private void AddMessageToTodayNewTroopSpyMessage(Troop t, bool hand) { if (this.TodayNewTroopSpyMessage == null) { this.TodayNewTroopSpyMessage = this.CreateNewTroopSpyMessage(t, hand); } else { this.TodayNewTroopSpyMessage.Message3 = this.TodayNewTroopSpyMessage.Message3 + "," + t.DisplayName; } }
private void HandleSpyMessage(SpyMessage sm) { if (sm.Kind == SpyMessageKind.NewTroop) { } }
private void AddMessageToTodayNewMilitarySpyMessage(Military m) { if (this.TodayNewMilitarySpyMessage == null) { this.TodayNewMilitarySpyMessage = this.CreateNewMilitarySpyMessage(m); } else { this.TodayNewMilitarySpyMessage.Message3 = this.TodayNewMilitarySpyMessage.Message3 + "," + m.Name; } }
public void SpyPacksDayEvent() { this.TodayNewMilitarySpyMessage = null; this.TodayNewTroopSpyMessage = null; for (int i = this.SpyPacks.Count - 1; i >= 0; i--) { SpyPack local1 = this.SpyPacks[i]; local1.Days--; if ((this.SpyPacks[i].Days <= 0) || ((this.SpyPacks[i].SpyPerson != null) && (this.SpyPacks[i].SpyPerson.BelongedFaction == this.BelongedFaction))) { this.SpyPacks.RemoveAt(i); } } }
private SpyMessage CreateNewTroopSpyMessage(Troop t, bool hand) { SpyMessage message = new SpyMessage(); message.Scenario = base.Scenario; message.ID = message.Scenario.SpyMessages.GetFreeGameObjectID(); message.Kind = SpyMessageKind.NewTroop; message.MessageFaction = this.BelongedFaction; message.MessageArchitecture = this; message.Message1 = this.BelongedFaction.Name; message.Message2 = base.Name; message.Message3 = t.DisplayName; message.Message4 = base.Scenario.Date.ToDateString(); if (hand) { message.Message5 = "不明"; } else { message.Message5 = (t.WillArchitecture != null) ? t.WillArchitecture.Name : "不明"; } message.Scenario.SpyMessages.AddMessageWithEvent(message); foreach (SpyPack pack in this.SpyPacks) { int singleWayDays = base.Scenario.GetSingleWayDays(pack.SpyPerson.Position, this.ArchitectureArea); message.AddPersonPack(pack.SpyPerson, singleWayDays); } return message; }
private SpyMessage CreateNewMilitarySpyMessage(Military m) { SpyMessage message = new SpyMessage(); message.Scenario = base.Scenario; message.ID = message.Scenario.SpyMessages.GetFreeGameObjectID(); message.Kind = SpyMessageKind.NewMilitary; message.MessageFaction = this.BelongedFaction; message.MessageArchitecture = this; message.Message1 = this.BelongedFaction.Name; message.Message2 = base.Name; message.Message3 = m.Name; message.Message4 = base.Scenario.Date.ToDateString(); message.Scenario.SpyMessages.AddMessageWithEvent(message); foreach (SpyPack pack in this.SpyPacks) { int singleWayDays = base.Scenario.GetSingleWayDays(pack.SpyPerson.Position, this.ArchitectureArea); message.AddPersonPack(pack.SpyPerson, singleWayDays); } return message; }
//读剧本和读存档都调用了此函数 private void LoadGameDataFromDataBase(OleDbConnection DbConnection, string connectionString) { try { this.GameCommonData.LoadFromDatabase(connectionString); UsingOwnCommonData = true; } catch (Exception) { this.GameCommonData.Clear(); this.LoadCommonData(); UsingOwnCommonData = false; } try { this.LoadSettingsFromDatabase(connectionString); } catch (Exception) { //ignore } ExtensionInterface.loadCompiledTypes(); this.scenarioJustLoaded = true; OleDbCommand command = new OleDbCommand("Select * From Map", DbConnection); //////////////////////////////////////////////////////////////////////////////////////////// DbConnection.Open(); OleDbDataReader reader = command.ExecuteReader(); reader.Read(); this.ScenarioMap.MapName = reader["FileName"].ToString(); this.ScenarioMap.TileWidth = (short)reader["TileWidth"]; try { this.ScenarioMap.NumberOfTiles = (short)reader["kuaishu"]; this.ScenarioMap.NumberOfSquaresInEachTile = (short)reader["meikuaidexiaokuaishu"]; this.ScenarioMap.UseSimpleArchImages = (bool)reader["useSimpleArchImages"]; } catch { this.ScenarioMap.NumberOfTiles = 20; this.ScenarioMap.NumberOfSquaresInEachTile = 10; this.ScenarioMap.UseSimpleArchImages = false; } this.ScenarioMap.LoadMapData(reader["MapData"].ToString(), (short)reader["DimensionX"], (short)reader["DimensionY"]); DbConnection.Close(); /////////////////////////////////////////////////////////////////////////////////////////// DbConnection.Open(); reader = new OleDbCommand("Select * From State", DbConnection).ExecuteReader(); while (reader.Read()) { State t = new State(); t.ID = (short)reader["ID"]; t.Name = reader["Name"].ToString(); t.ContactStatesString = reader["ContactStates"].ToString(); t.StateAdminID = (short)reader["StateAdmin"]; this.States.Add(t); } DbConnection.Close(); foreach (State state in this.States) { state.LoadContactStatesFromString(this.States, state.ContactStatesString); } DbConnection.Open(); reader = new OleDbCommand("Select * From Region", DbConnection).ExecuteReader(); while (reader.Read()) { Region