示例#1
0
    /// <summary>
    /// Parse the province training plan and queue its training orders
    /// </summary>
    /// <param name="province">The province where to place the unit training order</param>
    /// <param name="plan">Province training plan to process</param>
    private void ProcessProvinceTrainingPlan(Province province, ProvinceTrainingPlan plan)
    {
        List <UnitTrainingPlan> unitPlans = plan.GetUnitTrainingPlans();

        for (int i = 0; i < unitPlans.Count; i++)
        {
            UnitTrainingOrder order    = unitPlans[i].GetUnitTrainingOrder();
            UnitType          unitType = order.GetUnitType();
            int quantity = order.GetQuantity();
            if (quantity > 0)
            {
                FileLogger.Trace("AI", "Queueing " + quantity + " " + unitType.GetName() + "s (" + unitPlans[i].GetReason() + ") in " + province.GetName());
                // re-evaluate training orders every turn, don't create standing training orders
                province.QueueTraining(unitType, quantity, false);
            }
        }
    }
示例#2
0
    /// <summary>
    /// Revise training plans of the cheapest units based on the money left and the existing training plan, if available
    /// </summary>
    /// <param name="province">The province for which to prepare unit training plans</param>
    /// <param name="budget">The amount of money available for spending</param>
    /// <param name="existingPlan">The province's current training plan</param>
    private void UpgradeTrainingFodderPlan(Province province, int budget, ProvinceTrainingPlan existingPlan)
    {
        // no money => good buy!
        if (budget <= 0)
        {
            return;
        }

        List <UnitType>            trainable     = province.GetTrainableUnits();
        Dictionary <UnitType, int> trainingOrder = new Dictionary <UnitType, int>();
        List <UnitType>            fodder        = province.GetCheapestToTrainUnits();
        List <UnitType>            expensives    = new List <UnitType>();

        for (int i = 0; i < trainable.Count; i++)
        {
            if (!fodder.Contains(trainable[i]))
            {
                trainingOrder[trainable[i]] = 0;
                expensives.Add(trainable[i]);
            }
        }

        if (trainingOrder.Count > 0)
        {
            List <UnitTrainingPlan> plans = existingPlan.GetUnitTrainingPlans();
            for (int i = 0; i < plans.Count; i++)
            {
                if (plans[i].GetReason() == UnitTrainingPlan.Reason.FODDER)
                {
                    int manpower   = plans[i].GetManpowerCost();
                    int fodderCost = plans[i].GetUnitTypeTrainingCost();
                    for (int j = 0; j < manpower; j++)
                    {
                        int randomIndex  = UnityEngine.Random.Range(0, expensives.Count);
                        int costIncrease = expensives[randomIndex].GetTrainingCost() - fodderCost;
                        if (budget >= costIncrease)
                        {
                            trainingOrder[expensives[randomIndex]] += 1;
                            plans[i].DecreaseQuantity();
                            budget -= costIncrease;
                        }
                        if (budget <= 0)
                        {
                            break;
                        }
                    }
                }

                if (budget <= 0)
                {
                    break;
                }
            }

            List <UnitTrainingPlan> newPlans = new List <UnitTrainingPlan>();
            foreach (KeyValuePair <UnitType, int> entry in trainingOrder)
            {
                if (entry.Value > 0)
                {
                    UnitTrainingOrder order = new UnitTrainingOrder(entry.Key, entry.Value, false);
                    newPlans.Add(new UnitTrainingPlan(order, UnitTrainingPlan.Reason.CORE));
                }
            }
            if (newPlans.Count > 0)
            {
                existingPlan.AddUnitTrainingPlans(newPlans);
            }
        }

        return;
    }