예제 #1
0
 public static bool IsInRange(
     GameDatabase db,
     int playerid,
     StarSystemInfo ssi,
     Dictionary <int, List <ShipInfo> > cachedFleetShips = null)
 {
     return(StarMap.IsInRange(db, playerid, ssi.Origin, 1f, cachedFleetShips));
 }
예제 #2
0
        public void Sync(GameObjectSet gos)
        {
            StarMapBase.SyncContext context = new StarMapBase.SyncContext(this._db);
            List <StarSystemInfo>   list1   = this._db.GetStarSystemInfos().ToList <StarSystemInfo>();

            foreach (StarSystemInfo starSystemInfo in list1.Where <StarSystemInfo>((Func <StarSystemInfo, bool>)(x => !x.IsVisible)).ToList <StarSystemInfo>())
            {
                if (!StarMap.IsInRange(this._db, this._sim.LocalPlayer.ID, starSystemInfo.ID))
                {
                    list1.Remove(starSystemInfo);
                }
                else
                {
                    starSystemInfo.IsVisible = true;
                    this._db.UpdateStarSystemVisible(starSystemInfo.ID, true);
                }
            }
            IEnumerable <StarMapTerrain>  source1 = this.Terrain.Sync(gos, this._db.GetTerrainInfos(), context, false);
            IEnumerable <StarMapProvince> source2 = this.Provinces.Sync(gos, this._db.GetProvinceInfos(), context, false);
            IEnumerable <StarMapSystem>   source3 = this.Systems.Sync(gos, (IEnumerable <StarSystemInfo>)list1, context, false);
            List <FleetInfo> list2 = this._db.GetFleetInfos(FleetType.FL_NORMAL | FleetType.FL_CARAVAN | FleetType.FL_ACCELERATOR).Where <FleetInfo>((Func <FleetInfo, bool>)(x =>
            {
                if (!x.IsReserveFleet)
                {
                    return(this._sim.GetPlayerObject(x.PlayerID) != null);
                }
                return(false);
            })).ToList <FleetInfo>();
            int swarmerPlayer = this._sim.ScriptModules == null || this._sim.ScriptModules.Swarmers == null ? 0 : this._sim.ScriptModules.Swarmers.PlayerID;

            if (swarmerPlayer != 0)
            {
                foreach (FleetInfo fleetInfo in list2.Where <FleetInfo>((Func <FleetInfo, bool>)(x =>
                {
                    if (x.PlayerID == swarmerPlayer)
                    {
                        return(x.Name.Contains("Swarm"));
                    }
                    return(false);
                })).ToList <FleetInfo>())
                {
                    list2.Remove(fleetInfo);
                }
            }
            foreach (FleetInfo fleetInfo in list2.Where <FleetInfo>((Func <FleetInfo, bool>)(x =>
            {
                if (this._db.GetMissionByFleetID(x.ID) != null)
                {
                    return(this._db.GetMissionByFleetID(x.ID).Type == MissionType.PIRACY);
                }
                return(false);
            })).ToList <FleetInfo>())
            {
                if (!this._db.PirateFleetVisibleToPlayer(fleetInfo.ID, this._sim.LocalPlayer.ID))
                {
                    list2.Remove(fleetInfo);
                }
            }
            IEnumerable <StarMapFleet> source4 = this.Fleets.Sync(gos, (IEnumerable <FleetInfo>)list2, context, true);

            this.PostObjectAddObjects((IGameObject[])source2.ToArray <StarMapProvince>());
            this.PostObjectAddObjects((IGameObject[])source3.ToArray <StarMapSystem>());
            this.PostObjectAddObjects((IGameObject[])source4.ToArray <StarMapFleet>());
            if (this._sim.LocalPlayer.Faction.Name == "human")
            {
                this.PostObjectAddObjects((IGameObject[])this.NodeLines.Sync(gos, (IEnumerable <NodeLineInfo>) this._db.GetExploredNodeLines(this._sim.LocalPlayer.ID).Where <NodeLineInfo>((Func <NodeLineInfo, bool>)(x => x.IsPermenant)).ToList <NodeLineInfo>(), context, false).ToArray <StarMapNodeLine>());
            }
            this.PostObjectAddObjects((IGameObject[])source1.ToArray <StarMapTerrain>());
            Dictionary <int, int>           dictionary1          = new Dictionary <int, int>();
            List <StarMap.PlayerSystemPair> playerSystemPairList = new List <StarMap.PlayerSystemPair>();

