public PlayerList( Game game, int player ) { this.game = game; this.player = (byte)player; memory = new Memory( this, 0 ); curCapital = -1; for ( int i = 1; i <= cityNumber; i ++ ) if ( cityList[ i ].state != (byte)enums.cityState.dead && cityList[ i ].isCapitale ) { curCapital = i; break; } if ( curCapital == -1 ) for ( int i = 1; i <= cityNumber; i ++ ) if ( cityList[ i ].state != (byte)enums.cityState.dead ) { capital = i; break; } slaves = new playerSlavery( this ); govType = Statistics.governements[ (byte)enums.governements.despotism ]; invalidateTrade(); smallWonderList = new WonderList( Statistics.smallWonders.Length ); }
public PlayerList(Game game, int player) { this.game = game; this.player = (byte)player; memory = new Memory(this, 0); curCapital = -1; for (int i = 1; i <= cityNumber; i++) { if ( cityList[i].state != (byte)enums.cityState.dead && cityList[i].isCapitale ) { curCapital = i; break; } } if (curCapital == -1) { for (int i = 1; i <= cityNumber; i++) { if (cityList[i].state != (byte)enums.cityState.dead) { capital = i; break; } } } slaves = new playerSlavery(this); govType = Statistics.governements[(byte)enums.governements.despotism]; invalidateTrade(); smallWonderList = new WonderList(Statistics.smallWonders.Length); }
public PlayerList(Game game, byte player, byte civType, string playerName, sbyte prefFood, sbyte prefProd, sbyte prefTrade, sbyte prefScience, sbyte prefHapiness, sbyte prefWealth) { #region short this.game = game; this.player = (byte)player; memory = new Memory(this, 0); curCapital = -1; for (int i = 1; i <= cityNumber; i++) { if ( cityList[i].state != (byte)enums.cityState.dead && cityList[i].isCapitale ) { curCapital = i; break; } } if (curCapital == -1) { for (int i = 1; i <= cityNumber; i++) { if (cityList[i].state != (byte)enums.cityState.dead) { capital = i; break; } } } slaves = new playerSlavery(this); govType = Statistics.governements[(byte)enums.governements.despotism]; invalidateTrade(); #endregion lastSeen = new structures.lastSeen[game.width, game.height]; this.civType = civType; this.playerName = playerName; money = 0; currentResearch = 0; unitList = new UnitList[10]; cityList = new CityList[5]; foreignRelation = new structures.sForeignRelation[game.playerList.Length]; for (int i = 0; i < game.playerList.Length; i++) { foreignRelation[i].quality = 100; foreignRelation[i].spies = new xycv_ppc.structures.sSpies[4]; for (int j = 0; j < 4; j++) { foreignRelation[i].spies[j] = new xycv_ppc.structures.sSpies(); foreignRelation[i].spies[j].nbr = 0; } } technos = new xycv_ppc.structures.technoList[Statistics.technologies.Length]; unitNumber = 0; cityNumber = 0; technos[0].pntDiscovered = 0; preferences.laborFood = prefFood; preferences.laborProd = prefProd; preferences.laborTrade = prefTrade; preferences.science = prefScience; preferences.reserve = prefWealth; discovered = new bool[game.width, game.height]; see = new bool[game.width, game.height]; // p.unitList = new UnitList[ 50 ]; // p.foreignRelation = new structures.sForeignRelation[ game.playerList.Length ]; setResourcesAccess(); // p.memory = new Memory( this, 0 ); smallWonderList = new WonderList(Statistics.smallWonders.Length); }
public PlayerList( Game game, byte player, byte civType, string playerName, sbyte prefFood, sbyte prefProd, sbyte prefTrade, sbyte prefScience, sbyte prefHapiness, sbyte prefWealth ) { #region short this.game = game; this.player = (byte)player; memory = new Memory( this, 0 ); curCapital = -1; for ( int i = 1; i <= cityNumber; i ++ ) if ( cityList[ i ].state != (byte)enums.cityState.dead && cityList[ i ].isCapitale ) { curCapital = i; break; } if ( curCapital == -1 ) for ( int i = 1; i <= cityNumber; i ++ ) if ( cityList[ i ].state != (byte)enums.cityState.dead ) { capital = i; break; } slaves = new playerSlavery( this ); govType = Statistics.governements[ (byte)enums.governements.despotism ]; invalidateTrade(); #endregion lastSeen = new structures.lastSeen[ game.width, game.height ]; this.civType = civType; this.playerName = playerName; money = 0; currentResearch = 0; unitList = new UnitList[ 10 ]; cityList = new CityList[ 5 ]; foreignRelation = new structures.sForeignRelation[ game.playerList.Length ]; for ( int i = 0; i < game.playerList.Length; i ++ ) { foreignRelation[ i ].quality = 100; foreignRelation[ i ].spies = new xycv_ppc.structures.sSpies[ 4 ]; for ( int j = 0; j < 4; j ++ ) { foreignRelation[ i ].spies[ j ] = new xycv_ppc.structures.sSpies(); foreignRelation[ i ].spies[ j ].nbr = 0; } } technos = new xycv_ppc.structures.technoList[ Statistics.technologies.Length ]; unitNumber = 0; cityNumber = 0; technos[ 0 ].pntDiscovered = 0; preferences.laborFood = prefFood; preferences.laborProd = prefProd; preferences.laborTrade = prefTrade; preferences.science = prefScience; preferences.reserve = prefWealth; discovered = new bool[ game.width, game.height ]; see = new bool[ game.width, game.height ]; // p.unitList = new UnitList[ 50 ]; // p.foreignRelation = new structures.sForeignRelation[ game.playerList.Length ]; setResourcesAccess(); // p.memory = new Memory( this, 0 ); smallWonderList = new WonderList( Statistics.smallWonders.Length ); }