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barracks.c
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#include "barracks.h"
#include "building/count.h"
#include "building/model.h"
#include "core/config.h"
#include "city/buildings.h"
#include "city/military.h"
#include "city/resource.h"
#include "core/calc.h"
#include "figure/action.h"
#include "figure/figure.h"
#include "figure/formation.h"
#include "map/grid.h"
#include "map/road_access.h"
#define INFINITE 10000
static int tower_sentry_request = 0;
int building_get_barracks_for_weapon(int resource, int road_network_id, map_point *dst)
{
if (resource != RESOURCE_WEAPONS) {
return 0;
}
if (city_resource_is_stockpiled(RESOURCE_WEAPONS)) {
return 0;
}
if (building_count_active(BUILDING_BARRACKS) <= 0) {
return 0;
}
building *b = building_get(city_buildings_get_barracks());
if (b->loads_stored < 5 && city_military_has_legionary_legions()) {
if (map_has_road_access(b->x, b->y, b->size, dst) && b->road_network_id == road_network_id) {
return b->id;
}
}
return 0;
}
void building_barracks_add_weapon(building *barracks)
{
if (barracks->id > 0) {
barracks->loads_stored++;
}
}
static int get_closest_legion_needing_soldiers(const building *barracks)
{
int recruit_type = LEGION_RECRUIT_NONE;
int min_formation_id = 0;
int min_distance = INFINITE;
for (int i = 1; i < MAX_FORMATIONS; i++) {
formation *m = formation_get(i);
if (!m->in_use || !m->is_legion) {
continue;
}
if (m->in_distant_battle || m->legion_recruit_type == LEGION_RECRUIT_NONE) {
continue;
}
if (m->legion_recruit_type == LEGION_RECRUIT_LEGIONARY && barracks->loads_stored <= 0) {
continue;
}
building *fort = building_get(m->building_id);
int dist = calc_maximum_distance(barracks->x, barracks->y, fort->x, fort->y);
if (m->legion_recruit_type > recruit_type ||
(m->legion_recruit_type == recruit_type && dist < min_distance)) {
recruit_type = m->legion_recruit_type;
min_formation_id = m->id;
min_distance = dist;
}
}
return min_formation_id;
}
static int get_closest_military_academy(const building *fort)
{
int min_building_id = 0;
int min_distance = INFINITE;
for (int i = 1; i < MAX_BUILDINGS; i++) {
building *b = building_get(i);
if (b->state == BUILDING_STATE_IN_USE && b->type == BUILDING_MILITARY_ACADEMY &&
b->num_workers >= model_get_building(BUILDING_MILITARY_ACADEMY)->laborers) {
int dist = calc_maximum_distance(fort->x, fort->y, b->x, b->y);
if (dist < min_distance) {
min_distance = dist;
min_building_id = i;
}
}
}
return min_building_id;
}
int building_barracks_create_soldier(building *barracks, int x, int y)
{
int formation_id = get_closest_legion_needing_soldiers(barracks);
if (formation_id > 0) {
const formation *m = formation_get(formation_id);
figure *f = figure_create(m->figure_type, x, y, DIR_0_TOP);
f->formation_id = formation_id;
f->formation_at_rest = 1;
if (m->figure_type == FIGURE_FORT_LEGIONARY) {
if (barracks->loads_stored > 0) {
barracks->loads_stored--;
}
}
int academy_id = get_closest_military_academy(building_get(m->building_id));
if (academy_id) {
map_point road;
building *academy = building_get(academy_id);
if (map_has_road_access(academy->x, academy->y, academy->size, &road)) {
f->action_state = FIGURE_ACTION_85_SOLDIER_GOING_TO_MILITARY_ACADEMY;
f->destination_x = road.x;
f->destination_y = road.y;
f->destination_grid_offset = map_grid_offset(f->destination_x, f->destination_y);
} else {
f->action_state = FIGURE_ACTION_81_SOLDIER_GOING_TO_FORT;
}
} else {
f->action_state = FIGURE_ACTION_81_SOLDIER_GOING_TO_FORT;
}
}
formation_calculate_figures();
return formation_id ? 1 : 0;
}
int building_barracks_create_tower_sentry(building *barracks, int x, int y)
{
if (tower_sentry_request <= 0) {
return 0;
}
building *tower = 0;
for (int i = 1; i < MAX_BUILDINGS; i++) {
building *b = building_get(i);
if (b->state == BUILDING_STATE_IN_USE && b->type == BUILDING_TOWER && b->num_workers > 0 &&
!b->figure_id && (b->road_network_id == barracks->road_network_id || config_get(CONFIG_GP_CH_TOWER_SENTRIES_GO_OFFROAD))) {
tower = b;
break;
}
}
if (!tower) {
return 0;
}
figure *f = figure_create(FIGURE_TOWER_SENTRY, x, y, DIR_0_TOP);
f->action_state = FIGURE_ACTION_174_TOWER_SENTRY_GOING_TO_TOWER;
map_point road;
if (map_has_road_access(tower->x, tower->y, tower->size, &road)) {
f->destination_x = road.x;
f->destination_y = road.y;
} else {
f->state = FIGURE_STATE_DEAD;
}
tower->figure_id = f->id;
f->building_id = tower->id;
return 1;
}
void building_barracks_request_tower_sentry(void)
{
tower_sentry_request = 2;
}
void building_barracks_decay_tower_sentry_request(void)
{
if (tower_sentry_request > 0) {
tower_sentry_request--;
}
}
int building_barracks_has_tower_sentry_request(void)
{
return tower_sentry_request;
}
void building_barracks_save_state(buffer *buf)
{
buffer_write_i32(buf, tower_sentry_request);
}
void building_barracks_load_state(buffer *buf)
{
tower_sentry_request = buffer_read_i32(buf);
}
void building_barracks_toggle_priority(building* barracks) {
barracks->subtype.barracks_priority = 1 - barracks->subtype.barracks_priority;
}
int building_barracks_get_priority(building* barracks) {
return barracks->subtype.barracks_priority;
}