            foreach (StarMapFleet key in this.Fleets.Forward.Keys)
            {
                this._sim.GameDatabase.IsStealthFleet(key.FleetID);
                if (key.InTransit)
                {
                    key.SetVisible(StarMap.IsInRange(this.App.Game.GameDatabase, this._sim.LocalPlayer.ID, key.Position, 1f, (Dictionary <int, List <ShipInfo> >)null));
                }
                else
                {
                    dictionary1[key.SystemID] = 0;
                    bool flag = false;
                    foreach (StarMap.PlayerSystemPair playerSystemPair in playerSystemPairList)
                    {
                        if (playerSystemPair.PlayerID == key.PlayerID && playerSystemPair.SystemID == key.SystemID)
                        {
                            flag = true;
                            break;
                        }
                    }
                    if (flag)
                    {
                        key.SetVisible(false);
                    }
                    else
                    {
                        key.SetVisible(StarMap.IsInRange(this.App.Game.GameDatabase, this._sim.LocalPlayer.ID, key.Position, 1f, (Dictionary <int, List <ShipInfo> >)null));
                        playerSystemPairList.Add(new StarMap.PlayerSystemPair()
                        {
                            PlayerID = key.PlayerID,
                            SystemID = key.SystemID
                        });
                    }
                }
            }
            foreach (StarMapFleet key in this.Fleets.Forward.Keys)
            {
                if (!key.InTransit && key.IsVisible)
                {
                    key.SetSystemFleetIndex(dictionary1[key.SystemID]);
                    Dictionary <int, int> dictionary2;
                    int systemId;
                    (dictionary2 = dictionary1)[systemId = key.SystemID] = dictionary2[systemId] + 1;
                }
            }
            foreach (StarMapFleet key in this.Fleets.Forward.Keys)
            {
                if (!key.InTransit && key.IsVisible)
                {
                    key.SetSystemFleetCount(dictionary1[key.SystemID]);
                }
            }
            foreach (HomeworldInfo homeworld in this._db.GetHomeworlds())
            {
                HomeworldInfo hw   = homeworld;
                ColonyInfo    hwci = this._db.GetColonyInfo(hw.ColonyID);
                if (hwci != null && list1.Any <StarSystemInfo>((Func <StarSystemInfo, bool>)(x =>
                {
                    if (x.ID == hw.SystemID)
                    {
                        return(hw.PlayerID == hwci.PlayerID);
                    }
                    return(false);
                })))
                {
                    this.PostSetProp("Homeworld", (object)this._sim.GetPlayerObject(hw.PlayerID).ObjectID, (object)this.Systems.Reverse[hw.SystemID].ObjectID);
                }
            }
            foreach (StarSystemInfo starSystemInfo in list1)
            {
                this.PostSetProp("ProvinceCapitalEffect", (object)false, (object)this.Systems.Reverse[starSystemInfo.ID].ObjectID);
            }
            foreach (ProvinceInfo provinceInfo in this._db.GetProvinceInfos().ToList <ProvinceInfo>())
            {
                ProvinceInfo p = provinceInfo;
                if (list1.Any <StarSystemInfo>((Func <StarSystemInfo, bool>)(x => x.ID == p.CapitalSystemID)))
                {
                    this.PostSetProp("ProvinceCapitalEffect", (object)true, (object)this.Systems.Reverse[p.CapitalSystemID].ObjectID);
                }
            }
            this.PostSetProp("RegenerateTerrain");
            this.PostSetProp("RegenerateBorders");
            this.PostSetProp("RegenerateFilters");
        }
예제 #3
0
 public static bool IsInRange(GameDatabase db, int playerid, int systemId)
 {
     return(StarMap.IsInRange(db, playerid, db.GetStarSystemOrigin(systemId), 1f, (Dictionary <int, List <ShipInfo> >)null));
 }
예제 #4
0
        protected override void UpdateSystem(
            StarMapSystem o,
            StarSystemInfo systemInfo,
            StarMapBase.SyncContext context)
        {
            int?systemProvinceId = this._db.GetStarSystemProvinceID(systemInfo.ID);

