Example #1
0
        /// <summary>
        /// New monsters move in from the edge of the map.
        /// </summary>
        /// <param name="hex"></param>
        public void ResolveOutsideSingleHexMigration(HexData hex)
        {
            // only for edge chances
            int numEdges = _worldMap.NumberOutsideEdges(hex);

            if (numEdges <= 0)
            {
                return;
            }

            // "5% chance per edge"
            int chance = numEdges * 5;
            int roll   = _dice.Roll(1, 100);

            if (roll > chance)
            {
                return;
            }

            // Are they invaders, or settlers?
            var invaders = new Civilization();

            invaders.InitializeAsRandomCiv(hex.Tier);

            // Depends on where they land:
            int subHexLoc = _dice.Roll(1, HexData.SUB_HEXES);
            var results   = ResolveInvasionConflicts(hex, invaders, subHexLoc);

            if (results is null)
            {
                // no battle. settle in unclaimed land.
                var lair = new Lair();
                lair.InitializeAsSettlerLair(invaders, subHexLoc, hex);
                lair.Treasure = 1;
                hex.LairList.Add(lair);
                return;
            }
            if (
                (results.AttackerState
                 == Battle.CombatantState.COMBATANT_STATE_ELIMINATED) ||
                (results.AttackerState
                 == Battle.CombatantState.COMBATANT_STATE_ROUTED)
                )
            {
                // invaders have been dealt with.
                return;
            }
            // else the invaders win, and have been moved into their new lair.
        }
Example #2
0
        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);
        }