Пример #1
0
        public FacilityKind GetFacilityKind(int facilityKindID)
        {
            FacilityKind kind = null;

            this.FacilityKinds.TryGetValue(facilityKindID, out kind);
            return(kind);
        }
 public bool AddFacilityKind(FacilityKind facilityKind)
 {
     if (this.FacilityKinds.ContainsKey(facilityKind.ID))
     {
         return false;
     }
     this.FacilityKinds.Add(facilityKind.ID, facilityKind);
     return true;
 }
Пример #3
0
 public bool AddFacilityKind(FacilityKind facilityKind)
 {
     if (this.FacilityKinds.ContainsKey(facilityKind.ID))
     {
         return(false);
     }
     this.FacilityKinds.Add(facilityKind.ID, facilityKind);
     return(true);
 }
Пример #4
0
        public void LoadFromString(FacilityKindTable allFacilityKinds, string facilityKindIDs)
        {
            char[]       separator = new char[] { ' ', '\n', '\r', '\t' };
            string[]     strArray  = facilityKindIDs.Split(separator, StringSplitOptions.RemoveEmptyEntries);
            FacilityKind kind      = null;

            for (int i = 0; i < strArray.Length; i++)
            {
                if (allFacilityKinds.FacilityKinds.TryGetValue(int.Parse(strArray[i]), out kind))
                {
                    this.AddFacilityKind(kind);
                }
            }
        }
Пример #5
0
 private void AIExtension()
 {
     if (this.BuildingFacility < 0)
     {
         foreach (FacilityKind kind in base.Scenario.GameCommonData.AllFacilityKinds.GetFacilityKindList().GetRandomList())
         {
             bool isExtension = false;
             foreach (Influence i in kind.Influences.Influences.Values)
             {
                 if (i.Kind.ID == 1000 || i.Kind.ID == 1001 || i.Kind.ID == 1002 || i.Kind.ID == 1003 || i.Kind.ID == 1020 || i.Kind.ID == 1050)
                 {
                     isExtension = true;
                     break;
                 }
             }
             if (isExtension)
             {
                 if (this.BuildingFacility >= 0)
                 {
                     continue;
                 }
                 if (!(!kind.PopulationRelated || this.Kind.HasPopulation))
                 {
                     continue;
                 }
                 if (((kind.PointCost > this.BelongedFaction.TotalTechniquePoint) || (kind.TechnologyNeeded > this.Technology)))
                 {
                     continue;
                 }
                 if (kind.UniqueInArchitecture && this.ArchitectureHasFacilityKind(kind.ID))
                 {
                     continue;
                 }
                 if (this.FacilityPositionLeft < kind.PositionOccupied)
                 {
                     continue;
                 }
                 if (kind.UniqueInFaction && this.FactionHasFacilityKind(kind.ID))
                 {
                     continue;
                 }
                 bool conditionSatisfied = true;
                 foreach (Conditions.Condition j in kind.GetConditionList())
                 {
                     if (!j.CheckCondition(this))
                     {
                         conditionSatisfied = false;
                         break;
                     }
                 }
                 if (!conditionSatisfied)
                 {
                     continue;
                 }
                 if (kind.FundCost <= this.Fund)
                 {
                     FacilityKind facilityKind = kind;
                     this.BelongedFaction.DepositTechniquePointForFacility(facilityKind.PointCost);
                     this.BeginToBuildAFacility(facilityKind);
                     return;
                 }
                 else if ((kind.FundCost - (this.Fund - this.EnoughFund)) / this.ExpectedFund + 1 <= kind.Days / 15)
                 {
                     this.PlanFacilityKind = kind;
                     if (GameObject.Chance(0x21) && ((this.BelongedFaction.TechniquePoint + this.BelongedFaction.TechniquePointForFacility) < this.PlanFacilityKind.PointCost))
                     {
                         this.BelongedFaction.SaveTechniquePointForFacility(this.PlanFacilityKind.PointCost / this.PlanFacilityKind.Days);
                     }
                     return;
                 }
             }
         }
     }
 }
Пример #6
0
        public void ResetFaction(Faction faction)
        {
            Faction oldFaction = this.BelongedFaction;
            this.ResetAuto();
            this.PlanFacilityKind = null;
            this.PlanFacilityKindID = -1;
            if ((faction != null) && base.Scenario.IsPlayer(faction))
            {
                this.AutoHiring = true;
                this.AutoRewarding = true;

            }
            if (this.BelongedFaction != null && this.BelongedFaction != faction)
            {
                this.ClearFundPacks();
                this.ClearRouteways();
                this.ReleaseAllCaptive();
                this.PurifyFactionInfluences();
                if (this.BelongedSection != null)
                {
                    this.BelongedSection.RemoveArchitecture(this);
                }
                this.DefensiveLegion = null;
                if (this == this.BelongedFaction.Capital)
                {
                    Person leader = this.BelongedFaction.Leader;
                    while (this.Persons.Count > 0)
                    {
                        Person person2 = this.Persons[0] as Person;
                        person2.Status = PersonStatus.NoFaction;
                        person2.LocationArchitecture = this;
                    }
                    //this.Persons.Clear();
                    while (this.MovingPersons.Count > 0)
                    {
                        Person person2 = this.MovingPersons[0] as Person;
                        person2.OutsideTask = OutsideTaskKind.无;
                        person2.TaskDays = 0;
                        person2.Status = PersonStatus.NoFaction;

                        person2.LocationArchitecture = this;
                        person2.TargetArchitecture = null;

                    }

                    //if ((leader.LocationTroop == null) || leader.IsCaptive)
                    {
                        TroopList list = new TroopList();
                        foreach (Troop troop in this.BelongedFaction.Troops)
                        {
                            list.Add(troop);
                        }
                        foreach (Troop troop in list)
                        {
                            troop.FactionDestroy();
                        }
                        if (faction != null)
                        {
                            faction.CheckLeaderDeath(leader);
                        }
                        this.BelongedFaction.Destroy();

                    }
                    this.BelongedFaction.Capital = null;
                }
                else
                {
                    while (this.Persons.Count > 0)
                    {
                        if ((this.Persons[0] as Person).LocationArchitecture != null)
                        {
                            (this.Persons[0] as Person).MoveToArchitecture(this.BelongedFaction.Capital);
                        }
                    }
                    while (this.MovingPersons.Count > 0)
                    {
                        if ((this.MovingPersons[0] as Person).LocationArchitecture != null)
                        {
                            (this.MovingPersons[0] as Person).MoveToArchitecture(this.BelongedFaction.Capital);
                        }
                    }
                }
                if (this.BelongedFaction != null)
                {
                    this.BelongedFaction.RemoveArchitectureMilitaries(this);
                    this.BelongedFaction.RemoveArchitectureKnownData(this);
                    this.BelongedFaction.RemoveArchitecture(this);
                }
                if (faction != null)
                {
                    faction.AddArchitecture(this);
                    this.ApplyFactionInfluences();
                    faction.AddArchitectureMilitaries(this);
                }
                else
                {
                    this.BelongedFaction = null;
                }
            }
            else if (faction != null)
            {
                faction.AddArchitecture(this);
                this.ApplyFactionInfluences();
                faction.AddArchitectureMilitaries(this);
            }

            if (faction != null)
            {
                //this.jianzhuqizi.qizidezi.Text = faction.ToString().Substring(0, 1);
            }

