Exemplo n.º 1
0
    public void ClearPopulation()
    {
        population     = 0.0f;
        farmers        = builders = traders = soldiers = scholars = 0;
        foodUnits      = 0.0f;
        foodEfficiency = 1.2f;
        sanitation     = 30;
        healthcare     = -0.2f;
        unrestDecay    = 0.8f;
        lastPopGrowth  = 0.0f;
        storedFood     = 0.0f;
        unrest         = unrestCultural = unrestReligious = 0.0f;

        culture      = null;
        cultureBonus = 0.0f;

        disaster         = null;
        disasterDuration = 0;

        religion      = null;
        religionBonus = 0.0f;

        infrastructurePoints = 0.0f;

        for (int i = 0; i < infrastructureLevels.Length; i++)
        {
            infrastructureLevels[i] = 1;
        }

        plannedInfrastructure = null;
        constructionBonus     = 0.0f;

        government = null;

        prosperity = 0.0f;

        foreach (WS_ResourceStack stack in resStacks)
        {
            stack.amount = 0;
        }

        caravan = null;

        qualityBonus      = 1.0f;
        exploitationBonus = 1.0f;

        armyBonus    = 0.5f;
        defenseBonus = 1.0f;

        currentTech      = null;
        storedTechPoints = 0.0f;
        availableTech.Clear();
        researchedTech.Clear();
    }
    protected override bool SuccessCheck()
    {
        triggeredDisaster = null;

        float higherChance = 0.0f;

        foreach (WS_Disaster disaster in WS_World.disasters)
        {
            if (disaster.Chance(tile) > higherChance)
            {
                higherChance      = disaster.Chance(tile);
                triggeredDisaster = disaster;
            }
        }

        return(Random.Range(0.0f, 1.0f) < higherChance);
    }
    protected override bool SuccessCheck()
    {
        spreadDisaster = null;

        float higherChance = 0.0f;

        foreach (WS_Tile neighbor in tile.Neighbors())
        {
            if (neighbor.disaster != null)
            {
                if (neighbor.disaster.SpreadChance(tile) > higherChance)
                {
                    higherChance   = neighbor.disaster.SpreadChance(tile);
                    spreadDisaster = neighbor.disaster;
                }
            }
        }

        return(Random.Range(0.0f, 1.0f) < higherChance);
    }