region = new Region(); region.ID = (short)reader["ID"]; region.Name = reader["Name"].ToString(); region.LoadStatesFromString(this.States, reader["States"].ToString()); region.RegionCoreID = (short)reader["RegionCore"]; this.Regions.Add(region); } DbConnection.Close(); DbConnection.Open(); reader = new OleDbCommand("Select * From Person", DbConnection).ExecuteReader(); Dictionary<int, int> fatherIds = new Dictionary<int, int>(); Dictionary<int, int> motherIds = new Dictionary<int, int>(); Dictionary<int, int> spouseIds = new Dictionary<int, int>(); Dictionary<int, int[]> brotherIds = new Dictionary<int, int[]>(); Dictionary<int, int[]> closeIds = new Dictionary<int, int[]>(); Dictionary<int, int[]> hatedIds = new Dictionary<int, int[]>(); while (reader.Read()) { Person person = new Person(); person.Scenario = this; person.ID = (short)reader["ID"]; person.PersonBiography = this.GameCommonData.AllBiographies.GetBiography(person.ID); person.Available = (bool)reader["Available"]; person.Alive = (bool)reader["Alive"]; person.SurName = reader["SurName"].ToString(); person.GivenName = reader["GivenName"].ToString(); person.CalledName = reader["CalledName"].ToString(); person.Sex = (bool)reader["Sex"]; person.PictureIndex = (short)reader["Pic"]; person.Ideal = (short)reader["Ideal"]; person.IdealTendency = this.GameCommonData.AllIdealTendencyKinds.GetGameObject((short)reader["IdealTendency"]) as IdealTendencyKind; person.LeaderPossibility = (bool)reader["LeaderPossibility"]; person.Character = this.GameCommonData.AllCharacterKinds[(short)reader["PCharacter"]]; person.YearAvailable = (short)reader["YearAvailable"]; person.YearBorn = (short)reader["YearBorn"]; person.YearDead = (short)reader["YearDead"]; person.DeadReason = (PersonDeadReason)((short)reader["DeadReason"]); person.BaseStrength = (short)reader["Strength"]; person.BaseCommand = (short)reader["Command"]; person.BaseIntelligence = (short)reader["Intelligence"]; person.BasePolitics = (short)reader["Politics"]; person.BaseGlamour = (short)reader["Glamour"]; person.Reputation = (int)reader["Reputation"]; person.StrengthExperience = (int)reader["StrengthExperience"]; person.CommandExperience = (int)reader["CommandExperience"]; person.IntelligenceExperience = (int)reader["IntelligenceExperience"]; person.PoliticsExperience = (int)reader["PoliticsExperience"]; person.GlamourExperience = (int)reader["GlamourExperience"]; person.InternalExperience = (int)reader["InternalExperience"]; person.TacticsExperience = (int)reader["TacticsExperience"]; person.BubingExperience = (int)reader["BubingExperience"]; person.NubingExperience = (int)reader["NubingExperience"]; person.QibingExperience = (int)reader["QibingExperience"]; person.ShuijunExperience = (int)reader["ShuijunExperience"]; person.QixieExperience = (int)reader["QixieExperience"]; person.StratagemExperience = (int)reader["StratagemExperience"]; person.RoutCount = (int)reader["RoutCount"]; person.RoutedCount = (int)reader["RoutedCount"]; person.Braveness = (short)reader["Braveness"]; person.Calmness = (short)reader["Calmness"]; person.Loyalty = (short)reader["Loyalty"]; person.BornRegion = (PersonBornRegion)((short)reader["BornRegion"]); person.AvailableLocation = (short)reader["AvailableLocation"]; person.Strain = (short)reader["Strain"]; fatherIds[person.ID] = (short)reader["Father"]; motherIds[person.ID] = (short)reader["Mother"]; spouseIds[person.ID] = (short)reader["Spouse"]; String str = reader["Brother"].ToString(); char[] separator = new char[] { ' ', '\n', '\r', '\t' }; string[] strArray = str.Split(separator, StringSplitOptions.RemoveEmptyEntries); int[] intArray = new int[strArray.Length]; for (int i = 0; i < strArray.Length; i++) { intArray[i] = int.Parse(strArray[i]); } brotherIds.Add(person.ID, intArray); person.Generation = (short)reader["Generation"]; person.PersonalLoyalty = ((short)reader["PersonalLoyalty"]); person.Ambition = ((short)reader["Ambition"]); person.Qualification = (PersonQualification)((short)reader["Qualification"]); person.ValuationOnGovernment = (PersonValuationOnGovernment)((short)reader["ValuationOnGovernment"]); person.StrategyTendency = (PersonStrategyTendency)((short)reader["StrategyTendency"]); person.OldFactionID = (short)reader["OldFactionID"]; person.RewardFinished = (bool)reader["RewardFinished"]; person.WorkKind = (ArchitectureWorkKind)((short)reader["WorkKind"]); person.OldWorkKind = (ArchitectureWorkKind)((short)reader["OldWorkKind"]); person.RecruitmentMilitary = null; person.ArrivingDays = (short)reader["ArrivingDays"]; person.TaskDays = (short)reader["TaskDays"]; person.OutsideTask = (OutsideTaskKind)((short)reader["OutsideTask"]); person.OutsideDestination = StaticMethods.LoadFromString(reader["OutsideDestination"].ToString()); person.ConvincingPersonID = (short)reader["ConvincingPerson"]; person.InformationKindID = (short)reader["InformationKind"]; str = reader["ClosePersons"].ToString(); strArray = str.Split(separator, StringSplitOptions.RemoveEmptyEntries); intArray = new int[strArray.Length]; for (int i = 0; i < strArray.Length; i++) { intArray[i] = int.Parse(strArray[i]); } closeIds.Add(person.ID, intArray); str = reader["HatedPersons"].ToString(); strArray = str.Split(separator, StringSplitOptions.RemoveEmptyEntries); intArray = new int[strArray.Length]; for (int i = 0; i < strArray.Length; i++) { intArray[i] = int.Parse(strArray[i]); } hatedIds.Add(person.ID, intArray); person.Skills.LoadFromString(this.GameCommonData.AllSkills, reader["Skills"].ToString()); try { person.LoadTitleFromString(reader["Title"].ToString(), this.GameCommonData.AllTitles); } catch { Title t = this.GameCommonData.AllTitles.GetTitle((short)reader["PersonalTitle"]); if (t != null) { person.RealTitles.Add(t); } t = this.GameCommonData.AllTitles.GetTitle((short)reader["CombatTitle"]); if (t != null) { person.RealTitles.Add(t); } } person.StudyingTitle = this.GameCommonData.AllTitles.GetTitle((short)reader["StudyingTitle"]); person.huaiyun = (bool)reader["huaiyun"]; person.faxianhuaiyun = (bool)reader["faxianhuaiyun"]; person.huaiyuntianshu = short.Parse(reader["huaiyuntianshu"].ToString()); try { person.suoshurenwu = (short)reader["suoshurenwu"]; } catch { } try { person.Stunts.LoadFromString(this.GameCommonData.AllStunts, reader["Stunts"].ToString()); person.StudyingStunt = this.GameCommonData.AllStunts.GetStunt((short)reader["StudyingStunt"]); } catch { } try { person.waitForFeiziId = int.Parse(reader["WaitForFeizi"].ToString()); person.WaitForFeiZiPeriod = (int)reader["WaitForFeiziPeriod"]; } catch (Exception ex) { person.waitForFeiziId = -1; person.WaitForFeiZiPeriod = 0; } try { person.preferredTroopPersonsString = reader["PreferredTroopPersons"].ToString(); } catch (Exception ex) { person.preferredTroopPersonsString = ""; } try { person.YearJoin = (short)reader["YearJoin"]; person.TroopDamageDealt = (int)reader["TroopDamageDealt"]; person.TroopBeDamageDealt = (int)reader["TroopBeDamageDealt"]; person.ArchitectureDamageDealt = (int)reader["ArchitectureDamageDealt"]; person.RebelCount = (short)reader["RebelCount"]; person.ExecuteCount = (short)reader["ExecuteCount"]; person.FleeCount = (short)reader["FleeCount"]; person.HeldCaptiveCount = (short)reader["HeldCaptiveCount"]; person.CaptiveCount = (short)reader["CaptiveCount"]; person.StratagemSuccessCount = (int)reader["StratagemSuccessCount"]; person.StratagemFailCount = (int)reader["StratagemFailCount"]; person.StratagemBeSuccessCount = (int)reader["StratagemBeSuccessCount"]; person.StratagemBeFailCount = (int)reader["StratagemBeFailCount"]; } catch { // all zeroes. } try { person.Tiredness = (int)reader["Tiredness"]; } catch { } try { person.OfficerKillCount = (int)reader["OfficerKillCount"]; } catch { } this.Persons.AddPersonWithEvent(person); //所有武将,并加载武将事件 this.AllPersons.Add(person.ID, person); //武将字典 if (person.Available && person.Alive) { this.AvailablePersons.Add(person); //已出场武将 } } DbConnection.Close(); foreach (Person p in this.Persons) { p.WaitForFeiZi = this.Persons.GetGameObject(p.waitForFeiziId) as Person; p.preferredTroopPersons.LoadFromString(this.Persons, p.preferredTroopPersonsString); } foreach (KeyValuePair<int, int> i in fatherIds) { (this.Persons.GetGameObject(i.Key) as Person).Father = this.Persons.GetGameObject(i.Value) as Person; } foreach (KeyValuePair<int, int> i in motherIds) { (this.Persons.GetGameObject(i.Key) as Person).Mother = this.Persons.GetGameObject(i.Value) as Person; } foreach (KeyValuePair<int, int> i in spouseIds) { (this.Persons.GetGameObject(i.Key) as Person).Spouse = this.Persons.GetGameObject(i.Value) as Person; } foreach (KeyValuePair<int, int[]> i in brotherIds) { if (i.Value.Length == 1 && i.Value[0] != -1) { foreach (KeyValuePair<int, int[]> j in brotherIds) { if (j.Value.Length > 0 && i.Value[0] == j.Value[0]) { Person p = this.Persons.GetGameObject(i.Key) as Person; Person q = this.Persons.GetGameObject(j.Key) as Person; p.Brothers.Add(q); } } } else { Person p = this.Persons.GetGameObject(i.Key) as Person; foreach (int j in i.Value) { Person q = this.Persons.GetGameObject(j) as Person; if (q != null) { p.Brothers.Add(q); } } } } foreach (KeyValuePair<int, int[]> i in closeIds) { Person p = this.Persons.GetGameObject(i.Key) as Person; foreach (int j in i.Value) { Person q = this.Persons.GetGameObject(j) as Person; p.AddClose(q); } } foreach (KeyValuePair<int, int[]> i in hatedIds) { Person p = this.Persons.GetGameObject(i.Key) as Person; foreach (int j in i.Value) { Person q = this.Persons.GetGameObject(j) as