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/***************************************************************************
autotraining.cpp - description
-------------------
copyright : (C) 2009 by Martin Bickel
email : bickel@asc-hq.org
***************************************************************************/
/*! \file autotraining.cpp
\brief Trains units in training centers automatically at each turn's end
*/
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
#include "player.h"
#include "gamemap.h"
#include "actions/trainunitcommand.h"
#include "actions/servicecommand.h"
static void autoTrainer( ContainerBase* container )
{
for ( ContainerBase::Cargo::const_iterator i = container->getCargo().begin(); i != container->getCargo().end(); ++i ) {
if ( TrainUnitCommand::avail( container, *i )) {
Context context;
context.gamemap = container->getMap();
context.actingPlayer = & (container->getMap()->getPlayer( container ));
context.parentAction = NULL;
context.display = NULL;
context.viewingPlayer = container->getOwner();
context.actionContainer = &container->getMap()->actions;
auto_ptr<TrainUnitCommand> tuc ( new TrainUnitCommand( container ));
tuc->setUnit( *i );
ActionResult res = tuc->execute( context );
if ( res.successful())
tuc.release();
if ( ServiceCommand::avail( container, *i )) {
auto_ptr<ServiceCommand> sc ( new ServiceCommand( container ));
sc->setDestination( *i );
TransferHandler& tc = sc->getTransferHandler();
tc.fillDestAmmo();
sc->saveTransfers();
res = sc->execute( context );
if ( res.successful())
sc.release();
}
}
}
}
void automaticTrainig( GameMap* gamemap, Player& player )
{
for ( Player::BuildingList::iterator b = player.buildingList.begin(); b != player.buildingList.end(); ++b )
autoTrainer( *b );
for ( Player::VehicleList::iterator v= player.vehicleList.begin(); v != player.vehicleList.end(); ++v )
autoTrainer( *v );
}
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