public static Treasure createTreasure(PersonGenerateParam param, bool isAI) { Treasure r = HandleID(); r.Name = "z" + r.ID; r.Name = r.Name.Remove(0, r.Name.Length - 3); HandleGroup(r, param); r.AppearYear = 0; r.Description = Session.Current.Scenario.Date + "委托" + param.PreferredType + "打造于" + param.FoundLocation.Name; r.HidePlaceIDString = -1; r.worth = 39; r.Available = true; HandleInfluencesString(r, isAI); Session.Current.Scenario.Treasures.AddTreasure(r); return(r); }
private static void HandleInfluencesString(Treasure r, bool isAI) { //Dictionary<InfluenceKind, List<Influence>> influences = Influence.GetKindInfluenceDictionary(); //foreach (KeyValuePair<InfluenceKind, List<Influence>> kv in influences) //{ // Dictionary<Influence ,String> chances = new Dictionary<Influence, String>(); // foreach (Influence t in kv.Value) // { // if (t.CanBeChosenForGenerated(r)) // { // chances.Add(t, t.GenerationChance[(int)officerType]); // } // } // if (chances.Count > 0) // { // r.Influences.AddInfluence(t); // } //} if (r.Influences.Count < 1) { if (isAI) { r.Influences.AddInfluence(Session.Current.Scenario.GameCommonData.AllInfluences.GetInfluence(262)); } else { // foreach (Influence s in Session.Current.Scenario.GameCommonData.AllInfluences.Influences.Values) //{ // if (GameObject.Chance(3)) // { //r.Influences.AddInfluence(s); r.Description += "(失败作品-似乎还有其他用处)"; r.worth = 1; r.TreasureGroup = 1312; //break; //} //} } } }
public void AwardedTreasure(Treasure t) { this.ReceiveTreasure(t); if (this.Loyalty <= 100) { if (this.OnBeAwardedTreasure != null) { this.OnBeAwardedTreasure(this, t); } this.IncreaseLoyalty(t.Worth); } }
private void 添加宝物ToolStripMenuItem_Click(object sender, EventArgs e) { Treasure t = new Treasure(); t.ID = this.Scenario.Treasures.GetFreeGameObjectID(); this.Scenario.Treasures.Add(t); this.RebindDataSource(); }
public virtual void PersonBeConfiscatedTreasure(Person person, Treasure t) { }
public void LoseTreasure(Treasure t) { this.Treasures.Remove(t); t.Influences.PurifyInfluence(this); t.BelongedPerson = null; }
private void person_OnTreasureFound(Person person, Treasure treasure) { Session.MainGame.mainGameScreen.PersonTreasureFound(person, treasure); }
public virtual void PersonTreasureFound(Person person, Treasure treasure) { }
public void AddTreasure(Treasure treasure) { base.GameObjects.Add(treasure); }
private void person_OnTreasureFound(Person person, Treasure treasure) { person.Scenario.GameScreen.PersonTreasureFound(person, treasure); }
internal void SetTreasure(Treasure treasure) { this.ShowingTreasure = treasure; foreach (LabelText text in this.LabelTexts) { text.Text.Text = StaticMethods.GetPropertyValue(treasure, text.PropertyName).ToString(); } this.DescriptionText.AddText("简介", this.DescriptionText.TitleColor); this.DescriptionText.AddNewLine(); this.DescriptionText.AddText(this.ShowingTreasure.Description, this.DescriptionText.DefaultColor); this.DescriptionText.AddNewLine(); this.DescriptionText.ResortTexts(); this.InfluenceText.AddText("效果", this.DescriptionText.TitleColor); this.InfluenceText.AddNewLine(); foreach (Influence influence in this.ShowingTreasure.Influences.Influences.Values) { this.InfluenceText.AddText(influence.Description, this.DescriptionText.SubTitleColor); this.InfluenceText.AddNewLine(); } this.InfluenceText.ResortTexts(); }
public virtual void Zhibao(Treasure t, Person q) { }
//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 }); }
//读剧本和读存档都调用了此函数 private List<string> LoadGameDataFromDataBase(OleDbConnection DbConnection, string connectionString, bool fromScenario) { List<string> errorMsg = new List<string>(); String commonConnString = this.GetCommonDataConnectionString(); OleDbConnection commonConn = new OleDbConnection(commonConnString); UsingOwnCommonData = true; try { errorMsg.AddRange(this.GameCommonData.LoadPersonGeneratorSetting(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadPersonGeneratorSetting(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadPersonGeneratorTypes(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadPersonGeneratorTypes(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadTerrainDetail(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadTerrainDetail(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadColor(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadColor(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadIdealTendencyKind(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadIdealTendencyKind(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadCharacterKind(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadCharacterKind(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadArchitectureKind(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadArchitectureKind(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadSectionAIDetail(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadSectionAIDetail(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadInfluenceKind(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadInfluenceKind(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadInfluence(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadInfluence(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadConditionKind(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadConditionKind(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadCondition(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadCondition(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadTroopEventEffectKind(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadTroopEventEffectKind(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadTroopEventEffect(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadTroopEventEffect(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadEventEffectKind(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadEventEffectKind(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadEventEffect(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadEventEffect(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadFacilityKind(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadFacilityKind(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadDisasterKind(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadDisasterKind(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadOfficeKind(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadOfficeKind(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadTechnique(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadTechnique(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadSkill(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadSkill(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadTitleKind(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadTitleKind(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadTitle(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadTitle(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadMilitaryKind(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadMilitaryKind(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadInformationKind(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadInformationKind(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadAttackDefaultKind(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadAttackDefaultKind(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadAttackTargetKind(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadAttackTargetKind(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadCombatMethodKind(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadCombatMethodKind(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadStunt(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadStunt(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadCastDefaultKind(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadCastDefaultKind(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadCastTargetKind(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadCastTargetKind(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadStratagem(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadStratagem(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadTroopAnimation(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadTroopAnimation(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadTileAnimation(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadTileAnimation(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadTextMessage(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadTextMessage(commonConn, this)); UsingOwnCommonData = false; } try { errorMsg.AddRange(this.GameCommonData.LoadBiographyAdjectives(DbConnection, this)); } catch { errorMsg.AddRange(this.GameCommonData.LoadBiographyAdjectives(commonConn, this)); UsingOwnCommonData = false; } DbConnection.Close(); this.LoadSettingsFromDatabase(connectionString); ExtensionInterface.loadCompiledTypes(); this.scenarioJustLoaded = true; OleDbDataReader reader; OleDbCommand command = new OleDbCommand("Select * From Map", DbConnection); //////////////////////////////////////////////////////////////////////////////////////////// DbConnection.Open(); 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) { List<string> e = state.LoadContactStatesFromString(this.States, state.ContactStatesString); if (e.Count > 0) { errorMsg.Add("州域ID" + state.ID + ":"); errorMsg.AddRange(e); } } 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(); List<string> e = region.LoadStatesFromString(this.States, reader["States"].ToString()); if (e.Count > 0) { errorMsg.Add("地区ID" + region.ID + ":"); errorMsg.AddRange(e); } region.RegionCoreID = (short)reader["RegionCore"]; this.Regions.Add(region); } DbConnection.Close(); DbConnection.Open(); try { reader = new OleDbCommand("Select * From OngoingBattle", DbConnection).ExecuteReader(); while (reader.Read()) { OngoingBattle b = new OngoingBattle(); b.Scenario = this; b.ID = (int)reader["ID"]; b.StartDay = (short)reader["StartDay"]; b.StartMonth = (short)reader["StartMonth"]; b.StartYear = (int)reader["StartYear"]; b.CalmDay = (int)reader["CalmDay"]; b.Skirmish = (bool)reader["Skirmish"]; AllOngoingBattles.Add(b); } } catch (OleDbException) { //ignore } 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[]> princeIds = 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()) { List<string> errors = new List<string>(); Person person = new Person(); person.Scenario = this; person.ID = (short)reader["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; if (person.IdealTendency == null) { errors.Add("出仕相性考虑ID" + (short)reader["IdealTendency"] + "不存在"); } person.LeaderPossibility = (bool)reader["LeaderPossibility"]; person.Character = this.GameCommonData.AllCharacterKinds[(short)reader["PCharacter"]]; if (person.Character == null) { errors.Add("性格ID" + (short)reader["PCharacter"] + "不存在"); } person.YearAvailable = (short)reader["YearAvailable"]; person.YearBorn = (short)reader["YearBorn"]; person.YearDead = (short)reader["YearDead"]; if ((short)reader["DeadReason"] >= Enum.GetNames(typeof(PersonDeadReason)).Length || (short)reader["DeadReason"] < 0) { errors.Add("人物死亡原因必须在0至" + Enum.GetNames(typeof(PersonDeadReason)).Length + "之间"); } else { 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"]; try { errors.AddRange(person.UniqueMilitaryKinds.LoadFromString(this.GameCommonData.AllMilitaryKinds, reader["UniqueMilitaryKinds"].ToString())); errors.AddRange(person.UniqueTitles.LoadFromString(this.GameCommonData.AllTitles, reader["UniqueTitles"].ToString())); } catch { } 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"]; if ((short)reader["DeadReason"] >= Enum.GetNames(typeof(PersonBornRegion)).Length || (short)reader["BornRegion"] < 0) { errors.Add("人物出生地点必须在0至" + Enum.GetNames(typeof(PersonBornRegion)).Length + "之间"); } else { 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; char[] separator = separator = new char[] { ' ', '\n', '\r', '\t' }; String[] strArray; int[] intArray; try { str = reader["Brother"].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]); } brotherIds.Add(person.ID, intArray); } catch { errors.Add("义兄弟一栏应为半型空格分隔的人物ID"); } person.Generation = (short)reader["Generation"]; person.PersonalLoyalty = ((short)reader["PersonalLoyalty"]); person.Ambition = ((short)reader["Ambition"]); if ((short)reader["Qualification"] >= Enum.GetNames(typeof(PersonQualification)).Length || (short)reader["Qualification"] < 0) { errors.Add("人才起用必须在0至" + Enum.GetNames(typeof(PersonQualification)).Length + "之间"); } else { person.Qualification = (PersonQualification)((short)reader["Qualification"]); } if ((short)reader["ValuationOnGovernment"] >= Enum.GetNames(typeof(PersonValuationOnGovernment)).Length || (short)reader["ValuationOnGovernment"] < 0) { errors.Add("汉室重视度必须在0至" + Enum.GetNames(typeof(PersonValuationOnGovernment)).Length + "之间"); } else { person.ValuationOnGovernment = (PersonValuationOnGovernment)((short)reader["ValuationOnGovernment"]); } if ((short)reader["StrategyTendency"] >= Enum.GetNames(typeof(PersonStrategyTendency)).Length || (short)reader["StrategyTendency"] < 0) { errors.Add("战略取向必须在0至" + Enum.GetNames(typeof(PersonStrategyTendency)).Length + "之间"); } else { person.StrategyTendency = (PersonStrategyTendency)((short)reader["StrategyTendency"]); } try { StaticMethods.LoadFromString(person.JoinFactionID, reader["OldFactionID"].ToString()); } catch { errors.Add("出仕势力为半型空隔的势力ID"); } try { StaticMethods.LoadFromString(person.ProhibitedFactionID, reader["ProhibitedFactionID"].ToString()); } catch { errors.Add("出仕势力为半型空隔,交错为的势力ID及禁止仕官的天数"); } person.RewardFinished = (bool)reader["RewardFinished"]; if ((short)reader["WorkKind"] >= Enum.GetNames(typeof(ArchitectureWorkKind)).Length || (short)reader["WorkKind"] < 0) { errors.Add("工作类型必须在0至" + Enum.GetNames(typeof(ArchitectureWorkKind)).Length + "之间"); } else { person.WorkKind = (ArchitectureWorkKind)((short)reader["WorkKind"]); } if ((short)reader["OldWorkKind"] >= Enum.GetNames(typeof(ArchitectureWorkKind)).Length || (short)reader["OldWorkKind"] < 0) { errors.Add("人物旧工作类型必须在0至" + Enum.GetNames(typeof(ArchitectureWorkKind)).Length + "之间"); } else { person.OldWorkKind = (ArchitectureWorkKind)((short)reader["OldWorkKind"]); } person.RecruitmentMilitary = null; person.ArrivingDays = (short)reader["ArrivingDays"]; person.TaskDays = (short)reader["TaskDays"]; if ((short)reader["OutsideTask"] >= Enum.GetNames(typeof(OutsideTaskKind)).Length || (short)reader["OutsideTask"] < 0) { errors.Add("人物在外工作在0至" + Enum.GetNames(typeof(OutsideTaskKind)).Length + "之间"); } else { person.OutsideTask = (OutsideTaskKind)((short)reader["OutsideTask"]); } person.OutsideDestination = StaticMethods.LoadFromString(reader["OutsideDestination"].ToString()); person.ConvincingPersonID = (short)reader["ConvincingPerson"]; person.InformationKindID = (short)reader["InformationKind"]; try { 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); } catch { errors.Add("亲爱武将一栏应为半型空格分隔的人物ID"); } try { 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); } catch { errors.Add("厌恶武将一栏应为半型空格分隔的人物ID"); } person.Skills.LoadFromString(this.GameCommonData.AllSkills, reader["Skills"].ToString()); try { errors.AddRange(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 { } try { person.InjureRate = (float)reader["InjureRate"]; } catch { person.InjureRate = 1; } try { person.Battle = (OngoingBattle)this.AllOngoingBattles.GetGameObject((int)reader["Battle"]); person.BattleSelfDamage = (int)reader["BattleSelfDamage"]; } catch { } if (errors.Count > 0) { errorMsg.Add("人物ID" + person.ID + ":"); errorMsg.AddRange(errors); } 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; List<string> e = p.preferredTroopPersons.LoadFromString(this.Persons, p.preferredTroopPersonsString); if (e.Count > 0) { errorMsg.Add("人物ID" + p.ID + ":副将一栏:"); errorMsg.AddRange(e); } } 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) { Person p = (this.Persons.GetGameObject(i.Key) as Person); Person q = this.Persons.GetGameObject(i.Value) as Person; p.Spouse = q; if (q != null && fromScenario) { p.EnsureRelationAtLeast(q, Parameters.VeryCloseThreshold); } } 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); if (q != null && fromScenario) { p.EnsureRelationAtLeast(q, Parameters.VeryCloseThreshold); } } } } 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); if (q != null && fromScenario) { p.EnsureRelationAtLeast(q, Parameters.VeryCloseThreshold); } } else { errorMsg.Add("人物ID" + p.ID + ":义兄弟ID" + j + "不存在"); } } } } 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; if (q != null) { p.AddClose(q); } else { errorMsg.Add("人物ID" + p.ID + ":亲爱武将ID" + j + "不存在"); } } } 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; if (q != null) { p.AddHated(q); } else { errorMsg.Add("人物ID" + p.ID + ":厌恶武将ID" + j + "不存在"); } } } try { DbConnection.Open(); reader = new OleDbCommand("Select * From Biography", DbConnection).ExecuteReader(); while (reader.Read()) { Biography biography = new Biography(); biography.Scenario = this; int id = (short)reader["ID"]; Person p = (Person)this.Persons.GetGameObject(id); if (p != null) { biography.ID = id; biography.Brief = reader["Brief"].ToString(); biography.Romance = reader["Romance"].ToString(); biography.History = reader["History"].ToString(); try { biography.InGame = reader["InGame"].ToString(); } catch { biography.InGame = ""; } biography.FactionColor = (short)reader["FactionColor"]; List<string> e = biography.MilitaryKinds.LoadFromString(this.GameCommonData.AllMilitaryKinds, reader["MilitaryKinds"].ToString()); if (e.Count > 0) { errorMsg.Add("列传人物ID" + biography.ID + ":"); errorMsg.AddRange(e); } if (biography.MilitaryKinds.MilitaryKinds.Count == 0) { errorMsg.Add("列传人物ID" + biography.ID + ":没有基本兵种。"); } this.AllBiographies.AddBiography(biography); p.PersonBiography = biography; } } DbConnection.Close(); } catch (Exception ex) { } foreach (Person p in this.Persons) { if (p.PersonBiography == null) { p.PersonBiography = new Biography(); p.PersonBiography.FactionColor = 52; p.PersonBiography.MilitaryKinds.AddBasicMilitaryKinds(this); p.PersonBiography.Brief = ""; p.PersonBiography.History = ""; p.PersonBiography.Romance = ""; p.PersonBiography.InGame = ""; p.PersonBiography.ID = p.ID; this.AllBiographies.AddBiography(p.PersonBiography); } } 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"]; if (person1 == null) { errorMsg.Add("人物关系:武将ID" + (short)reader["Person1"] + "不存在"); } if (person2 == null) { errorMsg.Add("人物关系:武将ID" + (short)reader["Person2"] + "不存在"); } if (person1 != null && person2 != null) { 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; if (captive.CaptivePerson == null) { errorMsg.Add("俘虏ID" + captive.ID + ":武将ID" + (short)reader["CaptivePerson"] + "不存在"); continue; } else { captive.CaptivePerson.SetBelongedCaptive(captive, PersonStatus.