Person; p.AddHated(q); } } DbConnection.Open(); try { reader = new OleDbCommand("Select * From PersonRelation", DbConnection).ExecuteReader(); while (reader.Read()) { Person person1 = this.Persons.GetGameObject((short)reader["Person1"]) as Person; Person person2 = this.Persons.GetGameObject((short)reader["Person2"]) as Person; int relation = (int)reader["Relation"]; person1.SetRelation(person2, relation); } } catch (OleDbException) { //ignore } DbConnection.Close(); DbConnection.Open(); reader = new OleDbCommand("Select * From Captive", DbConnection).ExecuteReader(); while (reader.Read()) { Captive captive = new Captive(); captive.Scenario = this; captive.ID = (short)reader["ID"]; captive.CaptivePerson = this.Persons.GetGameObject((short)reader["CaptivePerson"]) as Person; captive.CaptivePerson.BelongedCaptive = captive; captive.CaptiveFactionID = (short)reader["CaptiveFaction"]; captive.RansomArchitectureID = (short)reader["RansomArchitecture"]; captive.RansomFund = (int)reader["RansomFund"]; captive.RansomArriveDays = (int)reader["RansomArriveDays"]; captive.CaptivePerson.Status = PersonStatus.Captive; if (!isInCaptiveList(captive.CaptivePerson.ID)) { this.Captives.AddCaptiveWithEvent(captive); } } DbConnection.Close(); DbConnection.Open(); reader = new OleDbCommand("Select * From Military", DbConnection).ExecuteReader(); while (reader.Read()) { Military military = new Military(); military.Scenario = this; military.ID = (short)reader["ID"]; military.Name = reader["Name"].ToString(); military.KindID = (short)reader["KindID"]; military.Quantity = (int)reader["Quantity"]; military.Morale = (int)reader["Morale"]; military.Combativity = (int)reader["Combativity"]; military.Experience = (int)reader["Experience"]; military.InjuryQuantity = (int)reader["InjuryQuantity"]; military.FollowedLeaderID = (short)reader["FollowedLeaderID"]; military.LeaderID = (short)reader["LeaderID"]; military.LeaderExperience = (int)reader["LeaderExperience"]; int recruiter = (short)reader["RecruitmentPersonID"]; foreach (Person p in this.Persons) { if (p.ID == recruiter) { //p.RecruitmentMilitary = military; p.RecruitMilitary(military); } } military.ShelledMilitaryID = (short)reader["ShelledMilitary"]; try { military.Tiredness = (int)reader["Tiredness"]; } catch { } if (military.Kind != null) { this.Militaries.AddMilitary(military); } } this.InitializeMilitaryData(); DbConnection.Close(); DbConnection.Open(); reader = new OleDbCommand("Select * From Facility", DbConnection).ExecuteReader(); while (reader.Read()) { Facility facility = new Facility(); facility.Scenario = this; facility.ID = (short)reader["ID"]; facility.KindID = (short)reader["KindID"]; facility.Endurance = (int)reader["Endurance"]; this.Facilities.AddFacility(facility); } DbConnection.Close(); DbConnection.Open(); reader = new OleDbCommand("Select * From Information", DbConnection).ExecuteReader(); while (reader.Read()) { Information information = new Information(); information.Scenario = this; information.ID = (short)reader["ID"]; information.Level = (InformationLevel)((short)reader["iLevel"]); information.Position = new Point((short)reader["PositionX"], (short)reader["PositionY"]); information.Radius = (short)reader["Radius"]; information.Oblique = (bool)reader["Oblique"]; try { information.DayCost = (int)reader["DayCost"]; information.DaysLeft = (int)reader["DaysLeft"]; information.DaysStarted = (int)reader["DaysStarted"]; this.Informations.AddInformation(information); } catch { } } DbConnection.Close(); DbConnection.Open(); reader = new OleDbCommand("Select * From SpyMessage", DbConnection).ExecuteReader(); while (reader.Read()) { SpyMessage message = new SpyMessage(); message.Scenario = this; message.ID = (int)reader["ID"]; message.Kind = (SpyMessageKind)((short)reader["Kind"]); message.MessageFactionID = (short)reader["MessageFaction"]; message.MessageArchitectureID = (short)reader["MessageArchitecture"]; message.LoadPersonPacksFromString(this.AllPersons, reader["PersonPacks"].ToString()); message.Message1 = reader["Message1"].ToString(); message.Message2 = reader["Message2"].ToString(); message.Message3 = reader["Message3"].ToString(); message.Message4 = reader["Message4"].ToString(); message.Message5 = reader["Message5"].ToString(); this.SpyMessages.AddMessageWithEvent(message); } DbConnection.Close(); DbConnection.Open(); reader = new OleDbCommand("Select * From Architecture", DbConnection).ExecuteReader(); while (reader.Read()) { Architecture architecture = new Architecture(); architecture.Scenario = this; architecture.ID = (short)reader["ID"]; try { architecture.CaptionID = (short)reader["CaptionID"]; } catch { architecture.CaptionID = 9999; } architecture.Name = reader["Name"].ToString(); architecture.Kind = this.GameCommonData.AllArchitectureKinds.GetArchitectureKind((short)reader["Kind"]); architecture.IsStrategicCenter = (bool)reader["IsStrategicCenter"]; architecture.LocationState = this.States.GetGameObject((short)reader["StateID"]) as State; architecture.LocationState.Architectures.Add(architecture); architecture.LocationState.LinkedRegion.Architectures.Add(architecture); if (architecture.LocationState.StateAdminID == architecture.ID) { architecture.LocationState.StateAdmin = architecture; } if (architecture.LocationState.LinkedRegion.RegionCoreID == architecture.ID) { architecture.LocationState.LinkedRegion.RegionCore = architecture; } architecture.Characteristics.LoadFromString(this.GameCommonData.AllInfluences, reader["Characteristics"].ToString()); architecture.LoadFromString(architecture.ArchitectureArea, reader["Area"].ToString()); architecture.LoadPersonsFromString(this.AllPersons, reader["Persons"].ToString()); architecture.LoadMovingPersonsFromString(this.AllPersons, reader["MovingPersons"].ToString()); architecture.LoadNoFactionPersonsFromString(this.AllPersons, reader["NoFactionPersons"].ToString()); architecture.LoadNoFactionMovingPersonsFromString(this.AllPersons, reader["NoFactionMovingPersons"].ToString()); architecture.LoadfeiziPersonsFromString(this.AllPersons, reader["feiziliebiao"].ToString()); architecture.Population = (int)reader["Population"]; architecture.Fund = (int)reader["Fund"]; architecture.Food = (int)reader["Food"]; architecture.Agriculture = (int)reader["Agriculture"]; architecture.Commerce = (int)reader["Commerce"]; architecture.Technology = (int)reader["Technology"]; architecture.Domination = (int)reader["Domination"]; architecture.Morale = (int)reader["Morale"]; architecture.Endurance = (int)reader["Endurance"]; architecture.AutoHiring = (bool)reader["AutoHiring"]; architecture.AutoRewarding = (bool)reader["AutoRewarding"]; architecture.AutoWorking = (bool)reader["AutoWorking"]; architecture.AutoSearching = (bool)reader["AutoSearching"]; architecture.HireFinished = (bool)reader["HireFinished"]; architecture.FacilityEnabled = (bool)reader["FacilityEnabled"]; try { architecture.MilitaryPopulation = (int)reader["MilitaryPopulation"]; } catch { } architecture.LoadMilitariesFromString(this.Militaries, reader["Militaries"].ToString()); architecture.LoadFacilitiesFromString(this.Facilities, reader["Facilities"].ToString()); architecture.BuildingFacility = (int)reader["BuildingFacility"]; architecture.BuildingDaysLeft = (int)reader["BuildingDaysLeft"]; architecture.PlanFacilityKindID = (int)reader["PlanFacilityKind"]; architecture.LoadFundPacksFromString(reader["FundPacks"].ToString()); architecture.LoadSpyPacksFromString(reader["SpyPacks"].ToString()); architecture.TodayNewMilitarySpyMessage = this.SpyMessages.GetGameObject((short)reader["TodayNewMilitarySpyMessage"]) as SpyMessage; architecture.TodayNewTroopSpyMessage = this.SpyMessages.GetGameObject((short)reader["TodayNewTroopSpyMessage"]) as SpyMessage; architecture.LoadPopulationPacksFromString(reader["PopulationPacks"].ToString()); architecture.PlanArchitectureID = (int)reader["PlanArchitecture"]; architecture.TransferFundArchitectureID = (int)reader["TransferFundArchitecture"]; architecture.TransferFoodArchitectureID = (int)reader["TransferFoodArchitecture"]; architecture.DefensiveLegionID = (int)reader["DefensiveLegion"]; architecture.LoadCaptivesFromString(this.Captives, reader["Captives"].ToString()); architecture.RobberTroopID = (short)reader["RobberTroop"]; architecture.RecentlyAttacked = (short)reader["RecentlyAttacked"]; architecture.RecentlyBreaked = (short)reader["RecentlyBreaked"]; architecture.AILandLinksString = reader["AILandLinks"].ToString(); architecture.AIWaterLinksString = reader["AIWaterLinks"].ToString(); try { architecture.youzainan = (bool)reader["youzainan"]; architecture.zainan.zainanzhonglei = this.GameCommonData.suoyouzainanzhonglei.Getzainanzhonglei((short)reader["zainanleixing"]); architecture.zainan.shengyutianshu = (short)reader["zainanshengyutianshu"]; } catch { architecture.youzainan = false; } try { architecture.huangdisuozai = (bool)reader["Emperor"]; } catch { architecture.huangdisuozai = false; } try { architecture.LoadInformationsFromString(this.Informations, (string)reader["Informations"]); } catch { } this.Architectures.AddArchitectureWithEvent(architecture); this.AllArchitectures.Add(architecture.ID, architecture); } DbConnection.Close(); DbConnection.Open(); reader = new OleDbCommand("Select * From Routeway", DbConnection).ExecuteReader(); while (reader.Read()) { Routeway routeway = new Routeway(); routeway.Scenario = this; routeway.ID = (short)reader["ID"]; routeway.Building = (bool)reader["Building"]; routeway.ShowArea = (bool)reader["ShowArea"]; routeway.RemoveAfterClose = (bool)reader["RemoveAfterClose"]; routeway.LastActivePointIndex = (int)reader["LastActivePointIndex"]; routeway.InefficiencyDays = (int)reader["InefficiencyDays"]; routeway.StartArchitecture = this.Architectures.GetGameObject((int)reader["StartArchitecture"]) as Architecture; if (routeway.StartArchitecture != null) { routeway.StartArchitecture.Routeways.Add(routeway); } routeway.EndArchitecture = this.Architectures.GetGameObject((int)reader["EndArchitecture"]) as Architecture; routeway.DestinationArchitecture = this.Architectures.GetGameObject((int)reader["DestinationArchitecture"]) as Architecture; routeway.LoadRoutePointsFromString(reader["Points"].ToString()); this.Routeways.AddRoutewayWithEvent(routeway); } DbConnection.Close(); DbConnection.Open(); reader = new OleDbCommand("Select * From Troop", DbConnection).ExecuteReader(); while (reader.Read()) { Troop troop = new Troop(); troop.Scenario = this; troop.ID = (short)reader["ID"]; troop.Controllable = (bool)reader["Controllable"]; troop.SetStatus((TroopStatus)((short)reader["Status"])); troop.Direction = (TroopDirection)((short)reader["Direction"]); troop.Auto = (bool)reader["Auto"]; troop.Operated = (bool)reader["Operated"]; troop.Food = (int)reader["Food"]; troop.zijin = (int)reader["zijin"]; troop.StartingArchitecture = this.Architectures.GetGameObject((short)reader["StartingArchitecture"]) as Architecture; troop.LoadPersonsFromString(this.AllPersons, reader["Persons"].ToString(), (short)reader["LeaderID"]); troop.LoadPathInformation((short)reader["PositionX"], (short)reader["PositionY"], (short)reader["DestinationX"], (short)reader["DestinationY"], (short)reader["RealDestinationX"], (short)reader["RealDestinationY"], reader["FirstTierPath"].ToString(), reader["SecondTierPath"].ToString(), reader["ThirdTierPath"].ToString(), (short)reader["FirstIndex"], (short)reader["SecondIndex"], (short)reader["ThirdIndex"]); troop.MilitaryID = (short)reader["MilitaryID"]; troop.AttackDefaultKind = (TroopAttackDefaultKind)((short)reader["AttackDefaultKind"]); troop.AttackTargetKind = (TroopAttackTargetKind)((short)reader["AttackTargetKind"]); troop.TargetTroopID = (short)reader["TargetTroopID"]; troop.TargetArchitectureID = (short)reader["TargetArchitectureID"]; troop.WillTroopID = (short)reader["WillTroopID"]; troop.WillArchitectureID = (short)reader["WillArchitectureID"]; troop.CurrentCombatMethodID = (short)reader["CurrentCombatMethodID"]; troop.CurrentStratagemID = (short)reader["CurrentStratagemID"]; troop.SelfCastPosition = new Point((short)reader["SelfCastPositionX"], (short)reader["SelfCastPositionY"]); troop.ChaosDayLeft = (short)reader["ChaosDayLeft"]; troop.CutRoutewayDays = (short)reader["CutRoutewayDays"]; troop.LoadCaptivesFromString(this.Captives, reader["Captives"].ToString()); troop.RecentlyFighting = (short)reader["RecentlyFighting"]; troop.TechnologyIncrement = (short)reader["TechnologyIncrement"]; troop.EventInfluences.LoadFromString(this.GameCommonData.AllInfluences, reader["EventInfluences"].ToString()); try { troop.CurrentStunt = this.GameCommonData.AllStunts.GetStunt((short)reader["CurrentStunt"]); troop.StuntDayLeft = (short)reader["StuntDayLeft"]; } catch { } try { troop.mingling = reader["mingling"].ToString(); } catch { } try { troop.ManualControl = (bool)reader["ManualControl"]; } catch { } troop.minglingweizhi = troop.RealDestination; if (troop.Army != null) { this.Troops.AddTroopWithEvent(troop); } } DbConnection.Close(); DbConnection.Open(); reader = new OleDbCommand("Select * From Legion", DbConnection).ExecuteReader(); while (reader.Read()) { Legion legion = new Legion(); legion.Scenario = this; legion.ID = int.Parse(reader["ID"].ToString()); legion.Kind = (LegionKind)((short)reader["Kind"]); legion.StartArchitecture = this.Architectures.GetGameObject((int)reader["StartArchitecture"]) as Architecture; legion.WillArchitecture = this.Architectures.GetGameObject((int)reader["WillArchitecture"]) as Architecture; legion.PreferredRouteway = this.Routeways.GetGameObject((int)reader["PreferredRouteway"]) as Routeway; legion.InformationDestination = StaticMethods.LoadFromString(reader["InformationDestination"].ToString()); legion.CoreTroop = this.Troops.GetGameObject((int)reader["CoreTroop"]) as Troop; legion.LoadTroopsFromString(this.Troops, reader["Troops"].ToString()); this.Legions.AddLegionWithEvent(legion); } DbConnection.Close(); DbConnection.Open(); reader = new OleDbCommand("Select * From Sections", DbConnection).ExecuteReader(); while (reader.Read()) { Section section = new Section(); section.Scenario = this; section.ID = int.Parse(reader["ID"].ToString()); section.Name = reader["Name"].ToString(); section.AIDetail = this.GameCommonData.AllSectionAIDetails.GetSectionAIDetail((short)reader["AIDetail"]); section.OrientationFactionID = (short)reader["OrientationFaction"]; section.OrientationSectionID = (short)reader["OrientationSection"]; section.OrientationStateID = (short)reader["OrientationState"]; try { section.OrientationArchitectureID = (short)reader["OrientationArchitecture"]; } catch { } section.LoadArchitecturesFromString(this.Architectures, reader["Architectures"].ToString()); this.Sections.AddSectionWithEvent(section); } DbConnection.Close(); DbConnection.Open(); reader = new OleDbCommand("Select * From Faction", DbConnection).ExecuteReader(); while (reader.Read()) { Faction faction = new Faction(); faction.Scenario = this; faction.ID = (short)reader["ID"]; faction.Passed = (bool)reader["Passed"]; faction.PreUserControlFinished = (bool)reader["PreUserControlFinished"]; faction.Controlling = (bool)reader["Controlling"]; faction.LeaderID = (short)reader["LeaderID"]; faction.ColorIndex = (short)reader["ColorIndex"]; faction.FactionColor = this.GameCommonData.AllColors[faction.ColorIndex]; faction.Name = reader["FName"].ToString(); faction.CapitalID = (short)reader["CapitalID"]; faction.Reputation = (int)reader["Reputation"]; faction.TechniquePoint = (int)reader["TechniquePoint"]; faction.TechniquePointForTechnique = (int)reader["TechniquePointForTechnique"]; faction.TechniquePointForFacility = (int)reader["TechniquePointForFacility"]; faction.LoadArchitecturesFromString(this.Architectures, reader["Architectures"].ToString()); faction.LoadTroopsFromString(this.Troops, reader["Troops"].ToString()); faction.LoadInformationsFromString(this.Informations, reader["Informations"].ToString()); faction.LoadRoutewaysFromString(this.Routeways, reader["Routeways"].ToString()); faction.LoadLegionsFromString(this.Legions, reader["Legions"].ToString()); faction.LoadSectionsFromString(this.Sections, reader["Sections"].ToString()); faction.BaseMilitaryKinds.LoadFromString(this.GameCommonData.AllMilitaryKinds, reader["BaseMilitaryKinds"].ToString()); faction.UpgradingTechnique = (short)reader["UpgradingTechnique"]; faction.UpgradingDaysLeft = (short)reader["UpgradingDaysLeft"]; faction.AvailableTechniques.LoadFromString(this.GameCommonData.AllTechniques, reader["AvailableTechniques"].ToString()); StaticMethods.LoadFromString(faction.PreferredTechniqueKinds, reader["PreferredTechniqueKinds"].ToString()); faction.PlanTechnique = this.GameCommonData.AllTechniques.GetTechnique((short)reader["PlanTechnique"]); faction.AutoRefuse = (bool)reader["AutoRefuse"]; try { faction.chaotinggongxiandu = (int)reader["chaotinggongxiandu"]; } catch { faction.chaotinggongxiandu = 0; } try { faction.guanjue = (short)reader["guanjue"]; } catch { faction.guanjue = 0; } try { faction.IsAlien = (bool)reader["IsAlien"]; } catch { faction.IsAlien = false; } if (faction.AvailableMilitaryKinds.GetMilitaryKindList().Count == 0) { faction.AvailableMilitaryKinds.AddMilitaryKind(this.GameCommonData.AllMilitaryKinds.GetMilitaryKind(0)); faction.AvailableMilitaryKinds.AddMilitaryKind(this.GameCommonData.AllMilitaryKinds.GetMilitaryKind(1)); faction.AvailableMilitaryKinds.AddMilitaryKind(this.GameCommonData.AllMilitaryKinds.GetMilitaryKind(2)); } this.Factions.AddFactionWithEvent(faction); } DbConnection.Close(); DbConnection.Open(); try { reader = new OleDbCommand("Select * From Treasure", DbConnection).ExecuteReader(); while (reader.Read()) { Treasure treasure = new Treasure(); treasure.Scenario = this; treasure.ID = (short)reader["ID"]; treasure.Name = reader["Name"].ToString(); treasure.Description = reader["Description"].ToString(); treasure.Pic = (short)reader["Pic"]; treasure.Worth = (short)reader["Worth"]; treasure.Available = (bool)reader["Available"]; treasure.AppearYear = (short)reader["AppearYear"]; try { treasure.TreasureGroup = (short)reader["TreasureGroup"]; } catch { treasure.TreasureGroup = treasure.ID; } int key = (short)reader["HidePlace"]; treasure.HidePlace = this.AllArchitectures.ContainsKey(key) ? this.AllArchitectures[key] : null; int num2 = (short)reader["BelongedPerson"]; treasure.BelongedPerson = this.AllPersons.ContainsKey(num2) ? this.AllPersons[num2] : null; if (treasure.BelongedPerson != null) { treasure.BelongedPerson.Treasures.Add(treasure); } treasure.Influences.LoadFromString(this.GameCommonData.AllInfluences, reader["Influences"].ToString()); this.Treasures.AddTreasure(treasure); } } catch { } DbConnection.Close(); DbConnection.Open(); reader = new OleDbCommand("Select * From DiplomaticRelation", DbConnection).ExecuteReader(); while (reader.Read()) { DiplomaticRelation dr = new DiplomaticRelation(); dr.Scenario = this; dr.RelationFaction1ID = (short)reader["Faction1ID"]; dr.RelationFaction2ID = (short)reader["Faction2ID"]; dr.Relation = (int)reader["Relation"]; try { dr.Truce = (int)reader["Truce"]; } catch { } this.DiplomaticRelations.AddDiplomaticRelation(dr); } DbConnection.Close(); command = new OleDbCommand("Select * From GameSurvey", DbConnection); DbConnection.Open(); reader = command.ExecuteReader(); reader.Read(); this.ScenarioTitle = reader["Title"].ToString(); this.ScenarioDescription = reader["Description"].ToString(); this.Date.LoadDateData((short)reader["GYear"], (short)reader["GMonth"], (short)reader["GDay"]); this.ScenarioMap.JumpPosition = StaticMethods.LoadFromString(reader["JumpPosition"].ToString()).Value; DbConnection.Close(); DbConnection.Open(); reader = new OleDbCommand("Select * From TroopEvent", DbConnection).ExecuteReader(); while (reader.Read()) { TroopEvent te = new TroopEvent(); te.Scenario = this; te.ID = (short)reader["ID"]; te.Name = reader["Name"].ToString(); te.Happened = (bool)reader["Happened"]; te.Repeatable = (bool)reader["Repeatable"]; try { te.AfterEventHappened = (short)reader["AfterEventHappened"]; } catch { } te.LaunchPerson = this.Persons.GetGameObject((short)reader["LaunchPerson"]) as Person; te.Conditions.LoadFromString(this.GameCommonData.AllConditions, reader["Conditions"].ToString()); te.HappenChance = (short)reader["Chance"]; te.CheckArea = (EventCheckAreaKind)((short)reader["CheckAreaKind"]); te.LoadTargetPersonFromString(this.AllPersons, reader["TargetPersons"].ToString()); te.LoadDialogFromString(this.AllPersons, reader["Dialogs"].ToString()); te.LoadSelfEffectFromString(this.GameCommonData.AllTroopEventEffects, reader["EffectSelf"].ToString()); te.LoadEffectPersonFromString(this.AllPersons, this.GameCommonData.AllTroopEventEffects, reader["EffectPersons"].ToString()); te.LoadEffectAreaFromString(this.GameCommonData.AllTroopEventEffects, reader["EffectAreas"].ToString()); this.TroopEvents.AddTroopEventWithEvent(te); } DbConnection.Close(); try { DbConnection.Open(); reader = new OleDbCommand("Select * From Event", DbConnection).ExecuteReader(); while (reader.Read()) { try { Event e = new Event(); e.Scenario = this; e.ID = (short)reader["ID"]; e.Name = reader["Name"].ToString(); e.repeatable = (bool)reader["Repeatable"]; e.AfterEventHappened = (short)reader["AfterEventHappened"]; e.happenChance = (short)reader["Chance"]; e.LoadPersonIdFromString(this.Persons, reader["PersonId"].ToString()); e.LoadPersonCondFromString(this.GameCommonData.AllConditions, reader["PersonCond"].ToString()); e.LoadArchitectureFromString(this.Architectures, reader["ArchitectureID"].ToString()); e.LoadArchitctureCondFromString(this.GameCommonData.AllConditions, reader["ArchitectureCond"].ToString()); e.LoadFactionFromString(this.Factions, reader["FactionID"].ToString()); e.LoadFactionCondFromString(this.GameCommonData.AllConditions, reader["FactionCond"].ToString()); e.LoadDialogFromString(reader["Dialog"].ToString()); e.LoadEffectFromString(this.GameCommonData.AllEventEffects, reader["Effect"].ToString()); e.LoadArchitectureEffectFromString(this.GameCommonData.AllEventEffects, reader["ArchitectureEffect"].ToString()); e.LoadFactionEffectFromString(this.GameCommonData.AllEventEffects, reader["FactionEffect"].ToString()); this.AllEvents.AddEventWithEvent(e); } catch { //ignore this event } } } catch { //ignore, let there be empty event list } finally { DbConnection.Close(); } try { DbConnection.Open(); reader = new OleDbCommand("Select * From YearTable", DbConnection).ExecuteReader(); while (reader.Read()) { int id = (int)reader["ID"]; int year = (short)reader["GYear"]; int month = (short)reader["GMonth"]; int day = (short)reader["GDay"]; FactionList faction = new FactionList(); faction.LoadFromString(this.Factions, (string)reader["Faction"]); string content = (string)reader["Content"]; bool isGlobal = (bool)reader["IsGloballyKnown"]; this.YearTable.addTableEntry(id, new GameDate(year, month, day), faction, content, isGlobal); } } catch { //ignore, let there be empty yeartable } finally { DbConnection.Close(); } /*try { DbConnection.Open(); reader = new OleDbCommand("Select * From AAPaths", DbConnection).ExecuteReader(); while (reader.Read()) { int aid1 = (short)reader["Architecture1"]; int aid2 = (short)reader["Architecture2"]; if (aid1 == aid2) continue; int kid = (short)reader["MilitaryKind"]; Architecture a1 = this.Architectures.GetGameObject(aid1) as Architecture; Architecture a2 = this.Architectures.GetGameObject(aid2) as Architecture; MilitaryKind mk = this.GameCommonData.AllMilitaryKinds.GetMilitaryKind(kid); List<Point> path = new List<Point>(); StaticMethods.LoadFromString(path, (string)reader["Path"]); this.pathCache[new PathCacheKey(a1, a2, mk)] = path; } } catch { //ignore, let there be empty cache } finally { DbConnection.Close(); }*/ this.AllPersons.Clear(); this.AllArchitectures.Clear(); this.alterTransportShipAdaptibility(); ExtensionInterface.call("Load", new Object[] { this }); }