            foreach (Architecture architecture in base.Scenario.Architectures)
            {
                architecture.RefreshViewArea();
            }
            foreach (Troop troop in base.Scenario.Troops)
            {
                troop.RefreshViewArchitectureRelatedArea();
            }
            foreach (LinkNode i in this.AIAllLinkNodes.Values)
            {
                i.A.CheckIsFrontLine();
            }
            this.CheckIsFrontLine();
            ExtensionInterface.call("ArchitectureResetFaction", new Object[] { this.Scenario, this, oldFaction });
        }
Пример #7
0
 public bool FacilityBuildable(FacilityKind facilityKind)
 {
     if (this.BuildingFacility >= 0)
     {
         return false;
     }
     if (!(!facilityKind.PopulationRelated || this.Kind.HasPopulation))
     {
         return false;
     }
     if (((facilityKind.PointCost > this.BelongedFaction.TotalTechniquePoint) || (facilityKind.TechnologyNeeded > this.Technology)) || (facilityKind.FundCost > this.Fund))
     {
         return false;
     }
     if (facilityKind.UniqueInArchitecture && this.ArchitectureHasFacilityKind(facilityKind.ID))
     {
         return false;
     }
     if (this.FacilityPositionLeft < facilityKind.PositionOccupied)
     {
         return false;
     }
     if (facilityKind.UniqueInFaction && this.FactionHasFacilityKind(facilityKind.ID))
     {
         return false;
     }
     foreach (Conditions.Condition i in facilityKind.GetConditionList())
     {
         if (!i.CheckCondition(this))
         {
             return false;
         }
     }
     return true;
 }
Пример #8
0
 public void BuildFacility(FacilityKind facilityKind)
 {
     Facility facility = new Facility();
     facility.ID = base.Scenario.Facilities.GetFreeGameObjectID();
     facility.Scenario = base.Scenario;
     facility.KindID = facilityKind.ID;
     facility.Endurance = facilityKind.Endurance;
     this.Facilities.AddFacility(facility);
     base.Scenario.Facilities.AddFacility(facility);
     if (this.FacilityEnabled)
     {
         facility.Influences.ApplyInfluence(this, Applier.Facility, facility.ID);
     }
     if (this.OnFacilityCompleted != null)
     {
         this.OnFacilityCompleted(this, facility);
     }
     ExtensionInterface.call("BuiltFacility", new Object[] { this.Scenario, this, facilityKind });
 }
Пример #9
0
 public void BeginToBuildAFacility(FacilityKind facilityKind)
 {
     this.BuildingFacility = facilityKind.ID;
     this.BuildingDaysLeft = (int)(facilityKind.Days * (1 - this.facilityConstructionTimeRateDecrease));
     this.DecreaseFund(facilityKind.FundCost);
     if (this.BelongedFaction.TechniquePoint < facilityKind.PointCost)
     {
         this.BelongedFaction.DepositTechniquePointForFacility(facilityKind.PointCost - this.BelongedFaction.TechniquePoint);
         if (this.BelongedFaction.TechniquePoint < facilityKind.PointCost)
         {
             this.BelongedFaction.DepositTechniquePointForTechnique(facilityKind.PointCost - this.BelongedFaction.TechniquePoint);
         }
     }
     this.BelongedFaction.DecreaseTechniquePoint(facilityKind.PointCost);
     if (this.HasSpy)
     {
         this.CreateNewFacilitySpyMessage(facilityKind);
     }
     this.PlanFacilityKind = null;
     this.PlanFacilityKindID = -1;
     ExtensionInterface.call("StartBuildFacility", new Object[] { this.Scenario, this, facilityKind });
 }
Пример #10
0
 private SpyMessage CreateNewFacilitySpyMessage(FacilityKind fk)
 {
     SpyMessage message = new SpyMessage();
     message.Scenario = base.Scenario;
     message.ID = message.Scenario.SpyMessages.GetFreeGameObjectID();
     message.Kind = SpyMessageKind.NewFacility;
     message.MessageFaction = this.BelongedFaction;
     message.MessageArchitecture = this;
     message.Message1 = this.BelongedFaction.Name;
     message.Message2 = base.Name;
     message.Message3 = fk.Name;
     message.Message4 = base.Scenario.Date.ToDateString();
     message.Scenario.SpyMessages.AddMessageWithEvent(message);
     foreach (SpyPack pack in this.SpyPacks)
     {
         int singleWayDays = base.Scenario.GetSingleWayDays(pack.SpyPerson.Position, this.ArchitectureArea);
         message.AddPersonPack(pack.SpyPerson, singleWayDays);
     }
     return message;
 }
Пример #11
0
        public bool LoadFromDatabase(string connectionString)
        {
            int num;
            Animation animation;
            OleDbConnection connection = new OleDbConnection(connectionString);
            connection.Open();
            OleDbDataReader reader = new OleDbCommand("Select * From TerrainDetail", connection).ExecuteReader();
            while (reader.Read())
            {
                TerrainDetail terrainDetail = new TerrainDetail();
                terrainDetail.ID = (short)reader["ID"];
                terrainDetail.Name = reader["Name"].ToString();
                terrainDetail.GraphicLayer = (int)reader["GraphicLayer"];
                terrainDetail.ViewThrough = (bool)reader["ViewThrough"];
                terrainDetail.RoutewayBuildFundCost = (int)reader["RoutewayBuildFundCost"];
                terrainDetail.RoutewayActiveFundCost = (int)reader["RoutewayActiveFundCost"];
                terrainDetail.RoutewayBuildWorkCost = (int)reader["RoutewayBuildWorkCost"];
                terrainDetail.RoutewayConsumptionRate = (float)reader["RoutewayConsumptionRate"];
                terrainDetail.FoodDeposit = (int)reader["FoodDeposit"];
                terrainDetail.FoodRegainDays = (int)reader["FoodRegainDays"];
                terrainDetail.FoodSpringRate = (float)reader["FoodSpringRate"];
                terrainDetail.FoodSummerRate = (float)reader["FoodSummerRate"];
                terrainDetail.FoodAutumnRate = (float)reader["FoodAutumnRate"];
                terrainDetail.FoodWinterRate = (float)reader["FoodWinterRate"];
                terrainDetail.FireDamageRate = (float)reader["FireDamageRate"];
                this.AllTerrainDetails.AddTerrainDetail(terrainDetail);
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From Color", connection).ExecuteReader();
            while (reader.Read())
            {
                Color item = new Color();
                item.PackedValue = uint.Parse(reader["Code"].ToString());
                this.AllColors.Add(item);
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From IdealTendencyKind", connection).ExecuteReader();
            while (reader.Read())
            {
                IdealTendencyKind t = new IdealTendencyKind();
                t.ID = (short)reader["ID"];
                t.Name = reader["Name"].ToString();
                t.Offset = (short)reader["Offset"];
                this.AllIdealTendencyKinds.Add(t);
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From CharacterKind", connection).ExecuteReader();
            while (reader.Read())
            {
                CharacterKind kind2 = new CharacterKind();
                kind2.ID = (short)reader["ID"];
                kind2.Name = reader["Name"].ToString();
                kind2.IntelligenceRate = (float)reader["IntelligenceRate"];
                kind2.ChallengeChance = (short)reader["ChallengeChance"];
                kind2.ControversyChance = (short)reader["ControversyChance"];
                this.AllCharacterKinds.Add(kind2);
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From ArchitectureKind", connection).ExecuteReader();
            while (reader.Read())
            {
                ArchitectureKind architectureKind = new ArchitectureKind();
                architectureKind.ID = (short)reader["ID"];
                architectureKind.Name = reader["Name"].ToString();
                architectureKind.AgricultureBase = (short)reader["AgricultureBase"];
                architectureKind.AgricultureUnit = (short)reader["AgricultureUnit"];
                architectureKind.CommerceBase = (short)reader["CommerceBase"];
                architectureKind.CommerceUnit = (short)reader["CommerceUnit"];
                architectureKind.TechnologyBase = (short)reader["TechnologyBase"];
                architectureKind.TechnologyUnit = (short)reader["TechnologyUnit"];
                architectureKind.DominationBase = (short)reader["DominationBase"];
                architectureKind.DominationUnit = (short)reader["DominationUnit"];
                architectureKind.MoraleBase = (short)reader["MoraleBase"];
                architectureKind.MoraleUnit = (short)reader["MoraleUnit"];
                architectureKind.EnduranceBase = (short)reader["EnduranceBase"];
                architectureKind.EnduranceUnit = (short)reader["EnduranceUnit"];
                architectureKind.PopulationBase = (int)reader["PopulationBase"];
                architectureKind.PopulationUnit = (int)reader["PopulationUnit"];
                architectureKind.PopulationBoundary = (int)reader["PopulationBoundary"];
                architectureKind.ViewDistance = (short)reader["ViewDistance"];
                architectureKind.ViewDistanceIncrementDivisor = (short)reader["VDIncrementDivisor"];
                architectureKind.HasObliqueView = (bool)reader["HasObliqueView"];
                architectureKind.HasLongView = (bool)reader["HasLongView"];
                architectureKind.HasPopulation = (bool)reader["HasPopulation"];
                architectureKind.HasAgriculture = (bool)reader["HasAgriculture"];
                architectureKind.HasCommerce = (bool)reader["HasCommerce"];
                architectureKind.HasTechnology = (bool)reader["HasTechnology"];
                architectureKind.HasDomination = (bool)reader["HasDomination"];
                architectureKind.HasMorale = (bool)reader["HasMorale"];
                architectureKind.HasEndurance = (bool)reader["HasEndurance"];
                architectureKind.HasHarbor = (bool)reader["HasHarbor"];
                architectureKind.FacilityPositionUnit = (short)reader["FacilityPositionUnit"];
                architectureKind.FundMaxUnit = (int)reader["FundMaxUnit"];
                architectureKind.FoodMaxUnit = (int)reader["FoodMaxUnit"];
                try
                {
                    architectureKind.CountToMerit = (bool)reader["CountToMerit"];
                }
                catch (Exception)
                {
                    architectureKind.CountToMerit = architectureKind.ID == 1 ? true : false;
                }
                this.AllArchitectureKinds.AddArchitectureKind(architectureKind);
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From SectionAIDetail", connection).ExecuteReader();
            while (reader.Read())
            {
                SectionAIDetail sectionAIDetail = new SectionAIDetail();
                sectionAIDetail.ID = (short)reader["ID"];
                sectionAIDetail.Name = reader["Name"].ToString();
                sectionAIDetail.Description = reader["Description"].ToString();
                sectionAIDetail.OrientationKind = (SectionOrientationKind)((short)reader["OrientationKind"]);
                sectionAIDetail.AutoRun = (bool)reader["AutoRun"];
                sectionAIDetail.ValueAgriculture = (bool)reader["ValueAgriculture"];
                sectionAIDetail.ValueCommerce = (bool)reader["ValueCommerce"];
                sectionAIDetail.ValueTechnology = (bool)reader["ValueTechnology"];
                sectionAIDetail.ValueDomination = (bool)reader["ValueDomination"];
                sectionAIDetail.ValueMorale = (bool)reader["ValueMorale"];
                sectionAIDetail.ValueEndurance = (bool)reader["ValueEndurance"];
                sectionAIDetail.ValueTraining = (bool)reader["ValueTraining"];
                sectionAIDetail.ValueRecruitment = (bool)reader["ValueRecruitment"];
                sectionAIDetail.ValueNewMilitary = (bool)reader["ValueNewMilitary"];
                sectionAIDetail.ValueOffensiveCampaign = (bool)reader["ValueOffensiveCampaign"];
                sectionAIDetail.AllowInvestigateTactics = (bool)reader["AllowInvestigateTactics"];
                sectionAIDetail.AllowOffensiveTactics = (bool)reader["AllowOffensiveTactics"];
                sectionAIDetail.AllowPersonTactics = (bool)reader["AllowPersonTactics"];
                sectionAIDetail.AllowOffensiveCampaign = (bool)reader["AllowOffensiveCampaign"];
                sectionAIDetail.AllowFundTransfer = (bool)reader["AllowFundTransfer"];
                sectionAIDetail.AllowFoodTransfer = (bool)reader["AllowFoodTransfer"];
                sectionAIDetail.AllowMilitaryTransfer = (bool)reader["AllowMilitaryTransfer"];
                try
                {
                    sectionAIDetail.AllowFacilityRemoval = (bool)reader["AllowFacilityRemoval"];
                }
                catch
                {
                    sectionAIDetail.AllowFacilityRemoval = true;
                }
                this.AllSectionAIDetails.AddSectionAIDetail(sectionAIDetail);
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From InfluenceKind", connection).ExecuteReader();
            while (reader.Read())
            {
                num = (short)reader["ID"];
                InfluenceKind ik = InfluenceKindFactory.CreateInfluenceKindByID(num);
                if (ik != null)
                {
                    ik.ID = num;
                    ik.Type = (InfluenceType)((short)reader["Type"]);
                    ik.Name = reader["Name"].ToString();
                    try
                    {
                        ik.Combat = (bool)reader["Combat"];
                    }
                    catch
                    {
                        ik.Combat = true;
                    }
                    this.AllInfluenceKinds.AddInfluenceKind(ik);
                }
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From Influence", connection).ExecuteReader();
            while (reader.Read())
            {
                Influence influence = new Influence();
                influence.ID = (short)reader["ID"];
                influence.Name = reader["Name"].ToString();
                influence.Description = reader["Description"].ToString();
                influence.Parameter = reader["Parameter"].ToString();
                influence.Parameter2 = reader["Parameter2"].ToString();
                influence.Kind = this.AllInfluenceKinds.GetInfluenceKind((short)reader["Kind"]);
                if (influence.Kind != null)
                {
                    this.AllInfluences.AddInfluence(influence);
                }
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From ConditionKind", connection).ExecuteReader();
            while (reader.Read())
            {
                num = (short)reader["ID"];
                ConditionKind ck = ConditionKindFactory.CreateConditionKindByID(num);
                if (ck != null)
                {
                    ck.ID = num;
                    ck.Name = reader["Name"].ToString();
                    this.AllConditionKinds.AddConditionKind(ck);
                }
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From Condition", connection).ExecuteReader();
            while (reader.Read())
            {
                Condition condition = new Condition();
                condition.ID = (short)reader["ID"];
                condition.Name = reader["Name"].ToString();
                condition.Parameter = reader["Parameter"].ToString();
                condition.Parameter2 = reader["Parameter2"].ToString();
                condition.Kind = this.AllConditionKinds.GetConditionKind((short)reader["Kind"]);
                this.AllConditions.AddCondition(condition);
            }
            connection.Close();

            ///

            connection.Open();
            reader = new OleDbCommand("Select * From TroopEventEffectKind", connection).ExecuteReader();
            while (reader.Read())
            {
                num = (short)reader["ID"];
                EventEffectKind e = EventEffectKindFactory.CreateEventEffectKindByID(num);
                if (e != null)
                {
                    e.ID = num;
                    e.Name = reader["Name"].ToString();
                    this.AllTroopEventEffectKinds.AddEventEffectKind(e);
                }
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From TroopEventEffect", connection).ExecuteReader();
            while (reader.Read())
            {
                GameObjects.TroopDetail.EventEffect.EventEffect effect = new GameObjects.TroopDetail.EventEffect.EventEffect();
                effect.ID = (short)reader["ID"];
                effect.Name = reader["Name"].ToString();
                effect.Parameter = reader["Parameter"].ToString();
                effect.Kind = this.AllTroopEventEffectKinds.GetEventEffectKind((short)reader["Kind"]);
                this.AllTroopEventEffects.AddEventEffect(effect);
            }
            connection.Close();

