| 882 | } |
| 883 | |
| 884 | void Building::alienMovement(GameState &state) |
| 885 | { |
| 886 | if (!hasAliens()) |
| 887 | { |
| 888 | return; |
| 889 | } |
| 890 | // Run once when crew landed and once every hour after grow |
| 891 | // Pick 15 intact buildings within range of 15 tiles (counting from center to center) |
| 892 | std::list<StateRef<Building>> neighbours; |
| 893 | for (auto &b : city->buildings) |
| 894 | { |
| 895 | auto distVec = bounds.p0 + bounds.p1 - b.second->bounds.p0 - b.second->bounds.p1; |
| 896 | distVec /= 2; |
| 897 | int distance = std::abs(distVec.x) + std::abs(distVec.y); |
| 898 | if (distance > 0 && distance <= 15) |
| 899 | { |
| 900 | neighbours.emplace_back(&state, b.first); |
| 901 | } |
| 902 | if (neighbours.size() >= 15) |
| 903 | { |
| 904 | break; |
| 905 | } |
| 906 | } |
| 907 | if (neighbours.empty()) |
| 908 | { |
| 909 | return; |
| 910 | } |
| 911 | // Pick one random of them |
| 912 | auto bld = pickRandom(state.rng, neighbours); |
| 913 | // For every alien calculate move percent as: |
| 914 | // alien's move chance + random 0..30 |
| 915 | // Calculate amount of moving aliens |
| 916 | std::map<StateRef<AgentType>, int> moveAmounts; |
| 917 | int totalMoveAmount = 0; |
| 918 | for (auto &e : current_crew) |
| 919 | { |
| 920 | if (e.second == 0) |
| 921 | { |
| 922 | continue; |
| 923 | } |
| 924 | int movePercent = |
| 925 | std::min(100, e.first->movementPercent + randBoundsInclusive(state.rng, 0, 30)); |
| 926 | int moveAmount = e.second * movePercent / 100; |
| 927 | if (moveAmount > 0) |
| 928 | { |
| 929 | moveAmounts[e.first] = moveAmount; |
| 930 | totalMoveAmount += moveAmount; |
| 931 | } |
| 932 | } |
| 933 | if (totalMoveAmount == 0) |
| 934 | { |
| 935 | return; |
| 936 | } |
| 937 | // Chance to move is: |
| 938 | // 15 + 3 * amount + 20 (if owner is friendly+ to aliens) |
| 939 | int friendlyBonus = 0; |
| 940 | switch (bld->owner->isRelatedTo(state.getAliens())) |
| 941 | { |
no test coverage detected