetPlayerId(), wh->GetFlagPos(), goalFlagPos);
12✔
2282

2283
        // Found a path?
2284
        if(tr.IsValid())
12✔
2285
        {
2286
            // Add to cache for future searches
2287
            tradePathCache.addEntry(tr.GetTradePath(), GetPlayerId());
11✔
2288

2289
            wh->StartTradeCaravane(what, actualCount, tr, goalWh);
11✔
2290
            count -= available;
11✔
2291
            if(count == 0)
11✔
2292
                return;
×
2293
        }
2294
    }
2295
}
2296

2297
bool GamePlayer::IsBuildingEnabled(BuildingType type) const
951✔
2298
{
2299
    return building_enabled[type] || (isHuman() && world.GetGameInterface()->GI_GetCheats().areAllBuildingsEnabled());
951✔
2300
}
2301

2302
void GamePlayer::FillVisualSettings(VisualSettings& visualSettings) const
2✔
2303
{
2304
    Distributions& visDistribution = visualSettings.distribution;
2✔
2305
    unsigned visIdx = 0;
2✔
2306
    for(const DistributionMapping& mapping : distributionMap)
54✔
2307
    {
2308
        visDistribution[visIdx++] = distribution[std::get<0>(mapping)].percent_buildings[std::get<1>(mapping)];
52✔
2309
    }
2310

2311
    visualSettings.useCustomBuildOrder = useCustomBuildOrder_;
2✔
2312
    visualSettings.build_order = build_order;
2✔
2313

2314
    visualSettings.transport_order = GetOrderingFromTransportPrio(transportPrio);
2✔
2315

2316
    visualSettings.military_settings = militarySettings_;
2✔
2317
    visualSettings.tools_settings = toolsSettings_;
2✔
2318
}
2✔
2319

2320
#define INSTANTIATE_FINDWH(Cond)                                                                                \
2321
    template nobBaseWarehouse* GamePlayer::FindWarehouse(const noRoadNode&, const Cond&, bool, bool, unsigned*, \
2322
                                                         const RoadSegment*) const
2323

2324
INSTANTIATE_FINDWH(FW::HasMinWares);
2325
INSTANTIATE_FINDWH(FW::HasFigure);
2326
INSTANTIATE_FINDWH(FW::HasWareAndFigure);
2327
INSTANTIATE_FINDWH(FW::HasAnyMatchingSoldier);
2328
INSTANTIATE_FINDWH(FW::AcceptsWare);
2329
INSTANTIATE_FINDWH(FW::AcceptsFigure);
2330
INSTANTIATE_FINDWH(FW::CollectsWare);
2331
INSTANTIATE_FINDWH(FW::CollectsFigure);
2332
INSTANTIATE_FINDWH(FW::HasWareButNoCollect);
2333
INSTANTIATE_FINDWH(FW::HasFigureButNoCollect);
2334
INSTANTIATE_FINDWH(FW::AcceptsFigureButNoSend);
2335
INSTANTIATE_FINDWH(FW::NoCondition);
2336

2337
#undef INSTANTIATE_FINDWH
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