            //////////////////////////////////////////////////////////

            connection.Open();
            reader = new OleDbCommand("Select * From EventEffectKind", connection).ExecuteReader();
            while (reader.Read())
            {
                num = (short)reader["ID"];
                GameObjects.ArchitectureDetail.EventEffect.EventEffectKind e = GameObjects.ArchitectureDetail.EventEffect.EventEffectKindFactory.CreateEventEffectKindByID(num);
                if (e != null)
                {
                    e.ID = num;
                    e.Name = reader["Name"].ToString();
                    this.AllEventEffectKinds.AddEventEffectKind(e);
                }
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From EventEffect", connection).ExecuteReader();
            while (reader.Read())
            {
                GameObjects.ArchitectureDetail.EventEffect.EventEffect effect = new GameObjects.ArchitectureDetail.EventEffect.EventEffect();
                effect.ID = (short)reader["ID"];
                effect.Name = reader["Name"].ToString();
                effect.Parameter = reader["Parameter"].ToString();
                effect.Parameter2 = reader["Parameter2"].ToString();
                effect.Kind = this.AllEventEffectKinds.GetEventEffectKind((short)reader["Kind"]);
                this.AllEventEffects.AddEventEffect(effect);
            }
            connection.Close();

            //////

            connection.Open();
            reader = new OleDbCommand("Select * From FacilityKind", connection).ExecuteReader();
            while (reader.Read())
            {
                FacilityKind facilityKind = new FacilityKind();
                facilityKind.ID = (short)reader["ID"];
                facilityKind.Name = reader["Name"].ToString();
                try
                {
                    facilityKind.AILevel = (float)reader["AILevel"];
                }
                catch
                {
                    facilityKind.AILevel = 1;
                }
                facilityKind.PositionOccupied = (int)reader["PositionOccupied"];
                facilityKind.TechnologyNeeded = (int)reader["TechnologyNeeded"];
                facilityKind.FundCost = (int)reader["FundCost"];
                facilityKind.PointCost = (int)reader["PointCost"];
                facilityKind.MaintenanceCost = (int)reader["MaintenanceCost"];
                facilityKind.Days = (short)reader["Days"];
                facilityKind.Endurance = (int)reader["Endurance"];
                facilityKind.UniqueInArchitecture = (bool)reader["UniqueInArchitecture"];
                facilityKind.UniqueInFaction = (bool)reader["UniqueInFaction"];
                facilityKind.PopulationRelated = (bool)reader["PopulationRelated"];
                facilityKind.Influences.LoadFromString(this.AllInfluences, reader["Influences"].ToString());
                facilityKind.rongna = (short)reader["rongna"];
                facilityKind.bukechaichu = (bool)reader["bukechaichu"];
                facilityKind.Conditions.LoadFromString(this.AllConditions, reader["Conditions"].ToString());
                this.AllFacilityKinds.AddFacilityKind(facilityKind);
            }
            connection.Close();

            ///////////////////////////////////////////////////////////////////////
            connection.Open();
            reader = new OleDbCommand("Select * From DisasterKind", connection).ExecuteReader();
            while (reader.Read())
            {
                zainanzhongleilei zainanzhonglei = new zainanzhongleilei();

                zainanzhonglei.ID = (short)reader["ID"];
                zainanzhonglei.Name = reader["名称"].ToString();
                zainanzhonglei.shijianxiaxian = (short)reader["时间下限"];
                zainanzhonglei.shijianshangxian = (short)reader["时间上限"];

                zainanzhonglei.renkoushanghai = (short)reader["人口伤害"];
                zainanzhonglei.tongzhishanghai = (short)reader["统治伤害"];
                zainanzhonglei.naijiushanghai = (short)reader["耐久伤害"];
                zainanzhonglei.nongyeshanghai = (short)reader["农业伤害"];
                zainanzhonglei.shangyeshanghai = (short)reader["商业伤害"];
                zainanzhonglei.jishushanghai = (short)reader["技术伤害"];
                zainanzhonglei.minxinshanghai = (short)reader["民心伤害"];

                this.suoyouzainanzhonglei.Addzainanzhonglei(zainanzhonglei);
            }

            connection.Close();

            ///////////////////////////////////////////////////////////////////////

            ///////////////////////////////////////////////////////////////////////
            connection.Open();
            reader = new OleDbCommand("Select * From guanjuezhonglei", connection).ExecuteReader();
            while (reader.Read())
            {
                guanjuezhongleilei guanjuedezhonglei = new guanjuezhongleilei();

                guanjuedezhonglei.ID = (short)reader["ID"];
                guanjuedezhonglei.Name = reader["名称"].ToString();
                guanjuedezhonglei.shengwangshangxian = (int)reader["声望上限"];
                guanjuedezhonglei.xuyaogongxiandu = (int)reader["需要贡献度"];

                guanjuedezhonglei.xuyaochengchi = (short)reader["需要城池"];

                this.suoyouguanjuezhonglei.Addguanjuedezhonglei(guanjuedezhonglei);
            }

            connection.Close();

            ///////////////////////////////////////////////////////////////////////

            connection.Open();
            reader = new OleDbCommand("Select * From Technique", connection).ExecuteReader();
            while (reader.Read())
            {
                Technique technique = new Technique();
                technique.ID = (short)reader["ID"];
                technique.Kind = (short)reader["Kind"];
                technique.DisplayRow = (short)reader["DisplayRow"];
                technique.DisplayCol = (short)reader["DisplayCol"];
                technique.Name = reader["Name"].ToString();
                technique.Description = reader["Description"].ToString();
                technique.PreID = (short)reader["PreID"];
                technique.PostID = (short)reader["PostID"];
                technique.Reputation = (int)reader["Reputation"];
                technique.FundCost = (int)reader["FundCost"];
                technique.PointCost = (int)reader["PointCost"];
                technique.Days = (short)reader["Days"];
                technique.Influences.LoadFromString(this.AllInfluences, reader["Influences"].ToString());
                this.AllTechniques.AddTechnique(technique);
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From Skill", connection).ExecuteReader();
            while (reader.Read())
            {
                Skill skill = new Skill();
                skill.ID = (short)reader["ID"];
                skill.DisplayRow = (short)reader["DisplayRow"];
                skill.DisplayCol = (short)reader["DisplayCol"];
                skill.Kind = (short)reader["Kind"];
                skill.Level = (short)reader["Level"];
                skill.Combat = (bool)reader["Combat"];
                skill.Name = reader["Name"].ToString();
                skill.Influences.LoadFromString(this.AllInfluences, reader["Influences"].ToString());
                skill.Conditions.LoadFromString(this.AllConditions, reader["Conditions"].ToString());
                this.AllSkills.AddSkill(skill);
            }
            connection.Close();

            int titleKindShift = 0;
            connection.Open();
            try
            {
                reader = new OleDbCommand("Select * From TitleKind", connection).ExecuteReader();
                while (reader.Read())
                {
                    TitleKind tk = new TitleKind();
                    tk.ID = (short)reader["ID"];
                    tk.Name = reader["KName"].ToString();
                    tk.Combat = (bool)reader["Combat"];
                    tk.StudyDay = (short)reader["StudyDay"];
                    tk.SuccessRate = (short)reader["SuccessRate"];
                    this.AllTitleKinds.AddTitleKind(tk);
                }
            }
            catch
            {
                TitleKind tk = new TitleKind();
                tk.ID = 1;
                tk.Name = "个人称号";
                tk.Combat = false;
                tk.StudyDay = 90;
                this.AllTitleKinds.AddTitleKind(tk);
                tk = new TitleKind();
                tk.ID = 2;
                tk.Name = "战斗称号";
                tk.Combat = true;
                tk.StudyDay = 90;
                this.AllTitleKinds.AddTitleKind(tk);
                titleKindShift = 1;
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From Title", connection).ExecuteReader();
            while (reader.Read())
            {
                Title title = new Title();
                title.ID = (short)reader["ID"];
                title.Kind = this.AllTitleKinds.GetTitleKind((short)reader["Kind"] + titleKindShift);
                title.Level = (short)reader["Level"];
                title.Combat = (bool)reader["Combat"];
                title.Name = reader["Name"].ToString();
                title.Influences.LoadFromString(this.AllInfluences, reader["Influences"].ToString());
                title.Conditions.LoadFromString(this.AllConditions, reader["Conditions"].ToString());
                this.AllTitles.AddTitle(title);
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From MilitaryKind", connection).ExecuteReader();
            while (reader.Read())
            {
                MilitaryKind militaryKind = new MilitaryKind();
                militaryKind.ID = (short)reader["ID"];
                militaryKind.Type = (MilitaryType)((short)reader["Type"]);
                militaryKind.Name = reader["Name"].ToString();
                militaryKind.Description = reader["Description"].ToString();
                militaryKind.Merit = (short)reader["Merit"];
                militaryKind.Speed = (short)reader["Speed"];
                militaryKind.TitleInfluence = (short)reader["TitleInfluence"];
                militaryKind.CreateCost = (int)reader["CreateCost"];
                militaryKind.CreateTechnology = (int)reader["CreateTechnology"];
                militaryKind.IsShell = (bool)reader["IsShell"];
                militaryKind.CreateBesideWater = (bool)reader["CreateBesideWater"];
                militaryKind.Offence = (short)reader["Offence"];
                militaryKind.Defence = (short)reader["Defence"];
                militaryKind.OffenceRadius = (short)reader["OffenceRadius"];
                militaryKind.CounterOffence = (bool)reader["CounterOffence"];
                militaryKind.BeCountered = (bool)reader["BeCountered"];
                militaryKind.ObliqueOffence = (bool)reader["ObliqueOffence"];
                militaryKind.ArrowOffence = (bool)reader["ArrowOffence"];
                militaryKind.AirOffence = (bool)reader["AirOffence"];
                militaryKind.ContactOffence = (bool)reader["ContactOffence"];
                militaryKind.OffenceOnlyBeforeMove = (bool)reader["OffenceOnlyBeforeMove"];
                militaryKind.ArchitectureDamageRate = (float)reader["ArchitectureDamageRate"];
                militaryKind.ArchitectureCounterDamageRate = (float)reader["ArchitectureCounterDamageRate"];
                militaryKind.StratagemRadius = (short)reader["StratagemRadius"];
                militaryKind.ObliqueStratagem = (bool)reader["ObliqueStratagem"];
                militaryKind.ViewRadius = (short)reader["ViewRadius"];
                militaryKind.ObliqueView = (bool)reader["ObliqueView"];
                militaryKind.Movability = (short)reader["Movability"];
                militaryKind.OneAdaptabilityKind = (short)reader["OneAdaptabilityKind"];
                militaryKind.PlainAdaptability = (short)reader["PlainAdaptability"];
                militaryKind.GrasslandAdaptability = (short)reader["GrasslandAdaptability"];
                militaryKind.ForrestAdaptability = (short)reader["ForrestAdaptability"];
                militaryKind.MarshAdaptability = (short)reader["MarshAdaptability"];
                militaryKind.MountainAdaptability = (short)reader["MountainAdaptability"];
                militaryKind.WaterAdaptability = (short)reader["WaterAdaptability"];
                militaryKind.RidgeAdaptability = (short)reader["RidgeAdaptability"];
                militaryKind.WastelandAdaptability = (short)reader["WastelandAdaptability"];
                militaryKind.DesertAdaptability = (short)reader["DesertAdaptability"];
                militaryKind.CliffAdaptability = (short)reader["CliffAdaptability"];
                militaryKind.PlainRate = (float)reader["PlainRate"];
                militaryKind.GrasslandRate = (float)reader["GrasslandRate"];
                militaryKind.ForrestRate = (float)reader["ForrestRate"];
                militaryKind.MarshRate = (float)reader["MarshRate"];
                militaryKind.MountainRate = (float)reader["MountainRate"];
                militaryKind.WaterRate = (float)reader["WaterRate"];
                militaryKind.RidgeRate = (float)reader["RidgeRate"];
                militaryKind.WastelandRate = (float)reader["WastelandRate"];
                militaryKind.DesertRate = (float)reader["DesertRate"];
                militaryKind.CliffRate = (float)reader["CliffRate"];
                militaryKind.InjuryChance = (short)reader["InjuryRate"];
                try
                {
                    militaryKind.FireDamageRate = (float)reader["FireDamageRate"];
                    militaryKind.RecruitLimit = (int)reader["RecruitLimit"];
                }
                catch
                {
                    try
                    {
                        militaryKind.FireDamageRate = (bool)reader["AfraidOfFire"] ? 3.0f : 1.0f;
                        militaryKind.RecruitLimit = (bool)reader["Unique"] ? 1 : 1000;
                    }
                    catch
                    {
                        militaryKind.FireDamageRate = 1.0f;
                        militaryKind.RecruitLimit = 10000;
                    }
                }
                militaryKind.FoodPerSoldier = (short)reader["FoodPerSoldier"];
                militaryKind.RationDays = (int)reader["RationDays"];
                militaryKind.PointsPerSoldier = (int)reader["PointsPerSoldier"];
                militaryKind.MinScale = (int)reader["MinScale"];
                militaryKind.MaxScale = (int)reader["MaxScale"];
                militaryKind.OffencePerScale = (short)reader["OffencePerScale"];
                militaryKind.DefencePerScale = (short)reader["DefencePerScale"];
                militaryKind.CanLevelUp = (bool)reader["CanLevelUp"];
                militaryKind.LevelUpKindID = (short)reader["LevelUpKindID"];
                militaryKind.LevelUpExperience = (int)reader["LevelUpExperience"];
                militaryKind.OffencePer100Experience = (short)reader["OffencePer100Experience"];
                militaryKind.DefencePer100Experience = (short)reader["DefencePer100Experience"];
                militaryKind.AttackDefaultKind = (TroopAttackDefaultKind)((short)reader["AttackDefaultKind"]);
                militaryKind.AttackTargetKind = (TroopAttackTargetKind)((short)reader["AttackTargetKind"]);
                militaryKind.CastDefaultKind = (TroopCastDefaultKind)((short)reader["CastDefaultKind"]);
                militaryKind.CastTargetKind = (TroopCastTargetKind)((short)reader["CastTargetKind"]);
                militaryKind.Influences.LoadFromString(this.AllInfluences, reader["Influences"].ToString());
                militaryKind.zijinshangxian = (int)reader["zijinshangxian"];
                this.AllMilitaryKinds.AddMilitaryKind(militaryKind);
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From MilitaryKind", connection).ExecuteReader();
            while (reader.Read())
            {
                MilitaryKind current = this.AllMilitaryKinds.GetMilitaryKindList().GetGameObject((short)reader["ID"]) as MilitaryKind;
                current.successor = new MilitaryKindTable();
                current.successor.LoadFromString(this.AllMilitaryKinds, reader["Successor"].ToString());
            }
            connection.Close();

