Esempio n. 1
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        /// <summary>
        /// The refugees civ searches the current hex for a similar race, and
        /// joins them if they find it.
        /// </summary>
        /// <param name="refugees"></param>
        /// <param name="hex"></param>
        /// <param name="homeName"></param>
        /// <returns>Returns true if a sutible settlement was found,
        /// returns false if not.</returns>
        bool RefugeesSearchHex(Civilization refugees, HexData hex,
                               string homeName)
        {
            foreach (var lair in hex.LairList)
            {
                // can't keep the base they just lost.
                if (lair.Name == homeName)
                {
                    continue;
                }

                // note it is interesting that a refugee group will not take up
                // in a ruins...
                if (lair.IsRuins())
                {
                    continue;
                }

                // search for a matching race in the hex
                Civilization targetCiv = lair.HomeCiv;
                if (targetCiv.Patricians.BaseAncestry.Name !=
                    refugees.Patricians.BaseAncestry.Name)
                {
                    continue;
                }

                // found a match
                targetCiv.JoinOurCivilization(refugees.GetFullName());
                targetCiv.Patricians.Members += refugees.Patricians.Members;
                refugees.DissolvePopulation();
                return(true);
            }
            return(false);
        }
Esempio n. 2
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 /// <summary>
 /// Defenders gather any like allied forces they can muster in the hex
 /// </summary>
 /// <param name="defender"></param>
 /// <param name="defenderHome"></param>
 public void GatherDefenders(Civilization defender,
                             HexData defenderHome, string attackerFullName)
 {
     DefenderList.Add(defender);
     foreach (var lair in defenderHome.LairList)
     {
         if (lair.IsRuins())
         {
             continue;
         }
         if (lair.HomeCiv.GetFullName() == defender.GetFullName())
         {
             continue;
         }
         if (lair.HomeCiv.GetFullName() == attackerFullName)
         {
             continue;
         }
         if (lair.HomeCiv.Patricians.BaseAncestry.Name
             != defender.Patricians.BaseAncestry.Name)
         {
             continue;
         }
         if (defender.LeaderCompetency <= _dice.Roll(1, 12))
         {
             continue;
         }
         DefenderList.Add(lair.HomeCiv);
         string record = "The " + defender.GetPluralName()
                         + " have convinced the " + lair.HomeCiv.GetPluralName()
                         + " to come to their defense.";
         defender.History.addRecord(record);
         lair.HomeCiv.History.addRecord(record, isLogged: false);
     }
 }
Esempio n. 3
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        public HexData CreateRandomHex(int x, int y)
        {
            HexData          hex    = new HexData(this);
            Tuple <int, int> origin =
                new Tuple <int, int>(TierOriginX, TierOriginY);

            hex.InitializeAsRandomHex(x, y, origin, TierWidth);
            return(hex);
        }
Esempio n. 4
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        /// <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.
        }
Esempio n. 5
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 /// <summary>
 /// If there's a lair already in the area, they will fight for it.
 /// Otherwise, there's no battle to return.
 /// </summary>
 /// <param name="hex"></param>
 /// <param name="invaders"></param>
 /// <param name="subHexIndex"></param>
 /// <returns></returns>
 private Battle ResolveInvasionConflicts(HexData hex,
                                         Civilization invaders, int subHexIndex)
 {
     foreach (var lair in hex.LairList)
     {
         if (subHexIndex != lair.SubhexIndex)
         {
             continue;
         }
         var battle = new Battle(_worldMap);
         battle.ResolveBattle(invaders, hex, lair);
         return(battle);
     }
     return(null);
 }
Esempio n. 6
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        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);
        }
Esempio n. 7
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        /// <summary>
        /// Determines the number of edges of the hex that fall outside the
        /// existing map.
        /// </summary>
        /// <param name="hex"></param>
        /// <returns></returns>
        public int NumberOutsideEdges(HexData hex)
        {
            int numOuterEdges = 0;