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"]; if (this.GameCommonData.AllMilitaryKinds.GetMilitaryKind(military.KindID) == null) { errorMsg.Add("编队ID" + military.ID + ":兵种ID" + military.KindID + "不存在"); continue; } 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"]; if (this.GameCommonData.AllFacilityKinds.GetFacilityKind(facility.KindID) == null) { errorMsg.Add("设施ID" + facility.ID + ":设施种类ID" + facility.KindID + "不存在"); continue; } 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()) { List<string> e = new List<string>(); 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"]); if (architecture.Kind == null) { e.Add("建筑种类ID" + reader["Kind"] + "不存在"); } architecture.IsStrategicCenter = (bool)reader["IsStrategicCenter"]; architecture.LocationState = this.States.GetGameObject((short)reader["StateID"]) as State; if (architecture.LocationState == null) { e.Add("州域ID" + reader["Kind"] + "不存在"); } else { 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; } } e.AddRange(architecture.Characteristics.LoadFromString(this.GameCommonData.AllInfluences, reader["Characteristics"].ToString())); architecture.LoadFromString(architecture.ArchitectureArea, reader["Area"].ToString()); e.AddRange(architecture.LoadPersonsFromString(this.AllPersons, reader["Persons"].ToString(), PersonStatus.Normal)); e.AddRange(architecture.LoadPersonsFromString(this.AllPersons, reader["MovingPersons"].ToString(), PersonStatus.Moving)); e.AddRange(architecture.LoadPersonsFromString(this.AllPersons, reader["NoFactionPersons"].ToString(), PersonStatus.NoFaction)); e.AddRange(architecture.LoadPersonsFromString(this.AllPersons, reader["NoFactionMovingPersons"].ToString(), PersonStatus.NoFactionMoving)); e.AddRange(architecture.LoadPersonsFromString(this.AllPersons, reader["feiziliebiao"].ToString(), PersonStatus.Princess)); 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"]; try { architecture.AutoRecruiting = (bool)reader["AutoRecruiting"]; } catch { } architecture.HireFinished = (bool)reader["HireFinished"]; architecture.FacilityEnabled = (bool)reader["FacilityEnabled"]; try { architecture.MilitaryPopulation = (int)reader["MilitaryPopulation"]; } catch { } e.AddRange(architecture.LoadMilitariesFromString(this.Militaries, reader["Militaries"].ToString())); e.AddRange(architecture.LoadFacilitiesFromString(this.Facilities, reader["Facilities"].ToString())); architecture.BuildingFacility = (int)reader["BuildingFacility"]; architecture.BuildingDaysLeft = (int)reader["BuildingDaysLeft"]; architecture.PlanFacilityKindID = (int)reader["PlanFacilityKind"]; e.AddRange(architecture.LoadFundPacksFromString(reader["FundPacks"].ToString())); try { e.AddRange(architecture.LoadFoodPacksFromString(reader["FoodPacks"].ToString())); } catch { } // 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; e.AddRange(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"]; e.AddRange(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 { e.AddRange(architecture.LoadInformationsFromString(this.Informations, (string)reader["Informations"])); } catch { } try { architecture.SuspendTroopTransfer = (int)reader["SuspendTroopTransfer"]; } catch { }; try { architecture.Battle = (OngoingBattle) this.AllOngoingBattles.GetGameObject((int)reader["Battle"]); } catch { } try { architecture.OldFactionName = reader["OldFactionName"].ToString(); } catch { } if (e.Count > 0) { errorMsg.Add("建筑ID" + architecture.ID + ":"); errorMsg.AddRange(e); } else { 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()) { List<string> e = new List<string>(); 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); } else { e.Add("建筑ID" + (int)reader["StartArchitecture"] + "不存在"); } 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()); if (e.Count > 0) { errorMsg.Add("粮道ID" + routeway.ID + ":"); errorMsg.AddRange(e); } else { this.Routeways.AddRoutewayWithEvent(routeway); } } DbConnection.Close(); DbConnection.Open(); reader = new OleDbCommand("Select * From Troop", DbConnection).ExecuteReader(); while (reader.Read()) { List<string> errors = new List<string>(); Troop troop = new Troop(); troop.Scenario = this; troop.ID = (short)reader["ID"]; troop.Controllable = (bool)reader["Controllable"]; if ((short)reader["Status"] >= Enum.GetNames(typeof(TroopStatus)).Length || (short)reader["Status"] < 