/// <summary>
    /// Spawns an entity group that exports a set type of good from a village, and takes it to the
    /// nearest valid settlement to sell.
    /// </summary>
    /// <param name="home"></param>
    /// <param name="exportType"></param>
    /// <param name="export"></param>
    /// <param name="groupEntities"></param>
    /// <returns></returns>
    public EntityGroup SpawnVillageTrader(SettlementEconomy economy, EconomicItemType exportType, EconomicInventory export, List <Entity> groupEntities)
    {
        Debug.Log("Spawning village trader");
        SettlementEconomy target = null;
        int nearestDist          = -1;

        //We iterate the near settlements in an attempt to find a settlement to import these goods
        foreach (int id in economy.NearSettlementsIDs)
        {
            Settlement set = World.Instance.GetSettlement(id);
            if (set == null)
            {
                continue;
            }
            //We skip other villages
            if (set.SettlementType == SettlementType.VILLAGE)
            {
                continue;
            }

            if (!set.Economy.CanImport(exportType))
            {
                continue;
            }
            int dist = Vec2i.QuickDistance(economy.Settlement.BaseChunk, set.BaseChunk);
            if (nearestDist == -1 || dist < nearestDist)
            {
                nearestDist = dist;
                target      = set.Economy;
            }
        }
        //If a valid settlement is not found to be close,
        if (target == null)
        {
            //We search all settlements
            target = GetNearestImportingSettlement(economy.Settlement, exportType);
            //This should never happen
            if (target == null)
            {
                //in future, the only way this could happen would be if a kingdom cannot trade with any other kingdoms.
                Debug.LogError("Could not find Settlement to import " + exportType + " near to " + economy.Settlement);
                return(null);
            }
        }

        EntityGroup.GroupType groupType = exportType.GetTypeFromExport();

        VillageTraderTask task = new VillageTraderTask();

        task.Start            = economy;
        task.End              = target;
        task.DesiredPurchases = economy.RequiredImports;
        task.ToSell           = export;
        EntityGroup group = new EntityGroupVillageTrader(task, groupType, groupEntities);

        AddEntityGroup(group);
        return(group);
    }
示例#2
0
 public void SetEconomy(SettlementEconomy econ)
 {
     Economy = econ;
 }
示例#3
0
    /// <summary>
    /// Calculates the economic item production per tick for this village based on the resources in the eclcosed chunks
    /// Adds building plans based on these production amounts
    /// Calculates the economic items used per tick
    /// Calculates the start inventory, and the desired amounts to keep in the inventory
    /// </summary>
    /// <param name="settlementResources"></param>
    /// <param name="shell"></param>
    private void GenerateVillageEconomy(Dictionary <ChunkResource, float> settlementResources, SettlementShell shell)
    {
        List <BuildingPlan> reqBuildings = new List <BuildingPlan>();

        //A measure of how much of each resource is produced per tick
        Dictionary <EconomicItem, int> producePerTick = new Dictionary <EconomicItem, int>();

        //How much of each item is used per tick
        Dictionary <EconomicItem, int> usePerTick = new Dictionary <EconomicItem, int>();

        EconomicInventory economicInventory = new EconomicInventory();
        Dictionary <EconomicItem, int> DesiredInventoryAmounts = new Dictionary <EconomicItem, int>();

        //Villages only take raw production (of farms and wood)

