Beispiel #1
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 public virtual void Reverse(WS_Tile tile, int upgradeLevel)
 {
 }
Beispiel #2
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 public override void Reverse(WS_Tile tile, int upgradeLevel)
 {
     tile.techBonus -= Mathf.Pow(tile.infrastructureLevels[(int)InfrastructureType.TECHNOLOGY], 2) * 0.025f;
 }
Beispiel #3
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 public override float Chance(WS_Tile tile)
 {
     return((1.0f / tile.religion.influenceMul) * 2.0f);
 }
Beispiel #4
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 public void setTile(WS_Tile _tile)              // set world pointer
 {
     tile = _tile;
 }
Beispiel #5
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 public override float Chance(WS_Tile tile)
 {
     return((tile.unrest + tile.unrestCultural + tile.unrestReligious) * 0.05f);
 }
Beispiel #6
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 public override float Chance(WS_Tile tile)
 {
     return((tile.population / 500.0f) - tile.sanitation);
 }
Beispiel #7
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 public override float Chance(WS_Tile tile)
 {
     return((tile.population - tile.foodUnits) * 0.01f);
 }
Beispiel #8
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 public virtual float Chance(WS_Tile tile)
 {
     return(0.0f);
 }
Beispiel #9
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 public override void Reverse(WS_Tile tile, int upgradeLevel)
 {
     tile.tradingbonus -= Mathf.Pow(tile.infrastructureLevels[(int)InfrastructureType.COMMERCE], 2) * 0.01f;
 }
Beispiel #10
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 public override void Apply(WS_Tile tile, int upgradeLevel)
 {
     tile.armyBonus += Mathf.Pow(tile.infrastructureLevels[(int)InfrastructureType.CONSTRUCTION], 2) * 0.05f;
 }
Beispiel #11
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 public override float Chance(WS_Tile tile)
 {
     return(1.0f / (tile.prosperity / tile.population));
 }
Beispiel #12
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 public override float Chance(WS_Tile tile)
 {
     return((1 / tile.armyBonus) + (1 / tile.government.armyProfessionalism) * 2.0f);
 }
Beispiel #13
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 public float Cost(WS_Tile tile, int upgradeLevel)
 {
     return(((tile.population / 1000.0f) * 0.5f) * (baseCost * upgradeLevel));
 }
Beispiel #14
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 public override void Reverse(WS_Tile tile, int upgradeLevel)
 {
     tile.unrest += Mathf.Pow(tile.infrastructureLevels[(int)InfrastructureType.UNREST], 2) * 0.002f;
 }
Beispiel #15
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 public override void Reverse(WS_Tile tile, int upgradeLevel)
 {
     tile.religionBonus -= Mathf.Pow(tile.infrastructureLevels[(int)InfrastructureType.RELIGION], 2) * 0.05f;
 }
Beispiel #16
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 public override float Chance(WS_Tile tile)
 {
     return((1.0f / tile.culture.influenceMul) * 2.0f);
 }
Beispiel #17
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 public override void Reverse(WS_Tile tile, int upgradeLevel)
 {
     tile.constructionBonus -= Mathf.Pow(tile.infrastructureLevels[(int)InfrastructureType.CONSTRUCTION], 2) * 0.02f;
 }
Beispiel #18
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 public override void Reverse(WS_Tile tile, int upgradeLevel)
 {
     tile.cultureBonus -= Mathf.Pow(tile.infrastructureLevels[(int)InfrastructureType.CULTURE], 2) * 0.05f;
 }
Beispiel #19
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 public override void Reverse(WS_Tile tile, int upgradeLevel)
 {
     tile.sanitation -= Mathf.Pow(tile.infrastructureLevels[(int)InfrastructureType.SANITATION], 2) * 5.0f;
 }
Beispiel #20
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 public virtual void Apply(WS_Tile tile, int upgradeLevel)
 {
 }
Beispiel #21
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 public override void Reverse(WS_Tile tile, int upgradeLevel)
 {
     tile.foodEfficiency -= Mathf.Pow(tile.infrastructureLevels[(int)InfrastructureType.FOOD], 2) * 0.01f;
 }
Beispiel #22
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 public override float Chance(WS_Tile tile)
 {
     return((tile.availableTech.Count / (tile.researchedTech.Count + 3.0f)) * 0.5f);
 }
Beispiel #23
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 public override float Chance(WS_Tile tile)
 {
     return(0.1f);
 }
Beispiel #24
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 public override void Reverse(WS_Tile tile, int upgradeLevel)
 {
     tile.healthcare -= Mathf.Pow(tile.infrastructureLevels[(int)InfrastructureType.HEALTHCARE], 2) * 0.003f;
 }