Beispiel #1
0
        protected Province selectProvince()
        {
            List <WeightedObjects <Province> > weighted_provinces = new List <WeightedObjects <Province> >();
            List <Province> obsolete_provinces = new List <Province>();

            foreach (Province province in PotentialProvinces)
            {
                bool add_province = true;

                add_province = selectionModifier(province);

                // Do not change the primary terrain feature more than once.
                if (!province.isDefault && isPrimary)
                {
                    add_province = false;
                    obsolete_provinces.Add(province);
                }


                foreach (Modifier modifier in province.ProvincialModifiers)
                {
                    if (modifier.Forbids != null)
                    {
                        for (int i = 0; i < modifier.Forbids.Length; i++)
                        {
                            if (Tags.Contains(modifier.Forbids[i]))
                            {
                                add_province = false;
                            }
                        }
                    }
                }

                if (add_province)
                {
                    weighted_provinces.Add(new WeightedObjects <Province>(province));
                }
            }

            foreach (Province province in obsolete_provinces)
            {
                PotentialProvinces.Remove(province);
            }

            foreach (WeightedObjects <Province> weighted_province in weighted_provinces)
            {
                weighted_province.Weight += 5;

                foreach (Modifier modifier in weighted_province.Object.ProvincialModifiers)
                {
                    if (modifier.IncreasesWeight != null)
                    {
                        for (int i = 0; i < modifier.IncreasesWeight.Length; i++)
                        {
                            if (Tags.Contains(modifier.IncreasesWeight[i]))
                            {
                                weighted_province.Weight += WeightChange;
                            }
                        }
                    }
                }

                // Primary terrain features are more likely to appear next to each other.
                if (isPrimary)
                {
                    for (int i = 0; i < 8; i++)
                    {
                        SystemCoordinates coords = weighted_province.Object.Coordinates;
                        coords = coords.GetNeighbour(i);

                        if (coords.isInTileGridBounds())
                        {
                            if (Program.State.ProvinceGrid[coords.X, coords.Y].PrimaryTerrainFeature.GetType() == weighted_province.Object.PrimaryTerrainFeature.GetType())
                            {
                                weighted_province.Weight += WeightChange;
                            }
                        }
                    }
                }
            }

            return(WeightedObjects <Province> .ChooseRandomObject(weighted_provinces, rnd));
        }