Beispiel #1
0
        private void recruitAll(MobileParty recruiter, Settlement settlement)
        {
            DefaultPartyWageModel wageModel = new DefaultPartyWageModel();

            foreach (Hero notable in settlement.Notables)
            {
                List <CharacterObject> recruitables = HeroHelper.GetVolunteerTroopsOfHeroForRecruitment(notable);
                for (int recruitableIndex = 0; recruitableIndex < recruitables.Count; recruitableIndex++)
                {
                    CharacterObject recruitable = recruitables[recruitableIndex];
                    if (recruitable != null && hasSufficientRelationsship(notable, recruitableIndex))
                    {
                        int recruitCost = wageModel.GetTroopRecruitmentCost(recruitable, Hero.MainHero);

                        if (recruitCost > recruiter.PartyTradeGold)
                        {
                            continue;
                        }

                        recruiter.MemberRoster.AddToCounts(recruitable, 1);
                        GiveGoldAction.ApplyForPartyToSettlement(recruiter.Party, settlement, recruitCost);
                        for (int i = 0; i < notable.VolunteerTypes.Length; i++)
                        {
                            if (recruitable == notable.VolunteerTypes[i])
                            {
                                notable.VolunteerTypes[i] = null;
                                break;
                            }
                        }
                    }
                }
            }
        }
Beispiel #2
0
        private bool hasSettlementRecruits(Settlement settlement, MobileParty recruiter)
        {
            DefaultPartyWageModel wageModel = new DefaultPartyWageModel();

            if (settlement.IsRaided)
            {
                return(false);
            }
            foreach (Hero notable in settlement.Notables)
            {
                for (int i = 0; i < notable.VolunteerTypes.Length; i++)
                {
                    CharacterObject character = notable.VolunteerTypes[i];
                    if (character == null)
                    {
                        continue;
                    }

                    if (wageModel.GetTroopRecruitmentCost(character, Hero.MainHero) > recruiter.PartyTradeGold || !hasSufficientRelationsship(notable, i))
                    {
                        continue;
                    }

                    return(true);
                }
            }
            return(false);
        }
Beispiel #3
0
        private Settlement findNearestSettlementWithRecruitableRecruits(MobileParty recruiter)
        {
            RecruiterProperties      props       = recruiterProperties.First(prop => prop.party == recruiter);
            CultureObject            onlyCulture = props.SearchCulture;
            IEnumerable <Settlement> settlementsWithRecruits;

            if (onlyCulture != null)
            {
                settlementsWithRecruits = Settlement.All.
                                          Where(settlement => settlement.GetNumberOfAvailableRecruits() > 0 &&
                                                !settlement.OwnerClan.IsAtWarWith(Hero.MainHero.Clan) &&
                                                settlement.Culture.Name.ToString().Equals(onlyCulture.Name.ToString()));
            }
            else
            {
                settlementsWithRecruits = Settlement.All.
                                          Where(settlement => settlement.GetNumberOfAvailableRecruits() > 0 &&
                                                !settlement.OwnerClan.IsAtWarWith(Hero.MainHero.Clan));
            }

            DefaultPartyWageModel wageModel = new DefaultPartyWageModel();

            Settlement nearest          = null;
            float      shortestDistance = float.MaxValue;

            foreach (Settlement settlement in settlementsWithRecruits)
            {
                if (!hasSettlementRecruits(settlement, recruiter))
                {
                    continue;
                }

                Vec2  position = settlement.GatePosition;
                float distance = position.Distance(recruiter.GetPosition2D);
                if (distance < shortestDistance)
                {
                    shortestDistance = distance;
                    nearest          = settlement;
                }
            }

            return(nearest);
        }