0) { errors.Add("部队状态在0至" + Enum.GetNames(typeof(TroopStatus)).Length + "之间"); } else { troop.SetStatus((TroopStatus)((short)reader["Status"])); } if ((short)reader["Direction"] >= Enum.GetNames(typeof(TroopDirection)).Length || (short)reader["Direction"] < 0) { errors.Add("部队方向在0至" + Enum.GetNames(typeof(TroopDirection)).Length + "之间"); } else { 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; if (troop.StartingArchitecture == null) { errors.Add("起始建筑ID" + (short)reader["StartingArchitecture"] + "不存在"); } errors.AddRange(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"]; if (this.Militaries.GetGameObject(troop.MilitaryID) == null) { errors.Add("编队ID" + troop.MilitaryID + "不存在"); } if ((short)reader["AttackDefaultKind"] >= Enum.GetNames(typeof(TroopAttackTargetKind)).Length || (short)reader["AttackDefaultKind"] < 0) { errors.Add("攻击预设模式在0至" + Enum.GetNames(typeof(TroopAttackTargetKind)).Length + "之间"); } else { troop.AttackDefaultKind = (TroopAttackDefaultKind)((short)reader["AttackDefaultKind"]); } if ((short)reader["AttackTargetKind"] >= Enum.GetNames(typeof(TroopAttackTargetKind)).Length || (short)reader["AttackTargetKind"] < 0) { errors.Add("攻击目标模式在0至" + Enum.GetNames(typeof(TroopAttackTargetKind)).Length + "之间"); } else { 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"]; try { troop.ForceTroopTargetId = (short)reader["ForceTroopTarget"]; } catch { troop.ForceTroopTargetId = -1; } troop.CutRoutewayDays = (short)reader["CutRoutewayDays"]; errors.AddRange(troop.LoadCaptivesFromString(this.Captives, reader["Captives"].ToString())); troop.RecentlyFighting = (short)reader["RecentlyFighting"]; troop.TechnologyIncrement = (short)reader["TechnologyIncrement"]; errors.AddRange(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 (errors.Count > 0) { errors.Add("部队ID" + troop.ID + ":"); errorMsg.AddRange(errors); } else { 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); /* foreach (Faction f in this.Factions) { foreach (Troop t in f.Troops) { t.BelongedLegion.BelongedFaction = f; t.BelongedFaction = f; } }*/ } DbConnection.Close(); DbConnection.Open(); reader = new OleDbCommand("Select * From Sections", DbConnection).ExecuteReader(); while (reader.Read()) { List<string> e = new List<string>(); 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"]); if (section.AIDetail == null) { e.Add("军区委任类型" + (short)reader["AIDetail"] + "不存在"); } section.OrientationFactionID = (short)reader["OrientationFaction"]; section.OrientationSectionID = (short)reader["OrientationSection"]; section.OrientationStateID = (short)reader["OrientationState"]; try { section.OrientationArchitectureID = (short)reader["OrientationArchitecture"]; } catch { } e.AddRange(section.LoadArchitecturesFromString(this.Architectures, reader["Architectures"].ToString())); if (e.Count > 0) { errorMsg.Add("军区ID" + section.ID + ":"); errorMsg.AddRange(e); } else { this.Sections.AddSectionWithEvent(section); } } DbConnection.Close(); DbConnection.Open(); reader = new OleDbCommand("Select * From Faction", DbConnection).ExecuteReader(); while (reader.Read()) { List<string> e = new List<string>(); 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"]; if (faction.ColorIndex >= this.GameCommonData.AllColors.Count) { e.Add("颜色ID" + faction.ColorIndex + "不存在"); } else { 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"]; e.AddRange(faction.LoadArchitecturesFromString(this.Architectures, reader["Architectures"].ToString())); e.AddRange(faction.LoadSectionsFromString(this.Sections, reader["Sections"].ToString())); e.AddRange(faction.LoadTroopsFromString(this.Troops, reader["Troops"].ToString())); e.AddRange(faction.LoadInformationsFromString(this.Informations, reader["Informations"].ToString())); e.AddRange(faction.LoadRoutewaysFromString(this.Routeways, reader["Routeways"].ToString())); e.AddRange(faction.LoadLegionsFromString(this.Legions, reader["Legions"].ToString())); faction.BaseMilitaryKinds.LoadFromString(this.GameCommonData.AllMilitaryKinds, reader["BaseMilitaryKinds"].ToString()); faction.UpgradingTechnique = (short)reader["UpgradingTechnique"]; faction.UpgradingDaysLeft = (short)reader["UpgradingDaysLeft"]; e.AddRange(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.PrinceID = (short)reader["PrinceID"]; } catch { } try { faction.guanjue = (short)reader["guanjue"]; } catch { faction.guanjue = 0; } try { faction.IsAlien = (bool)reader["IsAlien"]; } catch { faction.IsAlien = false; } try { faction.NotPlayerSelectable = (bool)reader["NotPlayerSelectable"]; } catch { } 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)); } if (e.Count > 0) { errorMsg.Add("势力ID" + faction.ID + ":"); errorMsg.AddRange(e); } 