            connection.Open();
            reader = new OleDbCommand("Select * From InformationKind", connection).ExecuteReader();
            while (reader.Read())
            {
                InformationKind kind9 = new InformationKind();
                kind9.ID = (short)reader["ID"];
                kind9.Level = (InformationLevel)((short)reader["iLevel"]);
                kind9.Oblique = (bool)reader["Oblique"];
                kind9.Radius = (short)reader["Radius"];
                kind9.CostFund = (int)reader["CostFund"];
                this.AllInformationKinds.Add(kind9);
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From AttackDefaultKind", connection).ExecuteReader();
            while (reader.Read())
            {
                AttackDefaultKind kind10 = new AttackDefaultKind();
                kind10.ID = (short)reader["ID"];
                kind10.Name = reader["Name"].ToString();
                this.AllAttackDefaultKinds.Add(kind10);
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From AttackTargetKind", connection).ExecuteReader();
            while (reader.Read())
            {
                AttackTargetKind kind11 = new AttackTargetKind();
                kind11.ID = (short)reader["ID"];
                kind11.Name = reader["Name"].ToString();
                this.AllAttackTargetKinds.Add(kind11);
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From CombatMethod", connection).ExecuteReader();
            while (reader.Read())
            {
                CombatMethod combatMethod = new CombatMethod();
                combatMethod.ID = (short)reader["ID"];
                combatMethod.Name = reader["Name"].ToString();
                combatMethod.Description = reader["Description"].ToString();
                combatMethod.Combativity = (short)reader["Combativity"];
                combatMethod.Influences.LoadFromString(this.AllInfluences, reader["Influences"].ToString());
                combatMethod.AttackDefault = this.AllAttackDefaultKinds.GetGameObject((short)reader["AttackDefault"]) as AttackDefaultKind;
                combatMethod.AttackTarget = this.AllAttackTargetKinds.GetGameObject((short)reader["AttackTarget"]) as AttackTargetKind;
                combatMethod.ArchitectureTarget = (bool)reader["ArchitectureTarget"];
                combatMethod.CastConditions.LoadFromString(this.AllConditions, reader["CastConditions"].ToString());
                combatMethod.ViewingHostile = (bool)reader["ViewingHostile"];
                combatMethod.AnimationKind = (TileAnimationKind)((short)reader["AnimationKind"]);
                this.AllCombatMethods.AddCombatMethod(combatMethod);
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From Stunt", connection).ExecuteReader();
            while (reader.Read())
            {
                Stunt stunt = new Stunt();
                stunt.ID = (short)reader["ID"];
                stunt.Name = reader["Name"].ToString();
                stunt.Combativity = (short)reader["Combativity"];
                stunt.Period = (short)reader["Period"];
                stunt.Animation = (short)reader["Animation"];
                stunt.Influences.LoadFromString(this.AllInfluences, reader["Influences"].ToString());
                stunt.CastConditions.LoadFromString(this.AllConditions, reader["CastConditions"].ToString());
                stunt.LearnConditions.LoadFromString(this.AllConditions, reader["LearnConditions"].ToString());
                stunt.AIConditions.LoadFromString(this.AllConditions, reader["AIConditions"].ToString());
                this.AllStunts.AddStunt(stunt);
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From CastDefaultKind", connection).ExecuteReader();
            while (reader.Read())
            {
                CastDefaultKind kind12 = new CastDefaultKind();
                kind12.ID = (short)reader["ID"];
                kind12.Name = reader["Name"].ToString();
                this.AllCastDefaultKinds.Add(kind12);
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From CastTargetKind", connection).ExecuteReader();
            while (reader.Read())
            {
                CastTargetKind kind13 = new CastTargetKind();
                kind13.ID = (short)reader["ID"];
                kind13.Name = reader["Name"].ToString();
                this.AllCastTargetKinds.Add(kind13);
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From Stratagem", connection).ExecuteReader();
            while (reader.Read())
            {
                Stratagem stratagem = new Stratagem();
                stratagem.ID = (short)reader["ID"];
                stratagem.Name = reader["Name"].ToString();
                stratagem.Description = reader["Description"].ToString();
                stratagem.Combativity = (short)reader["Combativity"];
                stratagem.Chance = (short)reader["Chance"];
                stratagem.TechniquePoint = (int)reader["TechniquePoint"];
                stratagem.Friendly = (bool)reader["Friendly"];
                stratagem.Self = (bool)reader["Self"];
                stratagem.AnimationKind = (TileAnimationKind)((short)reader["AnimationKind"]);
                stratagem.Influences.LoadFromString(this.AllInfluences, reader["Influences"].ToString());
                stratagem.CastDefault = this.AllCastDefaultKinds.GetGameObject((short)reader["CastDefault"]) as CastDefaultKind;
                stratagem.CastTarget = this.AllCastTargetKinds.GetGameObject((short)reader["CastTarget"]) as CastTargetKind;
                stratagem.ArchitectureTarget = (bool)reader["ArchitectureTarget"];
                stratagem.RequireInfluenceToUse = (bool)reader["RequireInfluneceToUse"];
                this.AllStratagems.AddStratagem(stratagem);
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From TroopAnimation", connection).ExecuteReader();
            while (reader.Read())
            {
                animation = new Animation();
                animation.ID = (short)reader["ID"];
                animation.Name = reader["Name"].ToString();
                animation.FrameCount = (short)reader["FrameCount"];
                animation.StayCount = (short)reader["StayCount"];
                this.AllTroopAnimations.AddAnimation(animation);
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From TileAnimation", connection).ExecuteReader();
            while (reader.Read())
            {
                animation = new Animation();
                animation.ID = (short)reader["ID"];
                animation.Name = reader["Name"].ToString();
                animation.FrameCount = (short)reader["FrameCount"];
                animation.StayCount = (short)reader["StayCount"];
                animation.Back = (bool)reader["Back"];
                this.AllTileAnimations.AddAnimation(animation);
            }
            connection.Close();
            connection.Open();
            reader = new OleDbCommand("Select * From Biography", connection).ExecuteReader();
            while (reader.Read())
            {
                Biography biography = new Biography();
                biography.ID = (short)reader["ID"];
                biography.Brief = reader["Brief"].ToString();
                biography.Romance = reader["Romance"].ToString();
                biography.History = reader["History"].ToString();
                biography.FactionColor = (short)reader["FactionColor"];
                biography.MilitaryKinds.LoadFromString(this.AllMilitaryKinds, reader["MilitaryKinds"].ToString());
                this.AllBiographies.AddBiography(biography);
            }
            connection.Close();

            connection.Open();
            try
            {
                reader = new OleDbCommand("Select * From TextMessageMap", connection).ExecuteReader();
                while (reader.Read())
                {
                    int pid = (short)reader["Person"];
                    TextMessageKind kind = (TextMessageKind) (short) reader["Kind"];
                    List<string> messages = new List<string>();
                    StaticMethods.LoadFromString(messages, reader["Messages"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, kind, messages);
                }
            }
            catch
            {
                reader = new OleDbCommand("Select * From TextMessage", connection).ExecuteReader();
                while (reader.Read())
                {
                    int pid = (short)reader["ID"];