            o.SetProvince(systemProvinceId.HasValue ? this.Provinces.Reverse[systemProvinceId.Value] : (StarMapProvince)null);
            o.SetPosition(systemInfo.Origin);
            o.SetTerrain(systemInfo.TerrainID.HasValue ? this.Terrain.Reverse[systemInfo.TerrainID.Value] : (StarMapTerrain)null);
            IEnumerable <int> orbitalObjectIds = this._db.GetStarSystemOrbitalObjectIDs(systemInfo.ID);
            List <int>        source           = new List <int>();
            bool flag1 = false;
            List <StationInfo>    list1       = this._db.GetStationForSystem(systemInfo.ID).Where <StationInfo>((Func <StationInfo, bool>)(x => x.DesignInfo.StationType == StationType.NAVAL)).ToList <StationInfo>();
            Dictionary <int, int> dictionary1 = new Dictionary <int, int>();
            bool flag2 = false;

            foreach (int planetID in orbitalObjectIds)
            {
                AIColonyIntel ci = this._db.GetColonyIntelForPlanet(this._sim.LocalPlayer.ID, planetID);
                if (ci != null)
                {
                    if (!dictionary1.ContainsKey(ci.OwningPlayerID))
                    {
                        dictionary1.Add(ci.OwningPlayerID, 0);
                    }
                    Dictionary <int, int> dictionary2;
                    int owningPlayerId;
                    (dictionary2 = dictionary1)[owningPlayerId = ci.OwningPlayerID] = dictionary2[owningPlayerId] + 1;
                    if (ci.OwningPlayerID == this._sim.LocalPlayer.ID)
                    {
                        flag1 = true;
                    }
                    source.Add(ci.OwningPlayerID);
                    List <TreatyInfo> list2 = this._sim.GameDatabase.GetTreatyInfos().ToList <TreatyInfo>().Where <TreatyInfo>((Func <TreatyInfo, bool>)(x => x.Type == TreatyType.Trade)).ToList <TreatyInfo>();
                    if (flag1 || list2.Any <TreatyInfo>((Func <TreatyInfo, bool>)(x =>
                    {
                        if (x.InitiatingPlayerId == this._sim.LocalPlayer.ID && x.ReceivingPlayerId == ci.OwningPlayerID)
                        {
                            return(true);
                        }
                        if (x.ReceivingPlayerId == this._sim.LocalPlayer.ID)
                        {
                            return(x.InitiatingPlayerId == ci.OwningPlayerID);
                        }
                        return(false);
                    })))
                    {
                        flag2 = true;
                    }
                }
            }
            if (dictionary1.Count == 0)
            {
                foreach (StationInfo stationInfo in list1)
                {
                    if (stationInfo.PlayerID == this._sim.LocalPlayer.ID)
                    {
                        flag1 = true;
                    }
                }
            }
            if (flag1)
            {
                float supportRange = GameSession.GetSupportRange(this._db.AssetDatabase, this._db, this._sim.LocalPlayer.ID);
                o.SetSupportRange(supportRange);
            }
            int?systemOwningPlayer = this._db.GetSystemOwningPlayer(systemInfo.ID);

