//a std::set is used as the container for the delayed messages
        //because of the benefit of automatic sorting and avoidance
        //of duplicates. Messages are sorted by their dispatch time.
        // private HashSet<Telegram> PriorityQ;


        //this method is utilized by DispatchMsg or DispatchDelayedMessages.
        //This method calls the message handling member function of the receiving
        //entity, pReceiver, with the newly created telegram
        private void Discharge(BaseGameEntity receiver, ref Telegram msg)
        {
            if (!receiver.HandleMessage(msg))
            {
                //telegram could not be handled
                Logger.log("Message not handled", Logger.LogLevel.DEBUG);
            }
        }
Esempio n. 2
0
        public Player(int number, player_role role, Team team) : base(BaseGameEntity.GetNextValidID())
        {
            //varibale initialization
            position = new Position();

            this.team = team;

            playerNumber = number;
            //player number is the id of the player
            id = playerNumber;

            this.role = role;
        }
        //send a message to another agent. Receiving agent is referenced by ID.
        public void DispatchMsg(double delay, int sender, int receiver, Messages.MessageType msg, dynamic extraInfo)
        {
            //get a pointer to the receiver
            BaseGameEntity receiverRef = EntityManager.instance.GetEntityFromID(receiver);

            //make sure the receiver is valid
            if (receiverRef == null)
            {
                Logger.log("\nWarning! No Receiver with ID of " + receiver + " found", Logger.LogLevel.WARNING);
                return;
            }

            //create the telegram
            Telegram telegram = new Telegram(0, sender, receiver, msg, extraInfo);

            //if there is no delay, route telegram immediately
            if (delay <= 0.0)
            {
                Logger.log("Telegram dispatched by " + sender +
                           " for " + receiver + ". Msg is " + msg + "", Logger.LogLevel.INFO);

                //send the telegram to the recipient
                Discharge(receiverRef, ref telegram);
            }

            //else calculate the time when the telegram should be dispatched
            //else
            //{
            //  double CurrentTime = TickCounter->GetCurrentFrame();

            //  telegram.DispatchTime = CurrentTime + delay;

            //  //and put it in the queue
            //  PriorityQ.insert(telegram);

            //  #ifdef SHOW_MESSAGING_INFO
            //  debug_con << "\nDelayed telegram from " << sender << " recorded at time "
            //          << TickCounter->GetCurrentFrame() << " for " << receiver
            //          << ". Msg is " << msg << "";
            //  #endif
            //}
        }
Esempio n. 4
0
        public void RegisterEntity(BaseGameEntity NewEntity)
        {
            //m_EntityMap.insert(std::make_pair(NewEntity->ID(), NewEntity));

            EntityDic.Add(NewEntity.id, NewEntity);
        }
Esempio n. 5
0
 public Player() : base(BaseGameEntity.GetNextValidID())
 {
 }