protected AbstractPlayerData(int id, Civilization tribe, bool isHuman) { Id = id; _isHuman = isHuman; _civilization = tribe; // set leader from tribe _leader = Provider.Instance.Leaders.FirstOrDefault(a => a.Value.CivilizationName == _civilization.Name).Value; if (_leader == null) throw new Exception("No Leader found for " + _civilization.Name); Init(); if (!_isHuman) StartAiThreads(); }
public HumanPlayerData(int id, Civilization tribe) : base(id, tribe, true) { }
public DiplomaticStatus DiplomaticStatusTo(Civilization civ) { foreach (DiplomaticStatus ds in _diplomaticStatuses) if (ds.CivilizationName == civ.Name) return ds; return null; }
public AIPlayerData(int id, Civilization tribe) : base(id, tribe, false) { // determine grand strategy DetermineGrandStragegy(); _grandStrategyFlavours = Flavours.FromGrandStrategy(_grandStrategy); // add all military strategies to propability map foreach (MilitaryStrategyData mStrategy in Provider.Instance.MilitayStrategies.Values) _militaryStrategies.Add(mStrategy); }