Esempio n. 1
0
File: City.cs Progetto: ybug/CivOne
        private void SetResourceTiles()
        {
            if (!Game.Started)
            {
                return;
            }
            while (_resourceTiles.Count > Size)
            {
                _resourceTiles.RemoveAt(_resourceTiles.Count - 1);
            }
            if (_resourceTiles.Count == Size)
            {
                return;
            }
            if (_resourceTiles.Count < Size)
            {
                IEnumerable <ITile> tiles = CityTiles.Where(t => !OccupiedTile(t) && !ResourceTiles.Contains(t)).OrderByDescending(t => FoodValue(t)).ThenByDescending(t => ShieldValue(t)).ThenByDescending(t => TradeValue(t));
                if (tiles.Count() > 0)
                {
                    _resourceTiles.Add(tiles.First());
                }
            }

            UpdateSpecialists();
        }
Esempio n. 2
0
        private void SetResourceTiles()
        {
            if (!Game.Started)
            {
                return;
            }
            while (_resourceTiles.Count > Size)
            {
                _resourceTiles.RemoveAt(_resourceTiles.Count - 1);
            }
            if (_resourceTiles.Count == Size)
            {
                return;
            }
            if (_resourceTiles.Count < Size)
            {
                IEnumerable <ITile> tiles = CityTiles.Where(t => !OccupiedTile(t) && !ResourceTiles.Contains(t)).OrderByDescending(t => t.Food).ThenByDescending(t => t.Shield).ThenByDescending(t => t.Trade);
                if (tiles.Count() > 0)
                {
                    _resourceTiles.Add(tiles.First());
                }
            }

            if (HasWonder <Colossus>() && !this.Player.WonderObsolete <Colossus>())
            {
                ApplyColossusTradeModifier();
            }
            UpdateSpecialists();
        }
Esempio n. 3
0
File: City.cs Progetto: ybug/CivOne
 public void SetResourceTile(ITile tile)
 {
     if (tile == null || OccupiedTile(tile) || !CityTiles.Contains(tile) || (tile.X == X && tile.Y == Y) || (_resourceTiles.Count >= Size && !_resourceTiles.Contains(tile)))
     {
         ResetResourceTiles();
         return;
     }
     if (_resourceTiles.Contains(tile))
     {
         _resourceTiles.Remove(tile);
         return;
     }
     _resourceTiles.Add(tile);
     UpdateSpecialists();
 }
Esempio n. 4
0
 public void SetResourceTile(ITile tile)
 {
     if (tile == null || OccupiedTile(tile) || !CityTiles.Contains(tile) || (tile.X == X && tile.Y == Y) || (_resourceTiles.Count >= Size && !_resourceTiles.Contains(tile)))
     {
         ResetResourceTiles();
         return;
     }
     if (_resourceTiles.Contains(tile))
     {
         tile.SpecialTrade = 0;                                  // clear out Colossus effect.
         _resourceTiles.Remove(tile);
         return;
     }
     _resourceTiles.Add(tile);
     if (HasWonder <Colossus>() && !this.Player.WonderObsolete <Colossus>())
     {
         ApplyColossusTradeModifier();
     }
     UpdateSpecialists();
 }
Esempio n. 5
0
File: City.cs Progetto: ybug/CivOne
        public void Disaster()
        {
            List <string> message       = new List <string>();
            bool          humanGetsCity = false;

            if (Player.Cities.Length == 1)
            {
                return;
            }

            if (Size < 5)
            {
                return;
            }

            switch (Common.Random.Next(0, 9))
            {
            case 0:
            {
                // Earthquake
                bool hillsNearby = CityTiles.Any(t => t.Type == Terrain.Hills);
                IList <IBuilding> buildingsOtherThanPalace = Buildings.Where(b => !(b is Palace)).ToList();
                if (!hillsNearby || !buildingsOtherThanPalace.Any())
                {
                    return;
                }

                IBuilding buildingToDestroy = buildingsOtherThanPalace[Common.Random.Next(0, buildingsOtherThanPalace.Count - 1)];
                RemoveBuilding(buildingToDestroy);

                message.Add($"Earthquake in {Name}!");
                message.Add($"{buildingToDestroy} destroyed!");

                break;
            }

            case 1:
            {
                // Plague
                bool hasMedicine     = Player.HasAdvance <Medicine>();
                bool hasAqueduct     = HasBuilding <Aqueduct>();
                bool hasConstruction = Player.Advances.Any(a => a is Construction);

                if (!hasMedicine && !hasAqueduct && hasConstruction)
                {
                    Size = (byte)(Size - Size / 4);

                    message.Add($"Plague in {Name}!");
                    message.Add($"Citizens killed!");
                    message.Add($"Citizens demand AQUEDUCT.");
                }

                break;
            }

            case 2:
            {
                // Flooding
                bool riverNearby  = CityTiles.Any(t => t.Type == Terrain.River);
                bool hasCityWalls = HasBuilding <CityWalls>();
                bool hasMasonry   = Player.HasAdvance <Masonry>();

                if (riverNearby && !hasCityWalls && hasMasonry)
                {
                    Size = (byte)(Size - Size / 4);

