Esempio n. 1
0
    public float GetTileValue(CustomTile pTile) //UGLY PART: Code duplication with AICityManager. Left in because of time pressure.
    {
        Building pBuilding = pTile.GetBuildingOnTile();

        if (pBuilding == null)
        {
            return(0);
        }
        float value    = -(pBuilding.GetCost() / 3); //Remove cost from the value of the move.
        City  tileCity = pTile.GetCity();

        bool  buildingIsProduction = false;
        float happinessValue       = 0;
        float moneyValue           = 0;
        float collectionValue      = 1;

        if (pBuilding is ProductionBuilding)
        {
            buildingIsProduction = true;
            ProductionBuilding prodBuilding = pBuilding as ProductionBuilding;
            happinessValue += prodBuilding.GetHappinessGain();
            moneyValue     += prodBuilding.GetMoneyGain();
            collectionValue = 0;
        }

        Building[] buildingsInRange = tileCity.GetBuildingsAroundTile(1, pTile);
        foreach (Building b in buildingsInRange)
        {
            if (b is CollectionBuilding && buildingIsProduction)
            {
                //If this move places a production building next to a collection building, add value to the move.
                collectionValue += 1;
            }
            else if (b is ProductionBuilding)
            {
                if (!buildingIsProduction)
                {
                    //If this move places a collection building next to a production building, add value to the move.
                    ProductionBuilding prodBuilding = b as ProductionBuilding;
                    happinessValue += prodBuilding.GetHappinessGain();
                    moneyValue     += prodBuilding.GetMoneyGain();
                }
                else if (pBuilding.GetType() == b.GetType())
                {
                    ProductionBuilding prodBuilding = pBuilding as ProductionBuilding;
                    happinessValue += prodBuilding.GetHappinessGain() * Glob.FactoryProductionMultiplier;
                    moneyValue     += prodBuilding.GetMoneyGain() * Glob.FactoryProductionMultiplier; //If a production building is placed next to a production building of the same type, add value to the move.
                }
                else
                {
                    //If a production building is placed next to a production building of a different type, subtract value from the move.
                    ProductionBuilding prodBuilding = pBuilding as ProductionBuilding;
                    happinessValue -= prodBuilding.GetHappinessGain() * Glob.FactoryProductionMultiplier;
                    moneyValue     -= prodBuilding.GetMoneyGain() * Glob.FactoryProductionMultiplier;
                }
            }
        }
        value += (happinessValue + moneyValue) * collectionValue;
        return(value);
    }
Esempio n. 2
0
    private void launchMissile(CustomTile pTarget)
    {
        Missile missile = Instantiate(Glob.GetMissile());

        missile.WaitWithAnimation(4);
        missile.SetMissileTile(pTarget);
        City targetCity = pTarget.GetCity();

        Destroy(pTarget.GetBuildingOnTile().gameObject);
        Debug.Log("Destroyed the building");
        pTarget.SetBuilding(null);

        SetCurrentMode(CurrentMode.SELECTINGTILE);
        _isFocusedOnOwnCity = true;
    }
Esempio n. 3
0
    private float getMoveValue(CustomTile pTile, Building pBuilding)
    {
        float value    = -(pBuilding.GetCost() / 3); //Remove cost from the value of the move.
        City  tileCity = pTile.GetCity();

        bool  buildingIsProduction = false;
        float happinessValue       = 0;
        float moneyValue           = 0;
        float collectionValue      = 1;

        if (pBuilding is ProductionBuilding)
        {
            buildingIsProduction = true;
            ProductionBuilding prodBuilding = pBuilding as ProductionBuilding;
            happinessValue += prodBuilding.GetHappinessGain();
            moneyValue     += prodBuilding.GetMoneyGain();
            collectionValue = 0;
        }

        if (pBuilding is FunctionBuilding)
        {
            return(-50);
        }

        Building[] buildingsInRange = tileCity.GetBuildingsAroundTile(1, pTile);
        foreach (Building b in buildingsInRange)
        {
            if (b is CollectionBuilding && buildingIsProduction)
            {
                //If this move places a production building next to a collection building, add value to the move.
                collectionValue += 1;
            }
            else if (b is ProductionBuilding)
            {
                if (!buildingIsProduction)
                {
                    //If this move places a collection building next to a production building, add value to the move.
                    ProductionBuilding prodBuilding = b as ProductionBuilding;
                    happinessValue += prodBuilding.GetHappinessGain();
                    moneyValue     += prodBuilding.GetMoneyGain();
                }
                else if (pBuilding.GetType() == b.GetType())
                {
                    ProductionBuilding prodBuilding = pBuilding as ProductionBuilding;
                    happinessValue += prodBuilding.GetHappinessGain() * Glob.FactoryProductionMultiplier;
                    moneyValue     += prodBuilding.GetMoneyGain() * Glob.FactoryProductionMultiplier; //If a production building is placed next to a production building of the same type, add value to the move.
                }
                else
                {
                    //If a production building is placed next to a production building of a different type, subtract value from the move.
                    ProductionBuilding prodBuilding = pBuilding as ProductionBuilding;
                    happinessValue -= prodBuilding.GetHappinessGain() * Glob.FactoryProductionMultiplier;
                    moneyValue     -= prodBuilding.GetMoneyGain() * Glob.FactoryProductionMultiplier;
                }
            }
        }
        if (tileCity.GetBudget() < 25)
        {
            moneyValue *= 2;
        }

        value += (happinessValue + moneyValue) * collectionValue;
        return(value);
    }