private void _doMigration(Lair lair, HexData hex) { if (lair.IsRuins()) { return; } string record = "The " + lair.HomeCiv.GetPluralName() + " are migrating to a new home."; lair.HomeCiv.History.addRecord(record); HexData targetHex; do { int migrationDirection = _dice.Roll(1, 6); var neighborLocation = hex.FindNeighborByIndex(migrationDirection); targetHex = _worldMap.GetHexByCoordinates(neighborLocation); } while (targetHex is null); int subHexIndex = _dice.Roll(1, HexData.SUB_HEXES); var existingLair = targetHex.GetLairAtLocation(subHexIndex); if (existingLair is null) { // Free real estate! var newLair = new Lair(); newLair.InitializeAsSettlerLair(lair.HomeCiv, subHexIndex, targetHex); targetHex.LairList.Add(newLair); lair.ForceAbandon(); // move the treasure newLair.Treasure = lair.Treasure; lair.Treasure = 0; return; } // Going to have to fight for the space. var battle = new Battle(_worldMap); battle.ResolveBattle(hex, targetHex, lair, existingLair); }
/// <summary> /// The main battle resolution /// Combatants must come from a lair in a hex. /// </summary> /// <param name="attackerLands"></param> /// <param name="defenderLands"></param> /// <param name="attackerBase"></param> /// <param name="defenderBase"></param> public void ResolveBattle(HexData attackerLands, HexData defenderLands, Lair attackerBase, Lair defenderBase) { if (attackerBase.IsRuins()) { // no attackers! do not pass! AttackerState = CombatantState.COMBATANT_STATE_ELIMINATED; return; } Civilization attacker = attackerBase.HomeCiv; string record; if (defenderBase.IsRuins()) { record = (defenderBase.GetFullName() + " is found abandoned by the " + attacker.GetPluralName()); defenderBase.History.addRecord(record); attacker.History.addRecord(record, isLogged: false); defenderBase.MoveCivIn(attacker); attackerBase.ForceAbandon(); defenderBase.Treasure += attackerBase.Treasure; attackerBase.Treasure = 0; DefenderState = CombatantState.COMBATANT_STATE_ELIMINATED; return; } Civilization defender = defenderBase.HomeCiv; // since this method is only called on initial spawn, then the // rule is to merge if two of the same race spawn in the same // hex area. if (attacker.Patricians.BaseAncestry.Name == defender.Patricians.BaseAncestry.Name) { defender.JoinOurCivilization(attacker.GetFullName()); defender.Patricians.Members += attacker.Patricians.Members; attacker.DissolvePopulation(); return; } record = "The " + attacker.GetPluralName() + " are attacking the " + defender.GetPluralName() + " at " + defenderBase.GetFullName() + "!"; attacker.History.addRecord(record); defender.History.addRecord(record, isLogged: false); defenderBase.History.addRecord(record, isLogged: false); GatherAttackers(attacker, attackerLands, defender.GetFullName()); GatherDefenders(defender, defenderLands, attacker.GetFullName()); _attackerStartingForces = GetTotalCombatants(AttackerList); _defenderStartingForces = GetTotalCombatants(DefenderList); _executeMainBattleLoop(); // recover from battle ResolveSurvivors(_attackerStartingForces, AttackerList); ResolveSurvivors(_defenderStartingForces, DefenderList); // determine outcome of battle. bool isAttackerLost = (AttackerState == CombatantState.COMBATANT_STATE_ELIMINATED) || (AttackerState == CombatantState.COMBATANT_STATE_ROUTED); bool isDefenderLost = (DefenderState == CombatantState.COMBATANT_STATE_ELIMINATED) || (DefenderState == CombatantState.COMBATANT_STATE_ROUTED); bool isBothLost = isAttackerLost && isDefenderLost; bool isMutualDestruction = (DefenderState == CombatantState.COMBATANT_STATE_ELIMINATED && AttackerState == CombatantState.COMBATANT_STATE_ELIMINATED); if (isMutualDestruction) { // mutual destruction is highly unlikely, but not impossible. record = "The " + attacker.GetPluralName() + " and the " + defender.GetPluralName() + " have achieved mutual destruction at " + defenderBase.GetFullName() + "!"; attacker.DissolvePopulation(); defender.DissolvePopulation(); } else if (isBothLost) { if (DefenderState == CombatantState.COMBATANT_STATE_ELIMINATED) { // defenders lose record = "The " + defender.GetPluralName() + " have been defeated by the " + attacker.GetPluralName() + " at " + defenderBase.GetFullName() + "!"; string defenderBaseName = defenderBase.Name; MoveLosers(defender, defenderLands, defenderBaseName); defenderBase.MoveCivIn(attacker); attackerBase.ForceAbandon(); defenderBase.Treasure += attackerBase.Treasure; attackerBase.Treasure = 0; } else { record = "The " + attacker.GetPluralName() + " have been repelled by the " + defender.GetPluralName() + " at " + defenderBase.GetFullName() + "!"; string attackerBaseName = attackerBase.Name; // It's interesting that attackers don't go back home. MoveLosers(attacker, attackerLands, attackerBaseName); attackerBase.ForceAbandon(); } } else if (isDefenderLost) { // defender loses! record = "The " + defender.GetPluralName() + " have been defeated by the " + attacker.GetPluralName() + " at " + defenderBase.GetFullName() + "!"; string defenderBaseName = defenderBase.Name; MoveLosers(defender, defenderLands, defenderBaseName); defenderBase.MoveCivIn(attacker); attackerBase.ForceAbandon(); defenderBase.Treasure += attackerBase.Treasure; attackerBase.Treasure = 0; } else // attacker lost { // attacker loses! record = "The " + attacker.GetPluralName() + " have been repelled by the " + defender.GetPluralName() + " at " + defenderBase.GetFullName() + "!"; string attackerBaseName = attackerBase.Name; // It's interesting that attackers don't go back home. MoveLosers(attacker, attackerLands, attackerBaseName); attackerBase.ForceAbandon(); } _recordBattleReport(record, attacker, defender, defenderBase); // any lingering civs with zero population are removed. _worldMap.CleanOutRuins(); }