Example #1
0
        private bool TroopObjectCreateFromCity(ICity city,
                                               ISimpleStub stub,
                                               uint x,
                                               uint y,
                                               out ITroopObject troopObject)
        {
            if (stub.TotalCount == 0 || !city.DefaultTroop.RemoveFromFormation(FormationType.Normal, stub))
            {
                troopObject = null;
                return(false);
            }

            var troopStub = city.CreateTroopStub();

            troopStub.BeginUpdate();
            troopStub.Add(stub);
            troopStub.EndUpdate();

            troopObject = city.CreateTroopObject(troopStub, x, y + 1);

            troopObject.BeginUpdate();
            troopObject.Stats = new TroopStats(formula.GetTroopRadius(troopStub, null),
                                               formula.GetTroopSpeed(troopStub));
            world.Regions.Add(troopObject);
            troopObject.EndUpdate();

            return(true);
        }
Example #2
0
        /// <summary>
        ///     Creates a city under the specified player with initial troop and main building
        /// </summary>
        public virtual void CreateCity(ICityFactory cityFactory, IPlayer player, string cityName, byte level, Position cityPosition, IBarbarianTribeManager barbarianTribeManager, out ICity city)
        {
            city = cityFactory.CreateCity(world.Cities.GetNextCityId(),
                                          player,
                                          cityName,
                                          cityPosition,
                                          formula.GetInitialCityResources(),
                                          formula.GetInitialCityRadius(),
                                          formula.GetInitialAp(),
                                          Theme.DEFAULT_THEME_ID,
                                          Theme.DEFAULT_THEME_ID,
                                          Theme.DEFAULT_THEME_ID,
                                          Theme.DEFAULT_THEME_ID);

            var        mainBuildingPosition = cityPosition.Left();
            IStructure mainBuilding         = city.CreateStructure(2000, level, mainBuildingPosition.X, mainBuildingPosition.Y);

            player.Add(city);

            world.Cities.Add(city);

            city.BeginUpdate();

            mainBuilding.BeginUpdate();
            world.Regions.Add(mainBuilding);
            mainBuilding.EndUpdate();

            var defaultTroop = city.CreateTroopStub();

            defaultTroop.BeginUpdate();
            defaultTroop.AddFormation(FormationType.Normal);
            defaultTroop.AddFormation(FormationType.Garrison);
            defaultTroop.AddFormation(FormationType.InBattle);
            defaultTroop.EndUpdate();

            RecalculateCityResourceRates(city);
            SetResourceCap(city);

            city.EndUpdate();

            if (player.GetCityCount() == 1)
            {
                barbarianTribeManager.CreateBarbarianTribeNear(1, 10, city.PrimaryPosition.X, city.PrimaryPosition.Y, 10);
            }
        }
Example #3
0
        public virtual bool TroopStubCreate(out ITroopStub troopStub,
                                            ICity city,
                                            ISimpleStub stub,
                                            TroopState initialState = TroopState.Idle)
        {
            if (!city.DefaultTroop.RemoveFromFormation(FormationType.Normal, stub))
            {
                troopStub = null;
                return(false);
            }

            troopStub = city.CreateTroopStub();
            troopStub.BeginUpdate();
            troopStub.Add(stub);
            troopStub.State = initialState;
            troopStub.EndUpdate();
            return(true);
        }