                    message.Add($"Flooding in {Name}!");
                    message.Add($"Citizens killed!");
                    message.Add($"Citizens demand CITY WALLS.");
                }
                break;
            }

            case 3:
            {
                // Volcano
                bool mountainNearby      = CityTiles.Any(t => t.Type == Terrain.Mountains);
                bool hasTemple           = HasBuilding <Temple>();
                bool hasCeremonialBurial = Player.HasAdvance <CeremonialBurial>();

                if (mountainNearby && !hasTemple && hasCeremonialBurial)
                {
                    Size = (byte)(Size - Size / 3);

                    message.Add($"Volcano erupts near {Name}!");
                    message.Add($"Citizens killed!");
                    message.Add($"Citizens demand TEMPLE.");
                }

                break;
            }

            case 4:
            {
                // Famine
                bool hasGranary = HasBuilding <Granary>();
                bool hasPottery = Player.HasAdvance <Pottery>();

                if (!hasGranary && hasPottery)
                {
                    Size = (byte)(Size - Size / 3);

                    message.Add($"Famine in {Name}!");
                    message.Add($"Citizens killed!");
                    message.Add($"Citizens demand POTTERY.");
                }

                break;
            }

            case 5:
            {
                // Fire
                IList <IBuilding> buildingsOtherThanPalace = Buildings.Where(b => !(b is Palace)).ToList();
                bool hasAqueduct     = HasBuilding <Aqueduct>();
                bool hasConstruction = Player.HasAdvance <Construction>();

                if (buildingsOtherThanPalace.Any() && !hasAqueduct && hasConstruction)
                {
                    IBuilding buildingToDestroy = buildingsOtherThanPalace[Common.Random.Next(0, buildingsOtherThanPalace.Count - 1)];
                    RemoveBuilding(buildingToDestroy);

                    message.Add($"Fire in {Name}!");
                    message.Add($"{buildingToDestroy.Name} destroyed!");
                    message.Add($"Citizens demand AQUEDUCT.");
                }

                break;
            }

            case 6:
            {
                // Pirates
                bool oceanNearby = CityTiles.Any(t => t.Type == Terrain.Ocean);
                bool hasBarracks = HasBuilding <Barracks>();
                if (oceanNearby && !hasBarracks)
                {
                    Food    = 0;
                    Shields = 0;

                    message.Add($"Pirates plunder {Name}!");
                    message.Add($"Production halted, Food Stolen.!");
                    message.Add($"Citizens demand BARRACKS.");
                }

                break;
            }

            case 7:
            case 8:
            case 9:
                // Riot, scandal, corruption

                string[] disasterTypes    = { "Scandal", "Riot", "Corruption" };
                string   disasterType     = disasterTypes[Common.Random.Next(0, disasterTypes.Length - 1)];
                string   buildingDemanded = "";

                if (HappyCitizens >= UnhappyCitizens)
                {
                    return;
                }

                if (!HasBuilding <Temple>())
                {
                    buildingDemanded = nameof(Temple);
                }
                else if (!HasBuilding <Courthouse>())
                {
                    buildingDemanded = nameof(Courthouse);
                }
                else if (!HasBuilding <MarketPlace>())
                {
                    buildingDemanded = nameof(MarketPlace);
                }
                else if (!HasBuilding <Cathedral>())
                {
                    buildingDemanded = nameof(Cathedral);
                }
                else
                {
                    buildingDemanded = "lower taxes";
                }

                Food    = 0;
                Shields = 0;

                message.Add($"{disasterType} in {Name}");
                message.Add($"Citizens demand {buildingDemanded}");

                if (HasBuilding <Palace>())
                {
                    return;
                }

                if (Player.Cities.Length < 4)
                {
                    return;
                }

                City admired    = null;
                int  mostAppeal = 0;

                foreach (City city in Game.GetCities())
                {
                    if (city == this)
                    {
                        break;
                    }

                    int appeal = ((city.HappyCitizens - city.UnhappyCitizens) * 32) / city.Tile.DistanceTo(this);
                    if (appeal > 4 && appeal > mostAppeal)
                    {
                        admired    = city;
                        mostAppeal = appeal;
                    }
                }

                if (admired != null && admired.Owner != this.Owner)
                {
                    message.Clear();
                    message.Add($"Residents of {Name} admire the prosperity of {admired.Name}");
                    message.Add($"{admired.Name} capture {Name}");

                    Player previousOwner = Game.GetPlayer(this.Owner);

                    Show captureCity = Show.CaptureCity(this);
                    captureCity.Done += (s1, a1) =>
                    {
                        this.Owner = admired.Owner;

                        previousOwner.IsDestroyed();

                        if (Human == admired.Owner)
                        {
                            GameTask.Insert(Tasks.Show.CityManager(this));
                        }
                    };

                    if (Human == admired.Owner)
                    {
                        humanGetsCity = true;
                        GameTask.Insert(captureCity);
                    }
                }

                break;
            }

            if (message.Count > 0 && (Player == Owner || humanGetsCity))
            {
                GameTask.Enqueue(Message.Advisor(Advisor.Domestic, false, message.ToArray()));
            }
        }