                    List<string> messages = new List<string>();
                    StaticMethods.LoadFromString(messages, reader["CriticalStrike"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, TextMessageKind.Critical, messages);

                    messages.Clear();
                    StaticMethods.LoadFromString(messages, reader["CriticalStrikeOnArchitecture"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, TextMessageKind.CriticalArchitecture, messages);

                    messages.Clear();
                    StaticMethods.LoadFromString(messages, reader["ReceiveCriticalStrike"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, TextMessageKind.BeCritical, messages);

                    messages.Clear();
                    StaticMethods.LoadFromString(messages, reader["Surround"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, TextMessageKind.Surround, messages);

                    messages.Clear();
                    StaticMethods.LoadFromString(messages, reader["Rout"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, TextMessageKind.Rout, messages);

                    messages.Clear();
                    StaticMethods.LoadFromString(messages, reader["DualInitiativeWin"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, TextMessageKind.DualActiveWin, messages);

                    messages.Clear();
                    StaticMethods.LoadFromString(messages, reader["DualPassiveWin"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, TextMessageKind.DualPassiveWin, messages);

                    messages.Clear();
                    StaticMethods.LoadFromString(messages, reader["ControversyInitiativeWin"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, TextMessageKind.ControversyActiveWin, messages);

                    messages.Clear();
                    StaticMethods.LoadFromString(messages, reader["ControversyPassiveWin"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, TextMessageKind.ControversyPassiveWin, messages);

                    messages.Clear();
                    StaticMethods.LoadFromString(messages, reader["Chaos"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, TextMessageKind.Chaos, messages);

                    messages.Clear();
                    StaticMethods.LoadFromString(messages, reader["DeepChaos"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, TextMessageKind.DeepChaos, messages);

                    messages.Clear();
                    StaticMethods.LoadFromString(messages, reader["CastDeepChaos"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, TextMessageKind.CastDeepChaos, messages);

                    messages.Clear();
                    StaticMethods.LoadFromString(messages, reader["RecoverFromChaos"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, TextMessageKind.RecoverChaos, messages);

                    messages.Clear();
                    StaticMethods.LoadFromString(messages, reader["TrappedByStratagem"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, TextMessageKind.TrappedByStratagem, messages);

                    messages.Clear();
                    StaticMethods.LoadFromString(messages, reader["HelpedByStratagem"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, TextMessageKind.HelpedByStratagem, messages);

                    messages.Clear();
                    StaticMethods.LoadFromString(messages, reader["ResistHarmfulStratagem"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, TextMessageKind.ResistHarmfulStratagem, messages);

                    messages.Clear();
                    StaticMethods.LoadFromString(messages, reader["ResistHelpfulStratagem"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, TextMessageKind.ResistHelpfulStratagem, messages);

                    messages.Clear();
                    StaticMethods.LoadFromString(messages, reader["AntiAttack"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, TextMessageKind.AntiAttack, messages);

                    messages.Clear();
                    StaticMethods.LoadFromString(messages, reader["BreakWall"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, TextMessageKind.BreakWall, messages);

                    messages.Clear();
                    StaticMethods.LoadFromString(messages, reader["OutburstAngry"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, TextMessageKind.Angry, messages);

                    messages.Clear();
                    StaticMethods.LoadFromString(messages, reader["OutburstQuiet"].ToString());
                    this.AllTextMessages.AddTextMessages(pid, TextMessageKind.Calm, messages);
                }
            }
            connection.Close();

            connection.Open();
            try
            {
                reader = new OleDbCommand("Select * From BiographyAdjectives", connection).ExecuteReader();
                while (reader.Read())
                {
                    int t;
                    BiographyAdjectives b = new BiographyAdjectives();
                    b.ID = (short)reader["ID"];
                    int.TryParse(reader["Strength"].ToString(), out t);
                    b.Strength = t;
                    b.ID = (short)reader["ID"];
                    int.TryParse(reader["Command"].ToString(), out t);
                    b.Command = t;
                    b.ID = (short)reader["ID"];
                    int.TryParse(reader["Intelligence"].ToString(), out t);
                    b.Intelligence = t;
                    b.ID = (short)reader["ID"];
                    int.TryParse(reader["Politics"].ToString(), out t);
                    b.Politics = t;
                    b.ID = (short)reader["ID"];
                    int.TryParse(reader["Glamour"].ToString(), out t);
                    b.Glamour = t;
                    b.ID = (short)reader["ID"];
                    int.TryParse(reader["Braveness"].ToString(), out t);
                    b.Braveness = t;
                    b.ID = (short)reader["ID"];
                    int.TryParse(reader["Calmness"].ToString(), out t);
                    b.Calmness = t;
                    b.ID = (short)reader["ID"];
                    int.TryParse(reader["PersonalLoyalty"].ToString(), out t);
                    b.PersonalLoyalty = t;
                    b.ID = (short)reader["ID"];
                    int.TryParse(reader["Ambition"].ToString(), out t);
                    b.Ambition = t;
                    b.Male = (bool)reader["Male"];
                    b.Female = (bool)reader["Female"];
                    StaticMethods.LoadFromString(b.Text, reader["BioText"].ToString());
                    StaticMethods.LoadFromString(b.SuffixText, reader["SuffixText"].ToString());
                    this.AllBiographyAdjectives.Add(b);
                }
            }
            catch
            {
            }
            connection.Close();

            return true;
        }
Пример #12
0
 public void BuildFacility(FacilityKind facilityKind)
 {
     Facility facility = new Facility();
     facility.ID = base.Scenario.Facilities.GetFreeGameObjectID();
     facility.Scenario = base.Scenario;
     facility.KindID = facilityKind.ID;
     facility.Endurance = facilityKind.Endurance;
     this.Facilities.AddFacility(facility);
     base.Scenario.Facilities.AddFacility(facility);
     if (this.FacilityEnabled)
     {
         facility.Influences.ApplyInfluence(this);
     }
     if (this.OnFacilityCompleted != null)
     {
         this.OnFacilityCompleted(this, facility);
     }
 }
Пример #13
0
 public void BeginToBuildAFacility(FacilityKind facilityKind)
 {
     this.BuildingFacility = facilityKind.ID;
     this.BuildingDaysLeft = facilityKind.Days;
     this.DecreaseFund(facilityKind.FundCost);
     if (this.BelongedFaction.TechniquePoint < facilityKind.PointCost)
     {
         this.BelongedFaction.DepositTechniquePointForFacility(facilityKind.PointCost - this.BelongedFaction.TechniquePoint);
         if (this.BelongedFaction.TechniquePoint < facilityKind.PointCost)
         {
             this.BelongedFaction.DepositTechniquePointForTechnique(facilityKind.PointCost - this.BelongedFaction.TechniquePoint);
         }
     }
     this.BelongedFaction.DecreaseTechniquePoint(facilityKind.PointCost);
     if (this.HasSpy)
     {
         this.CreateNewFacilitySpyMessage(facilityKind);
     }
 }
Пример #14
0
 public List<string> LoadFacilityKind(OleDbConnection connection, GameScenario scen)
 {
     List<string> errorMsg = new List<string>();
     connection.Open();
     OleDbDataReader reader = new OleDbCommand("Select * From FacilityKind", connection).ExecuteReader();
     while (reader.Read())
     {
         FacilityKind facilityKind = new FacilityKind();
         facilityKind.Scenario = scen;
         facilityKind.ID = (short)reader["ID"];
         facilityKind.Name = reader["Name"].ToString();
         try
         {
             facilityKind.AILevel = (float)reader["AILevel"];
         }
         catch
         {
             facilityKind.AILevel = 1;
         }
         facilityKind.PositionOccupied = (int)reader["PositionOccupied"];
         facilityKind.TechnologyNeeded = (int)reader["TechnologyNeeded"];
         facilityKind.FundCost = (int)reader["FundCost"];
         facilityKind.PointCost = (int)reader["PointCost"];
         facilityKind.MaintenanceCost = (int)reader["MaintenanceCost"];
         facilityKind.Days = (short)reader["Days"];
         facilityKind.Endurance = (int)reader["Endurance"];
         try
         {
             facilityKind.ArchitectureLimit = (int)reader["ArchitectureLimit"];
             facilityKind.FactionLimit = (int)reader["FactionLimit"];
         }
         catch
         {
             facilityKind.ArchitectureLimit = (bool)reader["UniqueInArchitecture"] ? 1 : 9999;
             facilityKind.FactionLimit = (bool)reader["UniqueInFaction"] ? 1 : 9999;
         }
         facilityKind.PopulationRelated = (bool)reader["PopulationRelated"];
         List<string> e = facilityKind.Influences.LoadFromString(this.AllInfluences, reader["Influences"].ToString());
         facilityKind.rongna = (short)reader["rongna"];
         facilityKind.bukechaichu = (bool)reader["bukechaichu"];
         e.AddRange(facilityKind.Conditions.LoadFromString(this.AllConditions, reader["Conditions"].ToString()));
         if (e.Count > 0)
         {
             errorMsg.Add("设施ID" + facilityKind.ID);
             errorMsg.AddRange(e);
         }
         this.AllFacilityKinds.AddFacilityKind(facilityKind);
     }
     connection.Close();
     return errorMsg;
 }
Пример #15
0
 private void AIFacility()
 {
     if (((this.PlanArchitecture == null) || GameObject.Chance(10)) && (this.BuildingFacility < 0))
     {
         List<FacilityKind> list = new List<FacilityKind>();
         List<FacilityKind> list2 = new List<FacilityKind>();
         if (this.PlanFacilityKind != null)
         {
             if (this.Technology >= this.PlanFacilityKind.TechnologyNeeded)
             {
                 if ((this.Fund >= this.PlanFacilityKind.FundCost) && ((this.BelongedFaction.TechniquePoint + this.BelongedFaction.TechniquePointForFacility) >= this.PlanFacilityKind.PointCost))
                 {
                     this.BelongedFaction.DepositTechniquePointForFacility(this.PlanFacilityKind.PointCost);
                     this.BeginToBuildAFacility(this.PlanFacilityKind);
                     this.PlanFacilityKind = null;
                 }
                 else if (GameObject.Chance(0x21) && ((this.BelongedFaction.TechniquePoint + this.BelongedFaction.TechniquePointForFacility) < this.PlanFacilityKind.PointCost))
                 {
                     this.BelongedFaction.SaveTechniquePointForFacility(this.PlanFacilityKind.PointCost / this.PlanFacilityKind.Days);
                 }
             }
             else
             {
                 this.PlanFacilityKind = null;
             }
         }
         else
         {
             List<FacilityKind> list3 = new List<FacilityKind>();
             int facilityPositionLeft = this.FacilityPositionLeft;
             if (facilityPositionLeft <= 0)
             {
                 foreach (Facility facility in this.Facilities.GetList())
                 {
                     if (((((this.Technology > facility.TechnologyNeeded) && this.FacilityIsPossibleOverTechnology(facility.TechnologyNeeded)) && (this.Fund > (facility.FundCost * 10))) && (this.BelongedFaction.TechniquePoint > (facility.PointCost * 10))) && (GameObject.Random(facility.Days * facility.PositionOccupied) < 20))
                     {
                         list3.Add(facility.Kind);
                         if (this.FacilityEnabled)
                         {
                             facility.Influences.PurifyInfluence(this);
                         }
                         this.Facilities.Remove(facility);
                         base.Scenario.Facilities.Remove(facility);
                     }
                 }
                 if (list3.Count == 0)
                 {
                     return;
                 }
                 facilityPositionLeft = this.FacilityPositionLeft;
             }
             foreach (FacilityKind kind in base.Scenario.GameCommonData.AllFacilityKinds.FacilityKinds.Values)
             {
                 if (list3.IndexOf(kind) >= 0)
                 {
                     continue;
                 }
                 if (((((!kind.PopulationRelated || this.Kind.HasPopulation) && ((this.Technology >= kind.TechnologyNeeded) && (facilityPositionLeft >= kind.PositionOccupied))) && (!kind.UniqueInArchitecture || !this.ArchitectureHasFacilityKind(kind.ID))) && (!kind.UniqueInFaction || !this.FactionHasFacilityKind(kind.ID))) && ((kind.FrontLine && ((this.HostileLine || (this.FrontLine && GameObject.Chance(50))) || (!this.FrontLine && GameObject.Chance(10)))) || (!kind.FrontLine && ((!this.FrontLine || (!this.HostileLine && GameObject.Chance(50))) || (this.HostileLine && GameObject.Chance(5))))))
                 {
                     list.Add(kind);
                     if ((this.Fund >= kind.FundCost) && ((this.BelongedFaction.TechniquePoint + this.BelongedFaction.TechniquePointForFacility) >= kind.PointCost))
                     {
                         list2.Add(kind);
                     }
                 }
             }
             if (list2.Count > 0)
             {
                 FacilityKind facilityKind = list2[GameObject.Random(list2.Count)];
                 this.BelongedFaction.DepositTechniquePointForFacility(facilityKind.PointCost);
                 this.BeginToBuildAFacility(facilityKind);
             }
             else if (list.Count > 0)
             {
                 this.PlanFacilityKind = list[GameObject.Random(list.Count)];
                 if (GameObject.Chance(0x21) && ((this.BelongedFaction.TechniquePoint + this.BelongedFaction.TechniquePointForFacility) < this.PlanFacilityKind.PointCost))
                 {
                     this.BelongedFaction.SaveTechniquePointForFacility(this.PlanFacilityKind.PointCost / this.PlanFacilityKind.Days);
                 }
             }
         }
     }
 }
Пример #16
0
        private void AIFacility()
        {
            AIExtension();
            if (((this.PlanArchitecture == null) || GameObject.Chance(10)) && (this.BuildingFacility < 0) && this.FacilityPositionCount > 0)
            {
                if (this.PlanFacilityKind != null)
                {
                    if (this.Technology >= this.PlanFacilityKind.TechnologyNeeded)
                    {
                        if ((this.Fund >= this.PlanFacilityKind.FundCost) && ((this.BelongedFaction.TechniquePoint + this.BelongedFaction.TechniquePointForFacility) >= this.PlanFacilityKind.PointCost))
                        {
                            this.BelongedFaction.DepositTechniquePointForFacility(this.PlanFacilityKind.PointCost);
                            this.BeginToBuildAFacility(this.PlanFacilityKind);
                            this.PlanFacilityKind = null;
                        }
                        else if (GameObject.Chance(0x21) && ((this.BelongedFaction.TechniquePoint + this.BelongedFaction.TechniquePointForFacility) < this.PlanFacilityKind.PointCost))
                        {
                            this.BelongedFaction.SaveTechniquePointForFacility(this.PlanFacilityKind.PointCost / this.PlanFacilityKind.Days);
                        }
                    }
                    else
                    {
                        this.PlanFacilityKind = null;
                    }
                }
                else
                {
                    //remove useless facilities
                    if (this.BelongedSection != null && this.BelongedSection.AIDetail.AllowFacilityRemoval)
                    {
                        foreach (Facility i in this.Facilities)
                        {
                            if (i.Kind.AIValue(this) < 0 && !i.Kind.bukechaichu)
                            {
                                if (this.FacilityEnabled || i.MaintenanceCost <= 0)
                                {
                                    i.Influences.PurifyInfluence(this, Applier.Facility, i.ID);
                                }
                                this.Facilities.Remove(i);
                                base.Scenario.Facilities.Remove(i);
                                break;
                            }
                        }
                    }
                    //remove facilities if not enough fund to support
                    if (this.FacilityMaintenanceCost * 30 + 1000 > this.ExpectedFund && this.BelongedSection.AIDetail.AllowFacilityRemoval)
                    {
                        GameObjectList f = this.Facilities.GetList();
                        f.PropertyName = "AIValue";
                        f.SmallToBig = true;
                        f.IsNumber = true;
                        f.ReSort();
                        foreach (Facility i in f)
                        {
                            if (!i.Kind.bukechaichu && i.Kind.NetFundIncrease <= 0)
                            {
                                if (this.FacilityEnabled || i.MaintenanceCost <= 0)
                                {
                                    i.Influences.PurifyInfluence(this, Applier.Facility, i.ID);
                                }
                                this.Facilities.Remove(i);
                                base.Scenario.Facilities.Remove(i);
                            }
                            if (this.FacilityMaintenanceCost * 30 + 1000 <= this.ExpectedFund) break;
                        }
                    }

