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>()); }
public void UpdateTurn(GameSession game) { foreach (FleetInfo fleetInfo in game.GameDatabase.GetFleetInfosByPlayerID(this.PlayerId, FleetType.FL_NORMAL).ToList <FleetInfo>()) { game.GameDatabase.RemoveFleet(fleetInfo.ID); } foreach (DesignInfo designInfo in game.GameDatabase.GetDesignInfosForPlayer(this.PlayerId).ToList <DesignInfo>()) { if (designInfo.ID != this.PirateBaseDesignId) { game.GameDatabase.RemovePlayerDesign(designInfo.ID); } } List <PirateBaseInfo> pirateBases = game.GameDatabase.GetPirateBaseInfos().ToList <PirateBaseInfo>(); foreach (PirateBaseInfo pbi in pirateBases) { if (game.GameDatabase.GetStationInfo(pbi.BaseStationId) == null) { game.GameDatabase.RemoveEncounter(pbi.Id); } else { --pbi.TurnsUntilAddShip; if (pbi.TurnsUntilAddShip <= 0) { pbi.TurnsUntilAddShip = game.AssetDatabase.GlobalPiracyData.PiracyBaseTurnsPerUpdate; pbi.NumShips = Math.Min(pbi.NumShips + 1, game.AssetDatabase.GlobalPiracyData.PiracyTotalMaxShips); } game.GameDatabase.UpdatePirateBaseInfo(pbi); } } Random safeRandom = App.GetSafeRandom(); float piracyBaseOdds1 = game.AssetDatabase.GlobalPiracyData.PiracyBaseOdds; TradeResultsTable tradeResultsTable = game.GameDatabase.GetTradeResultsTable(); List <PlayerInfo> list = game.GameDatabase.GetStandardPlayerInfos().ToList <PlayerInfo>(); List <int> intList = new List <int>(); foreach (PlayerInfo playerInfo in list) { if (game.AssetDatabase.GetFaction(playerInfo.FactionID).HasSlaves()) { IEnumerable <int> playerColonySystemIds = game.GameDatabase.GetPlayerColonySystemIDs(playerInfo.ID); intList.AddRange(playerColonySystemIds); } } foreach (KeyValuePair <int, TradeNode> tradeNode in tradeResultsTable.TradeNodes) { float piracyBaseOdds2 = game.AssetDatabase.GlobalPiracyData.PiracyBaseOdds; int? p = game.GameDatabase.GetSystemOwningPlayer(tradeNode.Key); if (p.HasValue && list.Any <PlayerInfo>((Func <PlayerInfo, bool>)(x => x.ID == p.Value)) && (tradeNode.Value.Freighters != 0 && !intList.Contains(tradeNode.Key))) { Player playerObject = game.GetPlayerObject(p.Value); if (playerObject == null || !playerObject.IsAI()) { foreach (FleetInfo fleetInfo in game.GameDatabase.GetFleetInfoBySystemID(tradeNode.Key, FleetType.FL_DEFENSE).ToList <FleetInfo>()) { foreach (ShipInfo shipInfo in game.GameDatabase.GetShipInfoByFleetID(fleetInfo.ID, false).ToList <ShipInfo>()) { if (shipInfo.IsPoliceShip() && game.GameDatabase.GetShipSystemPosition(shipInfo.ID).HasValue) { piracyBaseOdds2 += game.AssetDatabase.GlobalPiracyData.PiracyModPolice; } } } float val1 = game.AssetDatabase.GlobalPiracyData.PiracyModNoNavalBase; foreach (StationInfo stationInfo in game.GameDatabase.GetStationForSystem(tradeNode.Key).ToList <StationInfo>()) { if (stationInfo.DesignInfo.StationType == StationType.NAVAL) { val1 = Math.Min(val1, (float)stationInfo.DesignInfo.StationLevel * game.AssetDatabase.GlobalPiracyData.PiracyModNavalBase); } } float num1 = piracyBaseOdds2 + ((double)val1 < 0.0 ? val1 : game.AssetDatabase.GlobalPiracyData.PiracyModNoNavalBase); Vector3 starSystemOrigin = game.GameDatabase.GetStarSystemOrigin(tradeNode.Key); foreach (int systemId in intList) { if ((double)(game.GameDatabase.GetStarSystemOrigin(systemId) - starSystemOrigin).Length < (double)game.AssetDatabase.GlobalPiracyData.PiracyMinZuulProximity) { num1 += game.AssetDatabase.GlobalPiracyData.PiracyModZuulProximity; } } if (game.GameDatabase.GetStarSystemInfo(tradeNode.Key).IsOpen) { num1 += 0.02f; } int num2 = 0; if (pirateBases.Count > 0) { num2 = game.GameDatabase.GetSystemsInRange(starSystemOrigin, (float)game.AssetDatabase.GlobalPiracyData.PiracyBaseRange).ToList <StarSystemInfo>().Where <StarSystemInfo>((Func <StarSystemInfo, bool>)(x => pirateBases.Any <PirateBaseInfo>((Func <PirateBaseInfo, bool>)(y => y.SystemId == x.ID)))).Count <StarSystemInfo>(); } if (num2 > 0) { num1 += game.AssetDatabase.GlobalPiracyData.PiracyBaseMod; } float num3 = num1 * game.GameDatabase.GetStratModifier <float>(StratModifiers.ChanceOfPirates, p.Value); if (safeRandom.CoinToss((double)num3) || Pirates.ForceEncounter) { int num4 = (game.GameDatabase.GetStarSystemInfo(tradeNode.Key).ProvinceID.HasValue ? 0 : 1) + game.AssetDatabase.GlobalPiracyData.PiracyBaseShipBonus * num2; int numShips = safeRandom.Next(game.AssetDatabase.GlobalPiracyData.PiracyMinShips + num4, game.AssetDatabase.GlobalPiracyData.PiracyMaxShips + num4 + 1); this.SpawnPirateFleet(game, tradeNode.Key, numShips); } } } } }