/** * Copyright (C) 2002-2012 The FreeCol Team * * This file is part of FreeCol. * * FreeCol 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. * * FreeCol is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with FreeCol. If not, see <http://www.gnu.org/licenses/>. */ package net.sf.freecol.server.ai.goal; import java.util.ArrayList; import java.util.Iterator; import java.util.List; import java.util.logging.Logger; import org.freecolandroid.xml.stream.XMLStreamException; import org.freecolandroid.xml.stream.XMLStreamReader; import org.freecolandroid.xml.stream.XMLStreamWriter; import net.sf.freecol.common.model.IndianSettlement; import net.sf.freecol.common.model.PathNode; import net.sf.freecol.common.model.Unit.Role; import net.sf.freecol.server.ai.AIMessage; import net.sf.freecol.server.ai.AIPlayer; import net.sf.freecol.server.ai.AIUnit; /** * This {@link Goal} deals with one missionary unit. * </p><p> * On construction, an {@link AIUnit} and an {@link IndianSettlement} * are given to this. * The Goal will try to create a mission at that settlement, * eventually by bringing the missionary unit there first using a * {@link GotoAdjacentGoal}. * Should the target become invalid, the missionary will be given back * to the parent of this goal ({@link ManageMissionariesGoal}, in most cases). * Excess units will be given back to the parent, or the {@link AIPlayer} directly. */ public class CreateMissionAtSettlementGoal extends Goal { private static final Logger logger = Logger.getLogger(CreateMissionAtSettlementGoal.class.getName()); //the settlement to build a mission at private IndianSettlement target; //our only possible subgoal, a GoToAdjacentGoal private GotoAdjacentGoal gotoSubGoal; public CreateMissionAtSettlementGoal(AIPlayer p, Goal g, float w, AIUnit u, IndianSettlement i) { super(p,g,w,u); target = i; gotoSubGoal = null; } protected Iterator<AIUnit> getOwnedAIUnitsIterator() { //we're using units by putting them to individual subgoals, //so all our own units at any moment are the unused ones return availableUnitsList.iterator(); } protected Iterator<Goal> getSubGoalIterator() { //For the moment, we only have one goal. //Let's create an iterator of it. :) List<Goal> subGoalList = new ArrayList<Goal>(); if (gotoSubGoal != null) { subGoalList.add(gotoSubGoal); } return subGoalList.iterator(); } protected void removeUnit(AIUnit u) { Iterator<AIUnit> uit = availableUnitsList.iterator(); while (uit.hasNext()) { AIUnit unit = uit.next(); if (unit.equals(u)) { uit.remove(); } } } /** * Plans this goal. * NOTE: This goal currently does not send unit requests, but only deals * with the units it gets passively. */ protected void plan() { isFinished = false; //TODO: Check whether our target settlement is still valid. //If not, skip the rest and set isFinished = true. if (gotoSubGoal != null) { //We do have a gotoSubGoal, so probably a missionary there. //Run through available units. They must be excess, //so return units to our parent. validateOwnedUnits(); Iterator<AIUnit> uit = availableUnitsList.iterator(); while (uit.hasNext()) { AIUnit u = uit.next(); uit.remove(); addUnitToParent(u); } if (gotoSubGoal.isFinished()) { //the goto is Finished, so we should get back our missionary List<AIUnit> units = gotoSubGoal.cancelGoal(); availableUnitsList.addAll(units); gotoSubGoal = null; } } if (gotoSubGoal == null) { //We don't have a gotoSubGoal. Check for a missionary //adjacent to our target, or create a subgoal for an available missionary. //Return all other units. validateOwnedUnits(); boolean hasFoundMissionary = false; Iterator<AIUnit> uit = availableUnitsList.iterator(); while (uit.hasNext()) { AIUnit u = uit.next(); uit.remove(); if (u.getUnit().getRole() != Role.MISSIONARY) { //TODO: Uncomment after this method has been added to AIPlayer //player.addUnit(u); } else { if (!hasFoundMissionary) { hasFoundMissionary = true; if (u.getUnit().getTile().isAdjacent(target.getTile())) { //Missionary is adjacent, use it to finish the goal. if (((IndianSettlement)target).getMissionary()==null || ((IndianSettlement)target).getMissionary().getOwner()!=player.getPlayer()) { PathNode pathNode = u.getUnit().findPath(target.getTile()); u.getUnit().setMovesLeft(0); AIMessage.askEstablishMission(u, pathNode.getDirection(), ((IndianSettlement)target).getMissionary() != null); } else { //we can't establish a mission here addUnitToParent(u); } isFinished = true; } else { //Missionary is not adjacent to target, //use it to create a GoToAdjacentGoal logger.info("Creating subgoal GotoAdjacentGoal."); gotoSubGoal = new GotoAdjacentGoal(player,this,1,u,target.getTile()); } } else { //We already have one missionary at work, so we send all //others back to our parent. In rare cases, this might //include the one already adjacent to our target. //However, that one will finish the work after being added //to another goal, so this is no big deal. addUnitToParent(u); } } } } } public String getGoalDescription() { String descr = super.getGoalDescription(); if (target!=null) { descr += ":"+target.getName(); } else { descr += ":null"; } return descr; } protected void toXMLImpl(XMLStreamWriter out) throws XMLStreamException { //TODO } protected void readFromXMLImpl(XMLStreamReader in) throws XMLStreamException { //TODO } }