                    //choose facilities
                    double maxValue = double.MinValue;
                    FacilityKind toBuild = null;
                    List<Facility> toDestroy = new List<Facility>();
                    List<Facility> realToDestroy = new List<Facility>();
                    foreach (FacilityKind kind in base.Scenario.GameCommonData.AllFacilityKinds.GetFacilityKindList())
                    {
                        if (kind.bukechaichu) continue;
                        if (kind.PositionOccupied > 0 && this.FacilityPositionCount == 0) continue;
                        if (!(!kind.PopulationRelated || this.Kind.HasPopulation))
                        {
                            continue;
                        }
                        if (kind.UniqueInArchitecture && this.ArchitectureHasFacilityKind(kind.ID))
                        {
                            continue;
                        }
                        if (kind.UniqueInFaction && this.FactionHasFacilityKind(kind.ID))
                        {
                            continue;
                        }
                        bool conditionSatisfied = true;
                        foreach (Conditions.Condition i in kind.GetConditionList())
                        {
                            if (!i.CheckCondition(this))
                            {
                                conditionSatisfied = false;
                            }
                        }
                        if (!conditionSatisfied) continue;
                        if (kind.TechnologyNeeded > this.Technology)
                        {
                            continue;
                        }
                        if ((kind.MaintenanceCost + this.FacilityMaintenanceCost) * 30 + 2000 > this.ExpectedFund && kind.NetFundIncrease <= 0)
                        {
                            continue;
                        }
                        double value = kind.AIValue(this);
                        if (value > 0)
                        {
                            int fundMonthToWait = (kind.FundCost - (this.Fund - this.EnoughFund)) / this.ExpectedFund + 1;
                            if (value > maxValue && GameObject.Chance((int)(100 - fundMonthToWait * Parameters.AIFacilityFundMonthWaitParam)) && this.Fund - kind.FundCost > this.EnoughFund)
                            {
                                if (this.FacilityPositionLeft < kind.PositionOccupied)
                                {
                                    if (this.BelongedSection.AIDetail.AllowFacilityRemoval && this.FacilityPositionLeft < base.Scenario.GameCommonData.AllFacilityKinds.GetMaxFacilitySpace())
                                    {
                                        int fpl = this.FacilityPositionLeft;
                                        toDestroy.Clear();
                                        foreach (Facility f in this.Facilities.GetRandomList())
                                        {
                                            if (value > f.Kind.AIValue(this) * Parameters.AIFacilityDestroyValueRate && !f.Kind.bukechaichu)
                                            {
                                                toDestroy.Add(f);
                                                fpl += f.Kind.PositionOccupied;
                                                if (fpl >= kind.PositionOccupied)
                                                {
                                                    break;
                                                }
                                            }
                                        }
                                        if (fpl >= kind.PositionOccupied)
                                        {
                                            maxValue = value;
                                            toBuild = kind;
                                            realToDestroy = toDestroy;
                                        }
                                    }
                                }
                                else
                                {
                                    maxValue = value;
                                    toBuild = kind;
                                }
                            }
                        }
                    }
                    if (toBuild != null)
                    {
                        //if no space and the facility is good enough than others, remove others
                        foreach (Facility f in realToDestroy)
                        {
                            if (this.FacilityEnabled || f.MaintenanceCost <= 0)
                            {
                                f.Influences.PurifyInfluence(this, Applier.Facility, f.ID);
                            }
                            this.Facilities.Remove(f);
                            base.Scenario.Facilities.Remove(f);
                        }
                        //actually build it, or put to plan if fund is not enough
                        if ((this.Fund >= toBuild.FundCost) && ((this.BelongedFaction.TechniquePoint + this.BelongedFaction.TechniquePointForFacility) >= toBuild.PointCost))
                        {
                            FacilityKind facilityKind = toBuild;
                            this.BelongedFaction.DepositTechniquePointForFacility(facilityKind.PointCost);
                            this.BeginToBuildAFacility(facilityKind);
                        }
                        else
                        {
                            this.PlanFacilityKind = toBuild;
                            if (GameObject.Chance(0x21) && ((this.BelongedFaction.TechniquePoint + this.BelongedFaction.TechniquePointForFacility) < this.PlanFacilityKind.PointCost))
                            {
                                this.BelongedFaction.SaveTechniquePointForFacility(this.PlanFacilityKind.PointCost / this.PlanFacilityKind.Days);
                            }

