Esempio n. 1
0
        public void CalcTurnResources()
        {
            // Get resources from region list
            ItemList res = new ItemList();

            foreach (Item itm in Resources)
            {
                res.Add(new Item(itm.Type, itm.Amount));
            }

            // Apply temperature factor
            int tempr = this.Temperature;

            for (int i = res.Count - 1; i >= 0; i--)
            {
                Item itm    = res[i];
                int  danger = (itm.Type.TemperatureFrom - tempr) * itm.Type.TemperatureEffect;
                if (danger > 0)
                {
                    int died = itm.Amount * Math.Min(100, danger) / 100;
                    res.RemoveItems(itm.Type, died);
                }
            }

            // Add resources added by production buildings
            foreach (Building b in Buildings)
            {
                if (b.Type.Resource != null && b.IsComplete)
                {
                    res.AddItems(b.Type.Resource.Type, b.Type.Resource.Amount);
                }
            }

            // Apply radiation factor
            int radiation = this.Radiation;

            for (int i = res.Count - 1; i >= 0; i--)
            {
                Item itm    = res[i];
                int  danger = (radiation - itm.Type.RadiationTo) * itm.Type.RadiationEffect;
                if (danger > 0)
                {
                    // Mutate some resource
                    int amt = itm.Amount * Math.Min(100, danger) / 100;
                    res.RemoveItems(itm.Type, amt);
                    int amt_mutated = amt * itm.Type.MutatePercent / 100;
                    if (itm.Type.MutateTo != null && amt_mutated > 0)
                    {
                        res.AddItems(itm.Type.MutateTo, amt_mutated);
                    }
                }
            }

            TurnResources = res;
        }
Esempio n. 2
0
 public void AddItems(ItemType it, int amount)
 {
     Items.AddItems(it, amount);
     if (Faction != null)
     {
         Faction.ShowItem(it);
     }
 }
Esempio n. 3
0
        public void Kill(bool drop)
        {
            if (drop)
            {
                ItemList lst = Region.Junk;
                // Try to give possessions to other person in team, or drop in Junk
                if (this.Leader != null)
                {
                    lst = this.Leader.Items;
                }
                else if (this.Team.Count > 0)
                {
                    lst = this.Team[0].Items;
                }
                foreach (Item itm in Items)
                {
                    if (!itm.Type.NoGive)
                    {
                        lst.AddItems(itm.Type, itm.Amount);
                    }
                }
                // Drop drops to Junk
                foreach (Item itm in Man.Drops)
                {
                    Region.Junk.AddItems(itm.Type, itm.Amount);
                }
            }

            foreach (Person p in Team)
            {
                p.InheritTurnOrder(this);
            }
            Leader = null;
            foreach (Person p in Team)
            {
                p.Leader = null;
            }
            Building = null;
            _faction.Persons.Remove(this);
            _faction = null;
            DiedIn   = _region;
            _region.Persons.Remove(this);
            _region = null;
        }
Esempio n. 4
0
        public void CalcTurnJunk()
        {
            // Add new junk
            // Get dying resources from region list
            ItemList res = new ItemList();

            foreach (Item itm in Resources)
            {
                if (itm.Type.Dead != null)
                {
                    res.Add(new Item(itm.Type, itm.Amount));
                }
            }

            // Apply temperature factor
            int tempr = this.Temperature;

            for (int i = res.Count - 1; i >= 0; i--)
            {
                Item itm    = res[i];
                int  danger = (itm.Type.TemperatureFrom - tempr) * itm.Type.TemperatureEffect;
                if (danger > 0)
                {
                    int died = itm.Amount * Math.Min(100, danger) / 100;
                    res.RemoveItems(itm.Type, died);
                    Junk.AddItems(itm.Type.Dead, died);
                }
            }

            // Add resources added by production buildings
            foreach (Building b in Buildings)
            {
                if (b.Type.Resource != null && b.Type.Resource.Type.Dead != null &&
                    b.IsComplete)
                {
                    res.AddItems(b.Type.Resource.Type, b.Type.Resource.Amount);
                }
            }

            // Apply radiation factor
            int radiation = this.Radiation;

            for (int i = res.Count - 1; i >= 0; i--)
            {
                Item itm    = res[i];
                int  danger = Math.Max(radiation - itm.Type.RadiationTo,
                                       itm.Type.RadiationFrom - radiation) * itm.Type.RadiationEffect;
                if (danger > 0)
                {
                    int amt         = itm.Amount * Math.Min(100, danger) / 100;
                    int amt_mutated = amt * itm.Type.MutatePercent / 100;
                    int amt_dead    = amt - amt_mutated;
                    if (amt_dead > 0)
                    {
                        Junk.AddItems(itm.Type.Dead, amt_dead);
                    }
                }
            }

            // Decompose junk
            for (int i = Junk.Count - 1; i >= 0; i--)
            {
                Item itm = Junk[i];
                if (itm.Type.DecomposeChance > 0)
                {
                    int decomposed = itm.Amount * itm.Type.DecomposeChance / 100;
                    if (decomposed == 0 && Constants.Random(100) < itm.Type.DecomposeChance * itm.Amount)
                    {
                        decomposed = 1;
                    }
                    Junk.RemoveItems(itm.Type, decomposed);
                }
            }
        }
Esempio n. 5
0
        private void CollectSpoils(Region r, bool draw, Side winner)
        {
            ArrayList spoil_lists = new ArrayList();

            spoil_lists.Add(Spoils);
            foreach (Soldier s in Soldiers)
            {
                if (s.OutOfAction && !s.FleedAway)
                {
                    if (s.Person.Killed)
                    {
                        // If person killed, add items to Spoils
                        for (int i = s.Person.Items.Count - 1; i >= 0; i--)
                        {
                            Item itm = s.Person.Items[i];
                            if (!itm.Type.NoGive)
                            {
                                s.Person.Items.RemoveAt(i);
                                Spoils.AddItems(itm.Type, itm.Amount);
                            }
                        }
                    }
                    else
                    if (!draw && s.Side != winner)
                    {
                        // If person stunned, allow to marauder givable items from it
                        spoil_lists.Add(s.Person.Items);
                    }
                }