            if (systemOwningPlayer.HasValue && this._sim.GameDatabase.IsStarSystemVisibleToPlayer(this._sim.LocalPlayer.ID, systemInfo.ID) && StarMap.IsInRange(this._sim.GameDatabase, this._sim.LocalPlayer.ID, systemInfo.ID))
            {
                o.SetPlayerBadge(Path.GetFileNameWithoutExtension(this._db.GetPlayerInfo(systemOwningPlayer.Value).BadgeAssetPath));
                o.SetOwningPlayer(this._sim.GetPlayerObject(systemOwningPlayer.Value));
            }
            else
            {
                o.SetPlayerBadge("");
                o.SetOwningPlayer((Player)null);
            }
            source.Sort();
            o.SetPlayers(source.Select <int, Player>((Func <int, Player>)(playerId => this._sim.GetPlayerObject(playerId))).ToArray <Player>());
            List <PlayerInfo> playerInfos = context.PlayerInfos;
            List <Player>     playerList1 = new List <Player>();
            List <Player>     playerList2 = new List <Player>();

            foreach (PlayerInfo playerInfo in playerInfos)
            {
                if (this._db.SystemHasGate(systemInfo.ID, playerInfo.ID) && (playerInfo.ID == this._sim.LocalPlayer.ID || this._db.IsSurveyed(this._sim.LocalPlayer.ID, systemInfo.ID) && StarMap.IsInRange(this._db, playerInfo.ID, systemInfo.ID)))
                {
                    playerList1.Add(this._sim.GetPlayerObject(playerInfo.ID));
                }
                if (this._db.SystemHasAccelerator(systemInfo.ID, playerInfo.ID) && (playerInfo.ID == this._sim.LocalPlayer.ID || this._db.IsSurveyed(this._sim.LocalPlayer.ID, systemInfo.ID) && StarMap.IsInRange(this._db, playerInfo.ID, systemInfo.ID)))
                {
                    playerList2.Add(this._sim.GetPlayerObject(playerInfo.ID));
                }
                IEnumerable <StationInfo> forSystemAndPlayer = this._db.GetStationForSystemAndPlayer(systemInfo.ID, playerInfo.ID);
                if (playerInfo.ID == this._sim.LocalPlayer.ID)
                {
                    o.SetHasNavalStation(forSystemAndPlayer.Any <StationInfo>((Func <StationInfo, bool>)(x =>
                    {
                        if (x.PlayerID == this._sim.LocalPlayer.ID && x.DesignInfo.StationLevel > 0)
                        {
                            return(x.DesignInfo.StationType == StationType.NAVAL);
                        }
                        return(false);
                    })));
                    o.SetHasScienceStation(forSystemAndPlayer.Any <StationInfo>((Func <StationInfo, bool>)(x =>
                    {
                        if (x.PlayerID == this._sim.LocalPlayer.ID && x.DesignInfo.StationLevel > 0)
                        {
                            return(x.DesignInfo.StationType == StationType.SCIENCE);
                        }
                        return(false);
                    })));
                    o.SetHasTradeStation(forSystemAndPlayer.Any <StationInfo>((Func <StationInfo, bool>)(x =>
                    {
                        if (x.PlayerID == this._sim.LocalPlayer.ID && x.DesignInfo.StationLevel > 0)
                        {
                            return(x.DesignInfo.StationType == StationType.CIVILIAN);
                        }
                        return(false);
                    })));
                    o.SetHasDiploStation(forSystemAndPlayer.Any <StationInfo>((Func <StationInfo, bool>)(x =>
                    {
                        if (x.PlayerID == this._sim.LocalPlayer.ID && x.DesignInfo.StationLevel > 0)
                        {
                            return(x.DesignInfo.StationType == StationType.DIPLOMATIC);
                        }
                        return(false);
                    })));
                }
                o.SetStationCapacity(this._db.GetNumberMaxStationsSupportedBySystem(this._sim, systemInfo.ID, this._sim.LocalPlayer.ID));
                if (playerInfo.ID == this._sim.LocalPlayer.ID && systemOwningPlayer.HasValue)
                {
                    int cruiserEquivalent      = this._db.GetSystemSupportedCruiserEquivalent(this._sim, systemInfo.ID, playerInfo.ID);
                    int remainingSupportPoints = this._db.GetRemainingSupportPoints(this._sim, systemInfo.ID, playerInfo.ID);
                    if (systemOwningPlayer.Value == this._sim.LocalPlayer.ID)
                    {
                        o.SetNavalCapacity(cruiserEquivalent);
                        o.SetNavalUsage(cruiserEquivalent - remainingSupportPoints);
                    }
                    else
                    {
                        o.SetNavalCapacity(0);
                        o.SetNavalUsage(0);
                    }
                }
            }
            o.SetColonyTrapped(this._sim.GameDatabase.GetColonyTrapInfosAtSystem(systemInfo.ID).Where <ColonyTrapInfo>((Func <ColonyTrapInfo, bool>)(x =>
            {
                if (this._sim.GameDatabase.GetFleetInfo(x.FleetID) != null)
                {
                    return(this._sim.GameDatabase.GetFleetInfo(x.FleetID).PlayerID == this._sim.LocalPlayer.ID);
                }
                return(false);
            })).Any <ColonyTrapInfo>());
            o.SetPlayersWithGates(playerList1.ToArray());
            o.SetPlayersWithAccelerators(playerList2.ToArray());
            o.SetSensorRange(this._sim.GameDatabase.GetSystemStratSensorRange(systemInfo.ID, this._sim.LocalPlayer.ID));
            TradeResultsTable tradeResultsTable   = this._sim.GameDatabase.GetTradeResultsTable();
            TradeResultsTable resultsHistoryTable = this._sim.GameDatabase.GetLastTradeResultsHistoryTable();

