Exemplo n.º 1
0
        public SpendingCaps(GameDatabase db, PlayerInfo playerInfo, BudgetProjection projection)
        {
            int  researchingTechId      = db.GetPlayerResearchingTechID(playerInfo.ID);
            int  feasibilityStudyTechId = db.GetPlayerFeasibilityStudyTechId(playerInfo.ID);
            bool flag = researchingTechId != 0 || feasibilityStudyTechId != 0;

            if (projection == BudgetProjection.Actual)
            {
                this.StimulusMining              = 0.0;
                this.StimulusColonization        = 0.0;
                this.StimulusTrade               = double.MaxValue;
                this.SecurityOperations          = double.MaxValue;
                this.SecurityIntelligence        = double.MaxValue;
                this.SecurityCounterIntelligence = double.MaxValue;
                this.ResearchCurrentProject      = flag ? double.MaxValue : 0.0;
                this.ResearchSpecialProject      = 0.0;
                this.ResearchSalvageResearch     = 0.0;
            }
            else
            {
                this.StimulusMining              = double.MaxValue;
                this.StimulusColonization        = double.MaxValue;
                this.StimulusTrade               = double.MaxValue;
                this.SecurityOperations          = double.MaxValue;
                this.SecurityIntelligence        = double.MaxValue;
                this.SecurityCounterIntelligence = double.MaxValue;
                this.ResearchCurrentProject      = double.MaxValue;
                this.ResearchSpecialProject      = double.MaxValue;
                this.ResearchSalvageResearch     = double.MaxValue;
            }
        }
Exemplo n.º 2
0
        public static Budget GenerateBudget(
            GameSession sim,
            PlayerInfo playerInfo,
            IEnumerable <DesignInfo> additionalShipDesignInfos,
            BudgetProjection budgetProjection)
        {
            FactionInfo        factionInfo           = sim.GameDatabase.GetFactionInfo(playerInfo.FactionID);
            double             driveSpeedForPlayer   = (double)sim.GameDatabase.FindCurrentDriveSpeedForPlayer(playerInfo.ID);
            double             playerIncomeFromTrade = sim.GetPlayerIncomeFromTrade(playerInfo.ID);
            SpendingCaps       spendingCaps          = new SpendingCaps(sim.GameDatabase, playerInfo, budgetProjection);
            List <StationInfo> list1 = sim.GameDatabase.GetStationInfosByPlayerID(playerInfo.ID).ToList <StationInfo>();
            List <ColonyInfo>  list2 = sim.GameDatabase.GetPlayerColoniesByPlayerId(playerInfo.ID).ToList <ColonyInfo>();

            foreach (TreatyInfo treatyInfo in sim.GameDatabase.GetTreatyInfos().ToList <TreatyInfo>().Where <TreatyInfo>((Func <TreatyInfo, bool>)(x =>
            {
                if (x.Type == TreatyType.Protectorate)
                {
                    return(x.InitiatingPlayerId == playerInfo.ID);
                }
                return(false);
            })).ToList <TreatyInfo>())
            {
                if (treatyInfo.Active)
                {
                    list2.AddRange(sim.GameDatabase.GetPlayerColoniesByPlayerId(treatyInfo.ReceivingPlayerId));
                }
            }
            Dictionary <int, PlanetInfo>        infoMapForColonies1 = Colony.GetPlanetInfoMapForColonies(sim.GameDatabase, (IEnumerable <ColonyInfo>)list2);
            Dictionary <int, OrbitalObjectInfo> infoMapForColonies2 = Colony.GetOrbitalObjectInfoMapForColonies(sim.GameDatabase, (IEnumerable <ColonyInfo>)list2);
            Dictionary <int, StarSystemInfo>    forOrbitalObjects   = Colony.GetStarSystemInfoMapForOrbitalObjects(sim.GameDatabase, (IEnumerable <OrbitalObjectInfo>)infoMapForColonies2.Values);
            HashSet <int>    systemsWithGates = GameSession.GetStarSystemsWithGates(sim.GameDatabase, playerInfo.ID, (IEnumerable <int>)forOrbitalObjects.Keys);
            List <FleetInfo> list3            = sim.GameDatabase.GetFleetInfosByPlayerID(playerInfo.ID, FleetType.FL_ALL).ToList <FleetInfo>();
            List <FleetInfo> eliteFleetInfos  = list3.Where <FleetInfo>((Func <FleetInfo, bool>)(x => sim.GameDatabase.GetAdmiralTraits(x.AdmiralID).Contains <AdmiralInfo.TraitType>(AdmiralInfo.TraitType.Elite))).ToList <FleetInfo>();

            if (eliteFleetInfos.Count > 0)
            {
                list3.RemoveAll((Predicate <FleetInfo>)(x => eliteFleetInfos.Contains(x)));
            }
            List <DesignInfo> designInfoList1 = GameSession.MergeShipDesignInfos(sim.GameDatabase, (IEnumerable <FleetInfo>)list3, false);
            List <DesignInfo> designInfoList2 = GameSession.MergeShipDesignInfos(sim.GameDatabase, (IEnumerable <FleetInfo>)eliteFleetInfos, false);
            List <DesignInfo> designInfoList3 = GameSession.MergeShipDesignInfos(sim.GameDatabase, (IEnumerable <FleetInfo>)list3, true);

            return(new Budget(sim.GameDatabase, sim.AssetDatabase, sim, playerInfo, factionInfo, driveSpeedForPlayer, playerIncomeFromTrade, spendingCaps, (IEnumerable <ColonyInfo>)list2, infoMapForColonies1, infoMapForColonies2, forOrbitalObjects, systemsWithGates, (IEnumerable <StationInfo>)list1, (IEnumerable <DesignInfo>)designInfoList3, (IEnumerable <DesignInfo>)designInfoList1, (IEnumerable <DesignInfo>)designInfoList2, additionalShipDesignInfos));
        }