private void GenerateArmies() { for (var i = 1; i < _playersRepository.Players.Count - 1; i++) { var owner = _playersRepository.Players[i]; var xg = GlobalUtils.Rand(_legionConfig.WorldWidth - 200) + 100; var yg = GlobalUtils.Rand(_legionConfig.WorldHeight - 200) + 100; for (var k = 0; k <= 2; k++) { var army = _armiesRepository.CreateArmy(owner, 10); army.X = xg + GlobalUtils.Rand(200) - 100; army.Y = yg + GlobalUtils.Rand(200) - 100; } } var ownArmy = _armiesRepository.CreateArmy(_playersRepository.UserPlayer, 5); ownArmy.X = GlobalUtils.Rand(_legionConfig.WorldWidth) + 20; ownArmy.Y = GlobalUtils.Rand(_legionConfig.WorldHeight) + 10; ownArmy.Food = 100; }
private void ProcessRecruiting(City city) { // NOTE: some old game saves have cities which belongs to owner with id == zero if (city.Owner != null && !city.Owner.IsUserControlled && city.Owner.Id > 0) { if (city.Owner.Money > 10000 && GlobalUtils.Rand(3) == 1 && city.DaysToSetNewRecruiters == 0) { // TODO: set upper limit for player's legion count // For I=20 To 39 city.Owner.Money -= 10000; city.DaysToSetNewRecruiters = 20 + GlobalUtils.Rand(10); var army = _armiesRepository.CreateArmy(city.Owner, 10); army.X = city.X; army.Y = city.Y; } } }