Exemplo n.º 1
0
 /// <summary>
 /// Invokes the AI strategy on the Similization item
 /// </summary>
 internal virtual void Invoke(AICity foreignCity)
 {
     if (foreignCity == null)
     {
         throw new ArgumentNullException("foreignCity");
     }
     if (!this.managedCities.Contains(foreignCity))
     {
         this.managedCities.Add(foreignCity);
         foreignCity.ImprovementBuilt += new EventHandler <ImprovementBuiltEventArgs>(OnImprovementBuilt);
     }
 }
Exemplo n.º 2
0
        /// <summary>
        /// Gets a new city from the village for the exploring units' country.
        /// </summary>
        /// <param name="v"></param>
        /// <param name="explorer"></param>
        /// <returns></returns>
        private static City GetCity(Village v, Unit explorer)
        {
            City newCity = null;

            if (explorer.GetType() == typeof(AIUnit) ||
                explorer.GetType() == typeof(AISettler) ||
                explorer.GetType() == typeof(AIWorker))
            {
                newCity = new AICity(explorer.Coordinates, explorer.ParentCountry);
            }
            else
            {
                newCity = new City(explorer.Coordinates, explorer.ParentCountry);
            }

            return(newCity);
        }
Exemplo n.º 3
0
        /// <summary>
        /// Settles a new city.  This will create a new city (with the
        /// given name), and remove the settler from the map.
        /// </summary>
        /// <param name="cityName">The name of the city to create.</param>
        /// <returns>A <c>City</c> object for the city just created.</returns>
        public override City Settle(string cityName)
        {
            GameRoot root = GameRoot.Instance;
            GridCell cell = root.Grid.GetCell(this.Coordinates);

            if (cell.City == null)
            {
                AICity newCity = new AICity(this.Coordinates, this.ParentCountry);
                newCity.Name = cityName;
                ParentCountry.Cities.Add(newCity);
                //have to move to the next unit, since this unit no longer exists.
                root.ActivateNextUnit();
                return(newCity);
            }
            else
            {
                throw new InvalidOperationException(ServerResources.GridCellHasCity);
            }
        }
Exemplo n.º 4
0
        /// <summary>
        /// Event handler for the <i>ImprovementBuilt</i> event of a city using this strategy.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        protected override void OnImprovementBuilt(object sender, ImprovementBuiltEventArgs e)
        {
            AICity city = e.City as AICity;

            BuildableItem nextImprovement = null;
            GameRoot      root            = GameRoot.Instance;

            //what to do with what we just built?
            if (e.Improvement.GetType() == typeof(AIUnit))
            {
                AIUnit unit = e.Improvement as AIUnit;

                switch (city.PrimaryNeed)
                {
                case AICityNeed.Commerce:

                    break;

                case AICityNeed.Culture:

                    break;

                case AICityNeed.Food:

                    break;

                case AICityNeed.UnitDefense:
                    unit.Fortified = true;
                    break;
                }
            }
            else if (e.Improvement.GetType() == typeof(AISettler))
            {
            }
            else if (e.Improvement.GetType() == typeof(AIWorker))
            {
                AIWorker worker = e.Improvement as AIWorker;
                worker.ParentCity = e.City;
                worker.Automated  = true;
            }


            //next item to build
            switch (city.PrimaryNeed)
            {
            case AICityNeed.Commerce:
                if (!city.HasWorkerInFields())
                {
                    nextImprovement = UnitFactory.CreateWorker(city);
                }
                else
                {
                    nextImprovement =
                        city.GetBuildableItemForNeed(city.PrimaryNeed,
                                                     typeof(Improvement));
                }
                break;

            case AICityNeed.Culture:
                nextImprovement =
                    city.GetBuildableItemForNeed(city.PrimaryNeed, typeof(Improvement));
                break;

            case AICityNeed.Food:
                if (!city.HasWorkerInFields())
                {
                    nextImprovement = UnitFactory.CreateWorker(city);
                }
                else
                {
                    nextImprovement =
                        city.GetBuildableItemForNeed(city.PrimaryNeed,
                                                     typeof(Improvement));
                }
                break;

            case AICityNeed.UnitDefense:
                nextImprovement =
                    city.GetBuildableItemForNeed(city.PrimaryNeed,
                                                 typeof(Unit));
                break;
            }

            city.NextImprovement = nextImprovement;
        }
Exemplo n.º 5
0
 /// <summary>
 /// Starts using this strategy for the city.
 /// </summary>
 /// <param name="foreignCity"></param>
 internal override void Invoke(AICity foreignCity)
 {
     base.Invoke(foreignCity);
 }