            if (flag2 && tradeResultsTable.TradeNodes.ContainsKey(systemInfo.ID))
            {
                if (resultsHistoryTable.TradeNodes.ContainsKey(systemInfo.ID))
                {
                    o.SetTradeValues(this._sim, tradeResultsTable.TradeNodes[systemInfo.ID], resultsHistoryTable.TradeNodes[systemInfo.ID], systemInfo.ID);
                }
                else
                {
                    o.SetTradeValues(this._sim, tradeResultsTable.TradeNodes[systemInfo.ID], new TradeNode(), systemInfo.ID);
                }
            }
            else
            {
                o.SetTradeValues(this._sim, new TradeNode(), new TradeNode(), systemInfo.ID);
            }
            int exploredByPlayer = this._db.GetLastTurnExploredByPlayer(this._sim.LocalPlayer.ID, systemInfo.ID);
            int turnCount        = this._db.GetTurnCount();

            o.SetIsSurveyed(exploredByPlayer != 0);
            this.SetSystemHasBeenRecentlySurveyed(this.Systems.Reverse[systemInfo.ID], exploredByPlayer != 0 && turnCount - exploredByPlayer <= 5 && !flag1);
            this.SetSystemHasRecentCombat(this.Systems.Reverse[systemInfo.ID], this._sim.CombatData.GetFirstCombatInSystem(this._sim.GameDatabase, systemInfo.ID, this._sim.GameDatabase.GetTurnCount() - 1) != null);
            this.SetSystemIsMissionTarget(this.Systems.Reverse[systemInfo.ID], this._db.GetPlayerMissionInfosAtSystem(this._sim.LocalPlayer.ID, systemInfo.ID).Any <MissionInfo>(), this._db.GetPlayerInfo(this._sim.LocalPlayer.ID).PrimaryColor);
            bool flag3 = SuperNova.IsPlayerSystemsInSuperNovaEffectRanges(this._db, this._sim.LocalPlayer.ID, systemInfo.ID) || NeutronStar.IsPlayerSystemsInNeutronStarEffectRanges(this._sim, this._sim.LocalPlayer.ID, systemInfo.ID);

            this.SetSystemRequriesSuperNovaWarning(this.Systems.Reverse[systemInfo.ID], flag3);
            this.UpdateSystemTrade(systemInfo.ID);
            o.SetHasLoaGate(this._db.GetFleetInfoBySystemID(systemInfo.ID, FleetType.FL_ACCELERATOR).Any <FleetInfo>());
        }