Exemple #1
0
 public void Tick()
 {
     if (IsActive)
     {
         if (timeTillArrival == 0)    // Boat just arrived
         {
             if (stones > 0)
             {
                 God.TheOne.construction.stock += stones;
                 timeTillArrival = GetTimeRequired();
                 stones          = 0;
             }
             else
             {
                 isInDock = true;
             }
         }
         else if (timeTillArrival > 0)
         {
             if (God.random.NextDouble() < People.Productivity(People.Community.river))
             {
                 timeTillArrival--;      // Sometimes they will not move if productivity is to low
             }
         }
     }
 }
Exemple #2
0
        internal override void Tick()
        {
            techProgress += 1 + People.PeopleAt(People.Community.road) / 100;
            if (techProgress > 1000)
            {
                techProgress = 1000;
            }
            int availablePeople = People.PeopleAt(People.Community.road) - teamsOnTheWay.Sum(t => t.people);

            if (availablePeople < 0)
            {
                God.TheOne.Console("Road has negative people!");
            }
            int availableStones = God.TheOne.quarry.HasStones();
            int stonesToBeMoved = Math.Min(availablePeople / teamsize, availableStones);

            if (stonesToBeMoved > 0)
            {
                Team t = new Team(stonesToBeMoved * teamsize, stonesToBeMoved, transportTime);
                teamsOnTheWay.Add(t);
                God.TheOne.roadGO.launchTeam(t.id, t.people);
                if (God.TheOne.quarry.TakeStones(stonesToBeMoved) == false)
                {
                    throw new Exception("Taking non-existing stones");
                }
            }
            for (int i = teamsOnTheWay.Count - 1; i >= 0; i--)
            {
                if (God.random.NextDouble() < People.Productivity(People.Community.road))
                {
                    teamsOnTheWay[i].TimeLeft--;        // If the productivity is to low, somtimes they will not move.
                }
                if (teamsOnTheWay[i].TimeLeft <= 0)
                {
                    God.TheOne.river.newStonesArrive(teamsOnTheWay[i].stones);
                    teamsOnTheWay.RemoveAt(i);
                }
            }
        }