Ejemplo n.º 1
0
        public void PerformGoldenAgeTasks()
        {
            if (GoldenAgeCanon.IsCivInGoldenAge(this))
            {
                GoldenAgeCanon.ChangeTurnsOfGoldenAgeForCiv(this, -1);

                if (GoldenAgeCanon.GetTurnsLeftOnGoldenAgeForCiv(this) <= 0)
                {
                    GoldenAgeCanon.StopGoldenAgeForCiv(this);
                }
            }
            else
            {
                int happiness = CivHappinessLogic.GetNetHappinessOfCiv(this);

                GoldenAgeCanon.ChangeGoldenAgeProgressForCiv(this, happiness);

                float progressTowards = GoldenAgeCanon.GetGoldenAgeProgressForCiv(this);
                float progressNeeded  = GoldenAgeCanon.GetNextGoldenAgeCostForCiv(this);

                if (progressTowards >= progressNeeded)
                {
                    GoldenAgeCanon.SetGoldenAgeProgressForCiv(this, 0f);
                    GoldenAgeCanon.StartGoldenAgeForCiv(this, GoldenAgeCanon.GetGoldenAgeLengthForCiv(this));
                }
            }
        }
Ejemplo n.º 2
0
        public override void Refresh()
        {
            if (ObjectToDisplay == null)
            {
                return;
            }

            if (GoldenAgeCanon.IsCivInGoldenAge(ObjectToDisplay))
            {
                TextField.SetText(string.Format(
                                      OneArgGoldenAgeFormat,
                                      GoldenAgeCanon.GetTurnsLeftOnGoldenAgeForCiv(ObjectToDisplay)
                                      ));
            }
            else
            {
                TextField.SetText(string.Format(
                                      TwoArgNonGoldenAgeFormat,
                                      GoldenAgeCanon.GetGoldenAgeProgressForCiv(ObjectToDisplay),
                                      GoldenAgeCanon.GetNextGoldenAgeCostForCiv(ObjectToDisplay)
                                      ));
            }
        }
        public void ComposeCivilizations(SerializableMapData mapData)
        {
            mapData.Civilizations = new List <SerializableCivilizationData>();

            foreach (var civilization in CivilizationFactory.AllCivilizations)
            {
                var civData = new SerializableCivilizationData()
                {
                    TemplateName     = civilization.Template.Name,
                    GoldStockpile    = civilization.GoldStockpile,
                    CultureStockpile = civilization.CultureStockpile,
                    DiscoveredTechs  = TechCanon.GetTechsDiscoveredByCiv(civilization).Select(tech => tech.Name).ToList(),
                    SocialPolicies   = PolicyComposer.ComposePoliciesFromCiv(civilization),
                };

                if (civilization.TechQueue != null && civilization.TechQueue.Count > 0)
                {
                    civData.TechQueue = civilization.TechQueue.Select(tech => tech.Name).ToList();
                }
                else
                {
                    civData.TechQueue = null;
                }

                var availableTechs = TechCanon.GetTechsAvailableToCiv(civilization);

                if (availableTechs.Count() > 0)
                {
                    foreach (var availableTech in availableTechs)
                    {
                        int progress = TechCanon.GetProgressOnTechByCiv(availableTech, civilization);
                        if (progress != 0)
                        {
                            if (civData.ProgressOnTechs == null)
                            {
                                civData.ProgressOnTechs = new Dictionary <string, int>();
                            }

                            civData.ProgressOnTechs[availableTech.Name] = progress;
                        }
                    }
                }
                else
                {
                    civData.ProgressOnTechs = null;
                }

                var exploredCells = Grid.Cells.Where(cell => ExplorationCanon.IsCellExploredByCiv(cell, civilization));

                civData.ExploredCells = exploredCells.Select(cell => cell.Coordinates).ToList();

                civData.FreeBuildings = FreeBuildingsCanon
                                        .GetFreeBuildingsForCiv(civilization)
                                        .Select(buildingList => buildingList.Select(buildingTemplate => buildingTemplate.name).ToList())
                                        .ToList();

                civData.GoldenAgeTurnsLeft = GoldenAgeCanon.GetTurnsLeftOnGoldenAgeForCiv(civilization);
                civData.GoldenAgeProgress  = GoldenAgeCanon.GetGoldenAgeProgressForCiv(civilization);
                civData.PreviousGoldenAges = GoldenAgeCanon.GetPreviousGoldenAgesForCiv(civilization);

                mapData.Civilizations.Add(civData);
            }

            mapData.CivDiscoveryPairs = CivDiscoveryCanon.GetDiscoveryPairs().Select(
                pair => new Tuple <string, string>(pair.Item1.Template.Name, pair.Item2.Template.Name)
                ).ToList();
        }