                        }
                    }
                    /*List<FacilityKind> list3 = new List<FacilityKind>();
                    int facilityPositionLeft = this.FacilityPositionLeft;
                    int iD = 10;
                    int num3 = 0;
                    foreach (FacilityKind kind in base.Scenario.GameCommonData.AllFacilityKinds.FacilityKinds.Values)
                    {
                        if (((kind.ID > iD) && ((kind.ID / 10) == 1)) && (kind.TechnologyNeeded < this.Technology))
                        {
                            iD = kind.ID;
                        }
                        if (((kind.ID > num3) && ((kind.ID / 10) == 0)) && (kind.TechnologyNeeded < this.Technology))
                        {
                            num3 = kind.ID;
                        }
                    }
                    foreach (FacilityKind kind in base.Scenario.GameCommonData.AllFacilityKinds.FacilityKinds.Values)
                    {
                        if (((kind.rongna > 0) || (((kind.ID / 10) == 0) && (kind.ID != num3))) || (((kind.ID / 10) == 1) && (kind.ID != iD)))
                        {
                            continue;
                        }
                        if ((((!kind.PopulationRelated || this.Kind.HasPopulation) && ((this.Technology >= kind.TechnologyNeeded) && (facilityPositionLeft >= kind.PositionOccupied)))
                            && ((!kind.UniqueInArchitecture || !this.ArchitectureHasFacilityKind(kind.ID)) && (!kind.UniqueInFaction || !this.FactionHasFacilityKind(kind.ID))))
                            && ((kind.FrontLine && ((this.HostileLine || (this.FrontLine && GameObject.Chance(50))) || (!this.FrontLine && GameObject.Chance(10)))) || (!kind.FrontLine && ((!this.FrontLine || (!this.HostileLine && GameObject.Chance(50))) || (this.HostileLine && GameObject.Chance(5))))))
                        {
                            list.Add(kind);
                            if ((this.Fund >= kind.FundCost) && ((this.BelongedFaction.TechniquePoint + this.BelongedFaction.TechniquePointForFacility) >= kind.PointCost))
                            {
                                list2.Add(kind);
                            }
                        }
                    }
                    if (facilityPositionLeft <= 0)
                    {
                        foreach (Facility facility in this.Facilities.GetList())
                        {
                            if ((((this.Technology > facility.TechnologyNeeded) && this.FacilityIsPossibleOverTechnology(facility.TechnologyNeeded))
                                && ((this.Fund > (facility.FundCost * 10)) && (this.BelongedFaction.TechniquePoint > (facility.PointCost * 10))))
                                && (GameObject.Random(facility.Days * facility.PositionOccupied) < 20)
                                && !facility.Kind.bukechaichu)
                            {
                                if (list.IndexOf(facility.Kind) >= 0)
                                {
                                    continue;
                                }
                                list3.Add(facility.Kind);
                                if (this.FacilityEnabled)
                                {
                                    facility.Influences.PurifyInfluence(this);
                                }
                                this.Facilities.Remove(facility);
                                base.Scenario.Facilities.Remove(facility);
                            }
                        }
                        if (list3.Count == 0)
                        {
                            return;
                        }
                        facilityPositionLeft = this.FacilityPositionLeft;
                    }
                    if (list2.Count > 0)
                    {
                        FacilityKind facilityKind = list2[GameObject.Random(list2.Count)];
                        this.BelongedFaction.DepositTechniquePointForFacility(facilityKind.PointCost);
                        this.BeginToBuildAFacility(facilityKind);
                    }
                    else if (list.Count > 0)
                    {
                        this.PlanFacilityKind = list[GameObject.Random(list.Count)];
                        if (GameObject.Chance(0x21) && ((this.BelongedFaction.TechniquePoint + this.BelongedFaction.TechniquePointForFacility) < this.PlanFacilityKind.PointCost))
                        {
                            this.BelongedFaction.SaveTechniquePointForFacility(this.PlanFacilityKind.PointCost / this.PlanFacilityKind.Days);
                        }
                    }*/
                }
            }
        }
Пример #17
0
        private void AIHouGong()
        {
            if (base.Scenario.IsPlayer(this.BelongedFaction)) return;
            if (this.HasHostileTroopsInView()) return;
            if (GlobalVariables.getChildrenRate <= 0) return;
            Person leader = this.BelongedFaction.Leader;
            int uncruelty = leader.Uncruelty;
            //build hougong
            int unAmbition = Enum.GetNames(typeof(PersonAmbition)).Length - (int)leader.Ambition;
            if (this.BelongedFaction.meinvkongjian() - this.BelongedFaction.feiziCount() <= 0 && (this.BuildingFacility < 0) && (this.PlanFacilityKind == null || this.PlanFacilityKind.rongna <= 0)
                && GameObject.Random((int)(GameObject.Square(unAmbition) * Parameters.AIBuildHougongUnambitionProbWeight + GameObject.Square(this.BelongedFaction.meinvkongjian()) * unAmbition * Parameters.AIBuildHougongSpaceBuiltProbWeight)) == 0)
            {
                if (((!this.FrontLine && !this.noFactionFrontline) || GameObject.Chance(Parameters.AILeaveFrontlineForHougongChance))
                    && (!this.HostileLine || GameObject.Chance(Parameters.AILeaveHostilelineForHougongChance))
                    && this.Kind.FacilityPositionUnit > 0 &&
                    this.Agriculture >= this.AgricultureCeiling * 9 / 10 && this.Commerce >= this.CommerceCeiling * 9 / 10 &&
                    this.Technology >= this.TechnologyCeiling * 9 / 10 && this.Endurance >= this.EnduranceCeiling * 9 / 10 &&
                    this.Domination >= this.DominationCeiling * 9 / 10 && this.Morale >= this.MoraleCeiling * 9 / 10)
                {
                    int maxHgSize = (12 - uncruelty) + Math.Max(0, this.FacilityPositionCount / this.Kind.FacilityPositionUnit - 5) + Parameters.AIBuildHougongMaxSizeAdd;
                    FacilityKind hougong = null;
                    foreach (FacilityKind fk in base.Scenario.GameCommonData.AllFacilityKinds.FacilityKinds.Values)
                    {
                        if ((((!fk.PopulationRelated || this.Kind.HasPopulation) && ((this.Technology >= fk.TechnologyNeeded)))
                            && ((!fk.UniqueInArchitecture || !this.ArchitectureHasFacilityKind(kind.ID)) && (!fk.UniqueInFaction || !this.FactionHasFacilityKind(kind.ID)))))
                        {
                            if (fk.rongna > 0 && fk.rongna < maxHgSize && GameObject.Chance(Parameters.AIBuildHougongSkipSizeChance))
                            {
                                if (hougong == null || hougong.rongna < fk.rongna)
                                {
                                    hougong = fk;
                                }
                            }
                        }
                    }
                    if (hougong != null)
                    {
                        int facilityPositionLeft = this.FacilityPositionLeft;
                        if (facilityPositionLeft < hougong.PositionOccupied && this.FacilityPositionCount >= hougong.PositionOccupied)
                        {
                            FacilityList fl = new FacilityList();
                            foreach (Facility f in this.Facilities)
                            {
                                if (!f.Kind.bukechaichu)
                                {
                                    fl.Add(f);
                                }
                            }

                            int totalRemovableSpace = 0;
                            foreach (Facility f in fl)
                            {
                                totalRemovableSpace += f.PositionOccupied;
                            }

                            if (totalRemovableSpace >= hougong.PositionOccupied && this.BelongedSection.AIDetail.AllowFacilityRemoval)
                            {
                                fl.PropertyName = "AIValue";
                                fl.IsNumber = true;
                                fl.SmallToBig = true;
                                fl.ReSort();

                                while (this.FacilityPositionLeft < hougong.PositionOccupied && fl.Count > 0)
                                {
                                    Facility f = fl[0] as Facility;
                                    if (this.FacilityEnabled || f.MaintenanceCost <= 0)
                                    {
                                        f.Influences.PurifyInfluence(this, Applier.Facility, f.ID);
                                    }
                                    this.Facilities.Remove(f);
                                    base.Scenario.Facilities.Remove(f);
                                    fl.Remove(f);
                                }
                            }

                            /*foreach (Facility facility in this.Facilities.GetList())
                            {
                                if ((((this.Technology > facility.TechnologyNeeded) && this.FacilityIsPossibleOverTechnology(facility.TechnologyNeeded))
                                    && ((this.Fund > (facility.FundCost * 10)) && (this.BelongedFaction.TechniquePoint > (facility.PointCost * 10))))
                                    && (GameObject.Random(facility.Days * facility.PositionOccupied) < 20 * hougong.PositionOccupied)
                                    && !facility.Kind.bukechaichu)
                                {
                                    if (this.FacilityEnabled)
                                    {
                                        facility.Influences.PurifyInfluence(this);
                                    }
                                    this.Facilities.Remove(facility);
                                    base.Scenario.Facilities.Remove(facility);
                                }
                            }*/
                            facilityPositionLeft = this.FacilityPositionLeft;
                        }
                        if (facilityPositionLeft >= hougong.PositionOccupied)
                        {
                            if ((this.Fund >= hougong.FundCost) && ((this.BelongedFaction.TechniquePoint + this.BelongedFaction.TechniquePointForFacility) >= hougong.PointCost))
                            {
                                this.PlanFacilityKind = null;
                                this.BelongedFaction.DepositTechniquePointForFacility(hougong.PointCost);
                                this.BeginToBuildAFacility(hougong);
                            }
                            else
                            {
                                this.PlanFacilityKind = hougong;
                                if (GameObject.Chance(0x21) && ((this.BelongedFaction.TechniquePoint + this.BelongedFaction.TechniquePointForFacility) < this.PlanFacilityKind.PointCost))
                                {
                                    this.BelongedFaction.SaveTechniquePointForFacility(this.PlanFacilityKind.PointCost / this.PlanFacilityKind.Days);
                                }
                            }
                        }
                    }
                }
            }
            //nafei
            if (leader.WaitForFeiZi != null && leader.Status == PersonStatus.Normal)
            {
                if (this.Meinvkongjian - this.Feiziliebiao.Count <= 0 || !this.BelongedFaction.Leader.isLegalFeiZi(leader.WaitForFeiZi))
                {
                    leader.WaitForFeiZi.WaitForFeiZi = null;
                    leader.WaitForFeiZi = null;
                }
                else if (this.fund >= 50000)
                {
                    if (leader.LocationArchitecture == this && leader.Status == PersonStatus.Normal && this.nvxingwujiang().GameObjects.Contains(leader.WaitForFeiZi))
                    {
                        leader.XuanZeMeiNv(leader.WaitForFeiZi);
                        leader.WaitForFeiZi.WaitForFeiZi = null;
                        leader.WaitForFeiZi = null;
                    }
                    else if (leader.WaitForFeiZi.BelongedFaction != this.BelongedFaction)
                    {
                        leader.WaitForFeiZi.WaitForFeiZi = null;
                        leader.WaitForFeiZi = null;
                    }
                }
                else
                {
                    leader.WaitForFeiZi.WaitForFeiZi = null;
                    leader.WaitForFeiZi = null;
                }
            }
            else
            {
                if (!leader.IsCaptive && this.Meinvkongjian - this.Feiziliebiao.Count > 0 && leader.Status == PersonStatus.Normal &&
                    (
                    GameObject.Random(uncruelty - Parameters.AINafeiUncreultyProbAdd) == 0
                    ||
                    GameObject.Chance((int)Math.Round(Parameters.AIHougongArchitectureCountProbMultiply * Math.Pow(this.BelongedFaction.ArchitectureCount, Parameters.AIHougongArchitectureCountProbPower))))
                    && this.Fund > 75000
                    )
                {
                    if (leader.LocationArchitecture == this)
                    {
                        PersonList candidate = new PersonList();
                        foreach (Person p in this.BelongedFaction.Persons)
                        {
                            Person spousePerson = p.Spouse == null ? null : p.Spouse;
                            if (p.Merit > ((unAmbition - 1) * Parameters.AINafeiAbilityThresholdRate) && leader.isLegalFeiZi(p) && p.LocationArchitecture != null && !p.IsCaptive && !p.Hates(this.BelongedFaction.Leader) &&
                                (spousePerson == null || spousePerson.ID == leader.ID || !spousePerson.Alive || (leader.PersonalLoyalty < (int)PersonLoyalty.很高 && spousePerson.Merit < p.Merit * ((int)leader.PersonalLoyalty * Parameters.AINafeiStealSpouseThresholdRateMultiply + Parameters.AINafeiStealSpouseThresholdRateAdd))) &&
                                (!GlobalVariables.PersonNaturalDeath || (p.Age >= 16 && p.Age <= Parameters.AINafeiMaxAgeThresholdAdd + (int)leader.Ambition * Parameters.AINafeiMaxAgeThresholdMultiply)))
                            {
                                candidate.Add(p);
                            }
                        }
                        candidate.PropertyName = "Merit";
                        candidate.IsNumber = true;
                        candidate.SmallToBig = false;
                        candidate.ReSort();
                        Person toTake = null;
                        foreach (Person p in candidate)
                        {
                            if (p.Status == PersonStatus.Normal)
                            {
                                if ((!p.RecruitableBy(this.BelongedFaction, 0) && GameObject.Random((int)unAmbition) == 0) || GameObject.Chance((int)(Parameters.AINafeiSkipChanceAdd + (int)leader.Ambition * Parameters.AINafeiSkipChanceMultiply)))
                                {
                                    toTake = p;
                                    break;
                                }
                            }
                        }
                        if (toTake != null)
                        {
                            if (leader.LocationArchitecture.Meinvkongjian > this.Meinvkongjian)
                            {
                                if (toTake.LocationArchitecture == leader.LocationArchitecture && toTake.LocationArchitecture.Fund >= 50000)
                                {
                                    leader.XuanZeMeiNv(toTake);
                                    toTake.WaitForFeiZi = null;
                                    leader.WaitForFeiZi = null;
                                }
                                else
                                {
                                    toTake.MoveToArchitecture(leader.LocationArchitecture);
                                    toTake.WaitForFeiZi = leader;
                                    leader.WaitForFeiZi = toTake;
                                }
                            }
                            else
                            {
                                if (leader.LocationArchitecture != this)
                                {
                                    leader.MoveToArchitecture(this);
                                    leader.WaitForFeiZi = toTake;
                                }
                                if (toTake.LocationArchitecture == this)
                                {
                                    if (leader.LocationArchitecture == this && this.Fund >= 50000)
                                    {
                                        leader.XuanZeMeiNv(toTake);
                                        toTake.WaitForFeiZi = null;
                                        leader.WaitForFeiZi = null;
                                    }
                                    else
                                    {
                                        toTake.WaitForFeiZi = leader;
                                    }
                                }
                                else
                                {
                                    toTake.MoveToArchitecture(this);
                                    toTake.WaitForFeiZi = leader;
                                    leader.WaitForFeiZi = toTake;
                                }
                            }
                        }
                    }
                    else if (leader.LocationArchitecture != null &&
                        ((!leader.LocationArchitecture.HostileLine || GameObject.Chance(Parameters.AILeaveHostilelineForHougongChance) || (leader.LocationArchitecture == this && GameObject.Chance(Parameters.AIHostilelineHougongChance)))
                        && (!leader.LocationArchitecture.FrontLine || GameObject.Chance(Parameters.AILeaveFrontlineForHougongChance) || (leader.LocationArchitecture == this && GameObject.Chance(Parameters.AIFrontlineHougongChance))))
                        )
                    {
                        if (leader.LocationArchitecture.meifaxianhuaiyundefeiziliebiao().Count <= 0)
                        {
                            leader.MoveToArchitecture(this);
                        }
                    }
                }
            }
            //chongxing
            if (!leader.IsCaptive && !leader.huaiyun && meifaxianhuaiyundefeiziliebiao().Count > 0 && leader.LocationArchitecture != null &&
                this.BelongedFaction.Leader.WaitForFeiZi == null && leader.Status == PersonStatus.Normal &&