                // If person killed, drop "drops" to Spoils
                if (s.OutOfAction && s.Person.Killed && s.Person.Man.Drops.Count > 0)
                {
                    foreach (Item itm in s.Person.Man.Drops)
                    {
                        Spoils.AddItems(itm.Type, itm.Amount);
                    }
                }
            }

            if (!draw)
            {
                foreach (Soldier s in Soldiers)
                {
                    if (s.OutOfAction)
                    {
                        continue;
                    }
                    int      space = s.Person.GetCapacity(Movement.Walk) - s.Person.GetWeight();
                    ItemList taken = new ItemList();

                    // Get item requested in spoils
                    if (s.Person.Spoils.Count > 0)
                    {
                        foreach (ItemType wanted in s.Person.Spoils)
                        {
                            if (wanted.NoGive)
                            {
                                continue;
                            }

                            for (int i = spoil_lists.Count - 1; i >= 0; i--)
                            {
                                ItemList list = (ItemList)spoil_lists[i];
                                Item     item = list.GetByType(wanted);
                                if (item == null)
                                {
                                    continue;
                                }
                                int amt;
                                if (item.Type.Weight == 0)
                                {
                                    amt = Math.Min(item.Amount, Constants.Random(20));
                                }
                                else
                                {
                                    amt = Math.Min(item.Type.Weight * item.Amount, space) / item.Type.Weight;
                                }
                                if (amt == 0)
                                {
                                    continue;
                                }
                                s.Person.Items.AddItems(item.Type, amt);
                                space -= item.Type.Weight * amt;
                                list.RemoveItems(item.Type, amt);
                                if (list.Count == 0)
                                {
                                    spoil_lists.Remove(list);
                                }
                                taken.AddItems(item.Type, amt);
                            }

                            if (taken.Count > 0)
                            {
                                break;
                            }
                        }
                    }

                    // Get random items from spoils (as much as soldier can carry)
                    if (taken.Count == 0)
                    {
                        int attempt = 0;
                        while (attempt < 2)
                        {
                            if (spoil_lists.Count == 0)
                            {
                                break;
                            }
                            int      list_idx = Constants.Random(spoil_lists.Count);
                            ItemList givable  = new ItemList();
                            foreach (Item itm in (ItemList)spoil_lists[list_idx])
                            {
                                if (!itm.Type.NoGive)
                                {
                                    givable.Add(itm);
                                }
                            }
                            if (givable.Count == 0)
                            {
                                spoil_lists.RemoveAt(list_idx);
                                continue;
                            }
                            int  item_idx = Constants.Random(givable.Count);
                            Item item     = givable[item_idx];
                            int  amt;
                            if (item.Type.Weight == 0)
                            {
                                amt = Math.Min(item.Amount, Constants.Random(20));
                            }
                            else
                            {
                                amt = Math.Min(item.Type.Weight * item.Amount, space) / item.Type.Weight;
                            }
                            if (amt > 0)
                            {
                                s.Person.Items.AddItems(item.Type, amt);
                                space -= item.Type.Weight * amt;
                                ((ItemList)spoil_lists[list_idx]).RemoveItems(item.Type, amt);
                                taken.AddItems(item.Type, amt);
                            }
                            attempt++;
                        }
                    }

                    if (taken.Count > 0)
                    {
                        BattleReport.Add(String.Format("{0} takes {1}|{2} берёт: {3}",
                                                       s.Person.ToString(Lang.En), taken.ToString(Lang.En),
                                                       s.Person.ToString(Lang.Ru), taken.ToString(Lang.Ru)));
                    }
                }
            }

            // Add untaken spoils to Junk
            for (int i = Spoils.Count - 1; i >= 0; i--)
            {
                r.Junk.AddItems(Spoils[i].Type, Spoils[i].Amount);
            }
        }
Esempio n. 6
0
        private void MoveSoldier(Soldier s, int round)
        {
            if (s.Weapon == null || s.SkillLevel == 0 || s.Person.Avoiding)
            {
                s.Flee = true;
            }

            if (s.Flee)
            {
                OOASoldier(s);
                s.FleedAway = true;
                BattleReport.Add(String.Format("{0} ran away from combat.|{1} убегает из боя.",
                                               s.Person.ToString(Lang.En), s.Person.ToString(Lang.Ru)));
                return;
            }

            // First turn is for ranged weapon only if shooters on field
            if (round == 1 && ShootersPresent() && !s.Weapon.Ranged)
            {
                return;
            }

            for (int i = 0; i < s.Weapon.Attacks; i++)
            {
                if (OutOfAmmo(s))
                {
                    break;
                }

                for (int j = 0; j < s.Weapon.Targets; j++)
                {
                    MakeHit(s);
                    if (BattleEnded())
                    {
                        break;
                    }
                }

                if (s.Ammo > 0)
                {
                    s.Ammo--;
                }
                if (s.Weapon.Ammo != null)
                {
                    if (s.Weapon.Ammo.Case != null)
                    {
                        Spoils.AddItems(s.Weapon.Ammo.Case, 1);
                    }
                    s.Person.Items.RemoveItems(s.Weapon.Ammo, 1);
                }
                if (OutOfAmmo(s))
                {
                    break;
                }

                if (BattleEnded())
                {
                    break;
                }
            }
        }