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"]; try { 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()); try { te.Image = reader["ShowImage"].ToString(); te.Sound = reader["ShowSound"].ToString(); } catch { te.Image = ""; te.Sound = ""; } this.TroopEvents.AddTroopEventWithEvent(te); } catch (FormatException ex) { errorMsg.Add("部队事件ID" + te.ID + ":读取字串转化成数字出错,请检查所有字串格式,对话里数字与字串以半型空格分隔"); } } 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"]; try { e.Name = reader["Name"].ToString(); e.happened = (bool)reader["Happened"]; 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()); try { e.nextScenario = reader["NextScenario"].ToString(); } catch { e.nextScenario = ""; } try { e.Image = reader["ShowImage"].ToString(); e.Sound = reader["ShowSound"].ToString(); e.GloballyDisplayed = (bool)reader["GloballyDisplayed"]; e.StartYear = (int)reader["StartYear"]; e.StartMonth = (int)reader["StartMonth"]; e.EndYear = (int)reader["EndYear"]; e.EndMonth = (int)reader["EndMonth"]; } catch { e.Image = ""; e.Sound = ""; } this.AllEvents.AddEventWithEvent(e); } catch (FormatException) { errorMsg.Add("部队事件ID" + e.ID + ":读取字串转化成数字出错,请检查所有字串格式,对话里数字与字串以半型空格分隔"); } } 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(); }*/ foreach (Person p in this.Persons) { if (p.Status == PersonStatus.Normal || p.Status == PersonStatus.Moving) { if (p.LocationArchitecture != null && p.LocationArchitecture.BelongedFaction == null) { errorMsg.Add("武将ID" + p.ID + "在一座没有势力的城池仕官"); if (p.Status == PersonStatus.Normal) { p.Status = PersonStatus.NoFaction; } else { p.Status = PersonStatus.NoFactionMoving; } } } if (p.Status == PersonStatus.Moving || p.Status == PersonStatus.NoFactionMoving) { if (p.ArrivingDays <= 0) { errorMsg.Add("武将ID" + p.ID + "正移动,但没有移动天数"); p.ArrivingDays = 1; } } if (p.Available && p.Alive && p.LocationArchitecture == null && p.LocationTroop == null && (p.ID < 7000 || p.ID >= 8000)) { if (p.Status != PersonStatus.Princess) { errorMsg.Add("武将ID" + p.ID + "已登场,但没有所属建筑"); p.Available = false; p.Alive = false; p.Status = PersonStatus.None; } } } this.AllPersons.Clear(); this.AllArchitectures.Clear(); this.alterTransportShipAdaptibility(); using (TextWriter tw = new StreamWriter(SCENARIO_ERROR_TEXT_FILE)) { foreach (string s in errorMsg) { tw.WriteLine(s); } } ExtensionInterface.call("Load", new Object[] { this }); return errorMsg; }
private static void HandleGroup(Treasure r, PersonGenerateParam param) { string p = param.PreferredType.Name; switch (p) { case "全能": r.TreasureGroup = 3214; r.Pic = 1376; r.Name += "玉玺"; foreach (Influence s in Session.Current.Scenario.GameCommonData.AllInfluences.Influences.Values) { int b = Random(1, 500); if (s.Kind.ID >= 320 && b == 10) { r.Influences.AddInfluence(s); if (r.Influences.Count > 1) { break; } } } break; case "将军": r.TreasureGroup = 1100; r.Pic = 1; r.Name += "武器"; foreach (Influence s in Session.Current.Scenario.GameCommonData.AllInfluences.Influences.Values) { if (s.Kind.ID == 6010 && GameObject.Chance(10)) { r.Influences.AddInfluence(s); if (r.Influences.Count > 0) { break; } } } break; case "君主": r.TreasureGroup = 300; r.Pic = 1001; r.Name += "名马"; foreach (Influence s in Session.Current.Scenario.GameCommonData.AllInfluences.Influences.Values) { if (s.Kind.ID == 281) { r.Influences.AddInfluence(s); } if ((s.Kind.ID >= 250 && s.Kind.ID <= 263 || s.Kind.ID == 6270 || s.Kind.ID == 6280) && s.ID > 281 && GameObject.Chance(10)) { r.Influences.AddInfluence(s); if (r.Influences.Count > 0) { break; } } } break; case "智将": r.TreasureGroup = 1300; r.Pic = 1211; r.Name += "政书"; foreach (Influence s in Session.Current.Scenario.GameCommonData.AllInfluences.Influences.Values) { if (s.Kind.ID <= 160 && GameObject.Chance(1)) { r.Influences.AddInfluence(s); if (r.Influences.Count > 0) { break; } } } break; case "女官": r.TreasureGroup = 2900; r.Pic = 1352; r.Name += "乐器"; foreach (Influence s in Session.Current.Scenario.GameCommonData.AllInfluences.Influences.Values) { if (s.Kind.ID <= 660 && s.Kind.ID >= 609 && GameObject.Chance(5)) { r.Influences.AddInfluence(s); if (r.Influences.Count > 0) { break; } } } break; case "识者": r.TreasureGroup = 2001; r.Pic = 1312; r.Name += "药"; foreach (Influence s in Session.Current.Scenario.GameCommonData.AllInfluences.Influences.Values) { if (s.Kind.ID == 6820 && GameObject.Chance(30)) { r.Influences.AddInfluence(s); if (r.Influences.Count > 0) { break; } } } break; case "文官": r.TreasureGroup = 3200; r.Pic = 1332; r.Name += "器具"; foreach (Influence s in Session.Current.Scenario.GameCommonData.AllInfluences.Influences.Values) { if (s.Kind.ID <= 6040 && s.Kind.ID >= 6020 && GameObject.Chance(5)) { r.Influences.AddInfluence(s); if (r.Influences.Count > 0) { break; } } } break; case "武官": r.TreasureGroup = 4100; r.Pic = 43; r.Name += "头盔"; foreach (Influence s in Session.Current.Scenario.GameCommonData.AllInfluences.Influences.Values) { if ((s.Kind.ID <= 5090 && s.Kind.ID >= 5060 || s.Kind.ID == 6000) && GameObject.Chance(5)) { r.Influences.AddInfluence(s); if (r.Influences.Count > 0) { break; } } } break; case "猛将": r.TreasureGroup = 4000; r.Pic = 3048; r.Name += "铠甲"; foreach (Influence s in Session.Current.Scenario.GameCommonData.AllInfluences.Influences.Values) { if ((s.Kind.ID == 400 || s.Kind.ID == 405 || s.Kind.ID == 420) && GameObject.Chance(10)) { r.Influences.AddInfluence(s); if (r.Influences.Count > 0) { break; } } } break; case "军师": r.TreasureGroup = 1200; r.Pic = 1205; r.Name += "兵书"; foreach (Influence s in Session.Current.Scenario.GameCommonData.AllInfluences.Influences.Values) { if ((s.Kind.ID <= 6595 && s.Kind.ID >= 6570 || s.Kind.ID >= 6900) && GameObject.Chance(4)) { r.Influences.AddInfluence(s); if (r.Influences.Count > 0) { break; } } } break; } }
private void person_OnBeConfiscatedTreasure(Person person, Treasure t) { person.Scenario.GameScreen.PersonBeConfiscatedTreasure(person, t); }
public virtual void PersonBeAwardedTreasure(Person person, Treasure t) { }
public void ConfiscatedTreasure(Treasure t) { this.LoseTreasure(t); if (this.Loyalty <= 110) { if (this.OnBeConfiscatedTreasure != null) { this.OnBeConfiscatedTreasure(this, t); } this.DecreaseLoyalty(t.Worth * 2); if (GameObject.Random(this.Loyalty) <= GameObject.Random(10)) { if (this.LocationArchitecture != null) { this.LeaveToNoFaction(); } } } ExtensionInterface.call("ConfiscatedTreasure", new Object[] { this.Scenario, this }); }
private void person_OnBeConfiscatedTreasure(Person person, Treasure t) { Session.MainGame.mainGameScreen.PersonBeConfiscatedTreasure(person, t); }
public void LoseTreasure(Treasure t) { this.Treasures.Remove(t); t.Influences.PurifyInfluence(this, GameObjects.Influences.Applier.Treasure, t.ID); t.BelongedPerson = null; }
public void ReceiveTreasure(Treasure t) { this.Treasures.Add(t); t.BelongedPerson = this; t.Influences.ApplyInfluence(this, GameObjects.Influences.Applier.Treasure, t.ID); }
public override void PersonBeConfiscatedTreasure(Person person, Treasure t) { if (((base.Scenario.CurrentPlayer == null) || base.Scenario.IsCurrentPlayer(person.BelongedFaction)) || GlobalVariables.SkyEye) { person.TextResultString = t.Name; this.Plugins.tupianwenziPlugin.SetGameObjectBranch(person, person, "PersonBeConfiscatedTreasure"); this.Plugins.tupianwenziPlugin.SetPosition(ShowPosition.Bottom); this.Plugins.tupianwenziPlugin.IsShowing = true; } }
public override void PersonTreasureFound(Person person, Treasure treasure) { if (((base.Scenario.CurrentPlayer == null) || base.Scenario.IsCurrentPlayer(person.BelongedFaction)) || GlobalVariables.SkyEye) { person.TextDestinationString = person.TargetArchitecture.Name; person.TextResultString = treasure.Name; this.Plugins.tupianwenziPlugin.SetGameObjectBranch(person, person, "PersonTreasureFound"); this.Plugins.tupianwenziPlugin.SetPosition(ShowPosition.Bottom); this.Plugins.tupianwenziPlugin.IsShowing = true; this.Plugins.GameRecordPlugin.AddBranch(person, "SearchTreasureFound", person.Position); } }
internal void SetTreasure(Treasure treasure) { this.ShowingTreasure = treasure; foreach (LabelText text in this.LabelTexts) { text.Text.Text = StaticMethods.GetPropertyValue(treasure, text.PropertyName).ToString(); } this.DescriptionText.AddText("简介", Color.Yellow); this.DescriptionText.AddNewLine(); this.DescriptionText.AddText(this.ShowingTreasure.Description, Color.White); this.DescriptionText.AddNewLine(); this.DescriptionText.ResortTexts(); this.InfluenceText.AddText("效果", Color.Yellow); this.InfluenceText.AddNewLine(); foreach (Influence influence in this.ShowingTreasure.Influences.Influences.Values) { this.InfluenceText.AddText(influence.Description, Color.LightGreen); this.InfluenceText.AddNewLine(); } this.InfluenceText.ResortTexts(); }
public void ReceiveTreasure(Treasure t) { this.Treasures.Add(t); t.BelongedPerson = this; t.Influences.ApplyInfluence(this); }
public void ConfiscatedTreasure(Treasure t) { this.LoseTreasure(t); if (this.Loyalty <= 100) { if (this.OnBeConfiscatedTreasure != null) { this.OnBeConfiscatedTreasure(this, t); } this.DecreaseLoyalty(t.Worth * 2); if (GameObject.Random(this.Loyalty) <= GameObject.Random(10)) { this.LeaveToNoFaction(); } } }
public void architecture_OnZhibao(Treasure treasure, Person leader) { Session.MainGame.mainGameScreen.Zhibao(treasure, leader); }