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- when you swittch off the ai in a scenario the faction does not consume consumable ressources anymore ( food ..)
- gui bugfix commands are no more canceled when any unit dies
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207
source/glest_game/gui/selection.cpp
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207
source/glest_game/gui/selection.cpp
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// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Marti<74>o Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#include "selection.h"
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#include <algorithm>
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#include "unit_type.h"
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#include "gui.h"
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#include "leak_dumper.h"
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using namespace std;
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namespace Glest{ namespace Game{
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// =====================================================
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// class Selection
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// =====================================================
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void Selection::init(Gui *gui, int factionIndex){
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this->factionIndex= factionIndex;
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this->gui= gui;
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}
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Selection::~Selection(){
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clear();
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}
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void Selection::select(Unit *unit){
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//check size
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if(selectedUnits.size()>=maxUnits){
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return;
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}
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//check if already selected
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for(int i=0; i<selectedUnits.size(); ++i){
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if(selectedUnits[i]==unit){
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return;
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}
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}
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//check if dead
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if(unit->isDead()){
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return;
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}
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//check if multisel
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if(!unit->getType()->getMultiSelect() && !isEmpty()){
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return;
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}
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//check if enemy
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if(unit->getFactionIndex()!=factionIndex && !isEmpty()){
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return;
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}
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//check existing enemy
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if(selectedUnits.size()==1 && selectedUnits.front()->getFactionIndex()!=factionIndex){
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clear();
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}
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//check existing multisel
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if(selectedUnits.size()==1 && !selectedUnits.front()->getType()->getMultiSelect()){
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clear();
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}
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unit->addObserver(this);
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selectedUnits.push_back(unit);
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gui->onSelectionChanged();
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}
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void Selection::select(const UnitContainer &units){
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//add units to gui
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for(UnitIterator it= units.begin(); it!=units.end(); ++it){
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select(*it);
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}
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}
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void Selection::unSelect(const UnitContainer &units){
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//add units to gui
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for(UnitIterator it= units.begin(); it!=units.end(); ++it){
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for(int i=0; i<selectedUnits.size(); ++i){
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if(selectedUnits[i]==*it){
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unSelect(i);
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}
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}
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}
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}
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void Selection::unSelect(int i){
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//remove unit from list
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selectedUnits.erase(selectedUnits.begin()+i);
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gui->onSelectionChanged();
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}
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void Selection::clear(){
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//clear list
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selectedUnits.clear();
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}
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bool Selection::isUniform() const{
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if(selectedUnits.empty()){
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return true;
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}
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const UnitType *ut= selectedUnits.front()->getType();
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for(int i=0; i<selectedUnits.size(); ++i){
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if(selectedUnits[i]->getType()!=ut){
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return false;
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}
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}
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return true;
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}
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bool Selection::isEnemy() const{
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return selectedUnits.size()==1 && selectedUnits.front()->getFactionIndex()!=factionIndex;
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}
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bool Selection::isComandable() const{
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return
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!isEmpty() &&
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!isEnemy() &&
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!(selectedUnits.size()==1 && !selectedUnits.front()->isOperative());
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}
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bool Selection::isCancelable() const{
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return
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selectedUnits.size()>1 ||
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(selectedUnits.size()==1 && selectedUnits[0]->anyCommand());
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}
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bool Selection::isMeetable() const{
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return
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isUniform() &&
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isComandable() &&
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selectedUnits.front()->getType()->getMeetingPoint();
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}
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Vec3f Selection::getRefPos() const{
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return getFrontUnit()->getCurrVector();
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}
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bool Selection::hasUnit(const Unit* unit) const{
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return find(selectedUnits.begin(), selectedUnits.end(), unit)!=selectedUnits.end();
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}
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void Selection::assignGroup(int groupIndex){
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//clear group
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groups[groupIndex].clear();
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//assign new group
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for(int i=0; i<selectedUnits.size(); ++i){
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groups[groupIndex].push_back(selectedUnits[i]);
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}
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}
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void Selection::recallGroup(int groupIndex){
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clear();
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for(int i=0; i<groups[groupIndex].size(); ++i){
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select(groups[groupIndex][i]);
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}
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}
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void Selection::unitEvent(UnitObserver::Event event, const Unit *unit){
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if(event==UnitObserver::eKill){
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//remove from selection
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for(int i=0; i<selectedUnits.size(); ++i){
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if(selectedUnits[i]==unit){
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selectedUnits.erase(selectedUnits.begin()+i);
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break;
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}
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}
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//remove from groups
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for(int i=0; i<maxGroups; ++i){
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for(int j=0; j<groups[i].size(); ++j){
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if(groups[i][j]==unit){
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groups[i].erase(groups[i].begin()+j);
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break;
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}
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}
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}
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//notify gui only if no more units to execute the command
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//of course the selection changed, but this doesn't matter in this case.
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if( selectedUnits.size()<1 ){
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gui->onSelectionChanged();
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}
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}
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}
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}}//end namespace
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@ -296,6 +296,9 @@ void Faction::applyCostsOnInterval(){
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}
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//decrement consumables
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if(!getCpuControl() ||
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getCpuControl() && !scriptManager->getPlayerModifiers(this->thisFaction)->getAiEnabled())
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{
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for(int j=0; j<getUnitCount(); ++j){
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Unit *unit= getUnit(j);
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if(unit->isOperative()){
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@ -322,6 +325,7 @@ void Faction::applyCostsOnInterval(){
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}
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}
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}
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}
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bool Faction::checkCosts(const ProducibleType *pt){
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