/**
* 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
}
}