            for (int i = 0; i < 6; ++i)
            {
                int index          = i + 1;
                var neighborCoords = hex.FindNeighborByIndex(index);
                var neighbor       = GetHexByCoordinates(neighborCoords.Item1,
                                                         neighborCoords.Item2);
                if (neighbor == null)
                {
                    ++numOuterEdges;
                }
            }
            return(numOuterEdges);
        }
Esempio n. 8
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        /// <summary>
        /// Losers of a battle will try to search their home hex for a like
        /// race to join, or and adjacent hex if that fails.
        /// If that fails, they are eliminated.
        /// </summary>
        /// <param name="losers"></param>
        /// <param name="loserHome"></param>
        /// <param name="baseName">The name of the home base that the refugees
        /// just left. They can't go back here.</param>
        void MoveLosers(Civilization losers, HexData loserHome,
                        string baseName)
        {
            bool isFoundHex = RefugeesSearchHex(losers, loserHome, baseName);

            if (isFoundHex)
            {
                return;
            }
            int  nextIndex = _dice.Roll(1, 6);
            bool isFound   = false;

            for (int i = 0; i < 6; ++i)
            {
                ++nextIndex;
                if (nextIndex > 6)
                {
                    nextIndex = 1;
                }
                var nextCoords = loserHome.FindNeighborByIndex(nextIndex);
                var nextHex    = _worldMap.GetHexByCoordinates(nextCoords.Item1,
                                                               nextCoords.Item2);
                if (nextHex is null)
                {
                    continue;
                }
                isFound = RefugeesSearchHex(losers, nextHex, baseName);
                if (isFound)
                {
                    break;
                }
            }
            if (isFound)
            {
                return;
            }

            // no available place to go!
            string report = "The " + losers.GetPluralName()
                            + " could not find refuge.";

            losers.History.addRecord(report);

            losers.DissolvePopulation();
        }
Esempio n. 9
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        public void QueueMigrations(HexData hex)
        {
            // isolated hexes can't migrate
            // (prevents infinite loop when searching)
            int outerEdges = _worldMap.NumberOutsideEdges(hex);

            if (outerEdges >= 6)
            {
                return;
            }

            // arrange migration schedule
            foreach (var lair in hex.LairList)
            {
                // 15% chance for internal civs to migrate
                int roll = _dice.Roll(1, 100);
                if (roll > 15)
                {
                    continue;
                }

                int monthRoll = _dice.Roll(1, 6);
                int dayRoll   = _dice.Roll(1, 30) - 1;
                if (monthRoll <= 3)
                {
                    _mayMigrations[dayRoll] = lair;
                }
                else if (monthRoll <= 5)
                {
                    _aprilMigrations[dayRoll] = lair;
                }
                else
                {
                    _marchMigrations[dayRoll] = lair;
                }
            }
        }
Esempio n. 10
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        /// <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();
        }
Esempio n. 11
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        /// <summary>
        /// Overloaded function for determining battles started by outside
        /// or homeless invaders.
        /// </summary>
        /// <param name="attacker"></param>
        /// <param name="defenderLands"></param>
        /// <param name="defenderBase"></param>
        public void ResolveBattle(Civilization attacker, HexData defenderLands,
                                  Lair defenderBase)
        {
            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);

                defenderBase.Treasure += 1;

                DefenderState = CombatantState.COMBATANT_STATE_ELIMINATED;
                return;
            }
            Civilization defender = defenderBase.HomeCiv;

            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);

            AttackerList.Add(attacker);
            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)
                {
                    // 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);
                    defenderBase.Treasure += 1;
                }
                else
                {
                    // attacker loses!
                    record = "The "
                             + attacker.GetPluralName() + " have been repelled by the "
                             + defender.GetPluralName() + " at "
                             + defenderBase.GetFullName() + "!";

                    // In this case, the attackers seek to allign themselves
                    // possibly where they landed.
                    MoveLosers(attacker, defenderLands, baseName: "");
                }
            }
            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);
                defenderBase.Treasure += 1;
            }
            else // attacker lost
            {
                // attacker loses!
                record = "The "
                         + attacker.GetPluralName() + " have been repelled by the "
                         + defender.GetPluralName() + " at "
                         + defenderBase.GetFullName() + "!";

                // In this case, the attackers seek to allign themselves
                // possibly where they landed.
                MoveLosers(attacker, defenderLands, baseName: "");
            }

            _recordBattleReport(record, attacker, defender, defenderBase);

            // any lingering civs with zero population are removed.
            _worldMap.CleanOutRuins();
        }