                (
                GameObject.Chance((int)((int)leader.Ambition * Parameters.AIChongxingChanceMultiply + Parameters.AIChongxingChanceAdd))
                ||
                GameObject.Chance((int)Math.Round(Parameters.AIHougongArchitectureCountProbMultiply * Math.Pow(this.BelongedFaction.ArchitectureCount, Parameters.AIHougongArchitectureCountProbPower)))
                )

                &&

                   (((!leader.LocationArchitecture.HostileLine || GameObject.Chance(Parameters.AILeaveHostilelineForHougongChance) || (leader.LocationArchitecture == this && GameObject.Chance(Parameters.AIHostilelineHougongChance)))
                    && (!leader.LocationArchitecture.FrontLine || GameObject.Chance(Parameters.AILeaveFrontlineForHougongChance) || (leader.LocationArchitecture == this && GameObject.Chance(Parameters.AIFrontlineHougongChance))))
                    )
                )
            {
                if (leader.LocationArchitecture != this)
                {
                    bool stay = false;
                    PersonList candidate = leader.LocationArchitecture.meifaxianhuaiyundefeiziliebiao();
                    candidate.PropertyName = "Merit";
                    candidate.IsNumber = true;
                    candidate.SmallToBig = false;
                    candidate.ReSort();
                    foreach (Person p in candidate)
                    {
                        if ((GameObject.Random(leader.NumberOfChildren * (GlobalVariables.PersonNaturalDeath ? 1 : 0) + p.NumberOfChildren * 2) == 0 || GameObject.Chance(p.pregnantChance)) && leader.isLegalFeiZi(p))
                        {
                            stay = true;
                            leader.GoForHouGong(p);
                            break;
                        }
                    }
                    if (!stay)
                    {
                        leader.MoveToArchitecture(this);
                    }
                }
                else
                {
                    PersonList candidate = meifaxianhuaiyundefeiziliebiao();
                    candidate.PropertyName = "Merit";
                    candidate.IsNumber = true;
                    candidate.SmallToBig = false;
                    candidate.ReSort();
                    foreach (Person p in candidate)
                    {
                        if (GameObject.Random(leader.NumberOfChildren * (GlobalVariables.PersonNaturalDeath ? 1 : 0) + p.NumberOfChildren * 2) == 0 && leader.isLegalFeiZi(p))
                        {
                            leader.GoForHouGong(p);
                            break;
                        }
                    }
                }
            }
        }
Пример #18
0
        private void AIFacility()
        {
            if (((this.PlanArchitecture == null) || GameObject.Chance(10)) && (this.BuildingFacility < 0))
            {
                List<FacilityKind> list = new List<FacilityKind>();
                List<FacilityKind> list2 = new List<FacilityKind>();

                if (this.PlanFacilityKind != null)
                {
                    if (this.Technology >= this.PlanFacilityKind.TechnologyNeeded)
                    {
                        if ((this.Fund >= this.PlanFacilityKind.FundCost) && ((this.BelongedFaction.TechniquePoint + this.BelongedFaction.TechniquePointForFacility) >= this.PlanFacilityKind.PointCost))
                        {
                            this.BelongedFaction.DepositTechniquePointForFacility(this.PlanFacilityKind.PointCost);
                            this.BeginToBuildAFacility(this.PlanFacilityKind);
                            this.PlanFacilityKind = null;
                        }
                        else if (GameObject.Chance(0x21) && ((this.BelongedFaction.TechniquePoint + this.BelongedFaction.TechniquePointForFacility) < this.PlanFacilityKind.PointCost))
                        {
                            this.BelongedFaction.SaveTechniquePointForFacility(this.PlanFacilityKind.PointCost / this.PlanFacilityKind.Days);
                        }
                    }
                    else
                    {
                        this.PlanFacilityKind = null;
                    }
                }
                else
                {
                    List<FacilityKind> list3 = new List<FacilityKind>();
                    int facilityPositionLeft = this.FacilityPositionLeft;
                    //lgs-patch: do not remove building that is wanted to build
                    //lgs-patch: do not build weaker versions of markets/farms and the better ones can be built
                    int bestMarket = 10, bestFarm = 0;
                    foreach (FacilityKind kind in base.Scenario.GameCommonData.AllFacilityKinds.FacilityKinds.Values)
                    {
                        if (kind.ID > bestMarket && kind.ID / 10 == 1 && kind.TechnologyNeeded < this.Technology)
                        {
                            bestMarket = kind.ID;
                        }
                        if (kind.ID > bestFarm && kind.ID / 10 == 0 && kind.TechnologyNeeded < this.Technology)
                        {
                            bestFarm = kind.ID;
                        }
                    }
                    foreach (FacilityKind kind in base.Scenario.GameCommonData.AllFacilityKinds.FacilityKinds.Values)
                    {
                        //do not build thing just removed
                        /*if (list3.IndexOf(kind) >= 0)
                        {
                            continue;
                        }*/
                        if (kind.rongna > 0) continue;  //不造美女设施

                        if (kind.ID / 10 == 0 && kind.ID != bestFarm) continue;

                        if (kind.ID / 10 == 1 && kind.ID != bestMarket) continue;

                        //add building that is
                        //1. bound to game rules
                        //2. if facility is for frontline
                        //   100% if arch is on hostile line, or 50% if arch is on front line, or 10% if arch is not on front line
                        //3. otherwise
                        //   not front line, or 50% if arch is not on hostile line, or 5% if on hostile line
                        if (((((!kind.PopulationRelated || this.Kind.HasPopulation) && ((this.Technology >= kind.TechnologyNeeded) && (facilityPositionLeft >= kind.PositionOccupied))) && (!kind.UniqueInArchitecture || !this.ArchitectureHasFacilityKind(kind.ID))) && (!kind.UniqueInFaction || !this.FactionHasFacilityKind(kind.ID))) && ((kind.FrontLine && ((this.HostileLine || (this.FrontLine && GameObject.Chance(50))) || (!this.FrontLine && GameObject.Chance(10)))) || (!kind.FrontLine && ((!this.FrontLine || (!this.HostileLine && GameObject.Chance(50))) || (this.HostileLine && GameObject.Chance(5))))))
                        {
                            list.Add(kind);
                            if ((this.Fund >= kind.FundCost) && ((this.BelongedFaction.TechniquePoint + this.BelongedFaction.TechniquePointForFacility) >= kind.PointCost))
                            {
                                list2.Add(kind);
                            }
                        }
                    }
                    //if there is no facility position, attempt to remove some facilities
                    if (facilityPositionLeft <= 0)
                    {
                        foreach (Facility facility in this.Facilities.GetList())
                        {
                            //if
                            //1. this building requires less technology than current arch tech value
                            //2. this building is bound to game rules(?)
                            //3. cost of building (fund and techpoint) is 10 times less than current resource (fund and techpoint)
                            //4. (20/(days * space occupied))% chance
                            //destory this building
                            if (((((this.Technology > facility.TechnologyNeeded) && this.FacilityIsPossibleOverTechnology(facility.TechnologyNeeded)) && (this.Fund > (facility.FundCost * 10))) && (this.BelongedFaction.TechniquePoint > (facility.PointCost * 10))) && (GameObject.Random(facility.Days * facility.PositionOccupied) < 20))
                            {
                                if (list.IndexOf(facility.Kind) >= 0)
                                {
                                    continue;
                                }
                                list3.Add(facility.Kind);
                                if (this.FacilityEnabled)
                                {
                                    facility.Influences.PurifyInfluence(this);
                                }
                                this.Facilities.Remove(facility);
                                base.Scenario.Facilities.Remove(facility);
                            }
                        }
                        if (list3.Count == 0)
                        {
                            return;
                        }
                        facilityPositionLeft = this.FacilityPositionLeft;
                    }
                    
                    if (list2.Count > 0)
                    {
                        FacilityKind facilityKind = list2[GameObject.Random(list2.Count)];
                        this.BelongedFaction.DepositTechniquePointForFacility(facilityKind.PointCost);
                        this.BeginToBuildAFacility(facilityKind);
                    }
                    else if (list.Count > 0)
                    {
                        this.PlanFacilityKind = list[GameObject.Random(list.Count)];
                        if (GameObject.Chance(0x21) && ((this.BelongedFaction.TechniquePoint + this.BelongedFaction.TechniquePointForFacility) < this.PlanFacilityKind.PointCost))
                        {
                            this.BelongedFaction.SaveTechniquePointForFacility(this.PlanFacilityKind.PointCost / this.PlanFacilityKind.Days);
                        }
                    }
                }// end if (this.PlanFacilityKind != null)
            }
        }