        if (settlementResources.TryGetValue(ChunkResource.wheatFarm, out float v) && v > 1)
        {
            reqBuildings.Add(Building.WHEATFARM);
            foreach (EconomicItem it in ChunkResource.wheatFarm.GetEconomicItem())
            {
                if (!producePerTick.ContainsKey(it))
                {
                    producePerTick.Add(it, 0);
                }
                producePerTick[it] += ((int)v * 10);
            }
        }
        if (settlementResources.TryGetValue(ChunkResource.vegetableFarm, out float v0) && v0 > 1)
        {
            reqBuildings.Add(Building.VEGFARM);
            foreach (EconomicItem it in ChunkResource.vegetableFarm.GetEconomicItem())
            {
                if (!producePerTick.ContainsKey(it))
                {
                    producePerTick.Add(it, 0);
                }
                producePerTick[it] += ((int)v * 10);
            }
        }
        if (settlementResources.TryGetValue(ChunkResource.silkFarm, out float v1) && v1 > 1)
        {
            reqBuildings.Add(Building.SILKFARM);
            foreach (EconomicItem it in ChunkResource.silkFarm.GetEconomicItem())
            {
                if (!producePerTick.ContainsKey(it))
                {
                    producePerTick.Add(it, 0);
                }
                producePerTick[it] += ((int)v1 * 4);
            }
        }
        if (settlementResources.TryGetValue(ChunkResource.cattleFarm, out float v2) && v2 > 1)
        {
            reqBuildings.Add(Building.CATTLEFARM);
            foreach (EconomicItem it in ChunkResource.cattleFarm.GetEconomicItem())
            {
                if (!producePerTick.ContainsKey(it))
                {
                    producePerTick.Add(it, 0);
                }
                producePerTick[it] += ((int)v2);
            }
        }
        if (settlementResources.TryGetValue(ChunkResource.sheepFarm, out float v3) && v3 > 1)
        {
            reqBuildings.Add(Building.SHEEPFARM);
            foreach (EconomicItem it in ChunkResource.sheepFarm.GetEconomicItem())
            {
                if (!producePerTick.ContainsKey(it))
                {
                    producePerTick.Add(it, 0);
                }
                producePerTick[it] += ((int)v3);
            }
        }
        if (settlementResources.TryGetValue(ChunkResource.wood, out float v4) && v4 > 1)
        {
            reqBuildings.Add(Building.WOODCUTTER);
            foreach (EconomicItem it in ChunkResource.wood.GetEconomicItem())
            {
                if (!producePerTick.ContainsKey(it))
                {
                    producePerTick.Add(it, 0);
                }
                producePerTick[it] += ((int)v4);
            }
        }
        if (settlementResources.TryGetValue(ChunkResource.ironOre, out float v5) && v5 > 1)
        {
            reqBuildings.Add(Building.IRONMINE);
            foreach (EconomicItem it in ChunkResource.ironOre.GetEconomicItem())
            {
                if (!producePerTick.ContainsKey(it))
                {
                    producePerTick.Add(it, 0);
                }
                producePerTick[it] += ((int)v5);
            }
        }
        if (settlementResources.TryGetValue(ChunkResource.silverOre, out float v6) && v6 > 1)
        {
            reqBuildings.Add(Building.SILVERMINE);
            foreach (EconomicItem it in ChunkResource.silverOre.GetEconomicItem())
            {
                if (!producePerTick.ContainsKey(it))
                {
                    producePerTick.Add(it, 0);
                }
                producePerTick[it] += ((int)v6);
            }
        }
        if (settlementResources.TryGetValue(ChunkResource.goldOre, out float v7) && v7 > 1)
        {
            reqBuildings.Add(Building.GOLDMINE);
            foreach (EconomicItem it in ChunkResource.goldOre.GetEconomicItem())
            {
                if (!producePerTick.ContainsKey(it))
                {
                    producePerTick.Add(it, 0);
                }
                producePerTick[it] += ((int)v7);
            }
        }
        usePerTick.Add(Economy.Bread, 5);
        usePerTick.Add(Economy.Vegetables, 5);
        usePerTick.Add(Economy.Clothes, 1);

        //Calculates the amount
        foreach (KeyValuePair <EconomicItem, int> kvp in usePerTick)
        {
            DesiredInventoryAmounts.Add(kvp.Key, kvp.Value * Economy.KEEP_IN_INVENTORY_MULT);
            economicInventory.AddItem(kvp.Key, DesiredInventoryAmounts[kvp.Key]);
        }
        shell.RequiredBuildings = reqBuildings;


        EconomyData data = new EconomyData();

        data.Inventory            = economicInventory;
        data.UsePerTick           = usePerTick;
        data.RawProductionPerTick = producePerTick;
        data.DesiredItemStock     = DesiredInventoryAmounts;
        data.EconomicProduction   = new Dictionary <EconomicProduction, int>();

        SettlementEconomy econ = new SettlementEconomy(shell, data);
    }
示例#4
0
    private void GenerateTownEconomy(Dictionary <ChunkResource, float> settlementResources, SettlementShell shell)
    {
        List <BuildingPlan> reqBuildings = new List <BuildingPlan>();

        //A measure of how much of each resource is produced per tick
        Dictionary <EconomicItem, int> rawProductionPerTick = new Dictionary <EconomicItem, int>();
        //A measure of how much can be produced by industry
        Dictionary <EconomicProduction, int> productionPerTick = new Dictionary <EconomicProduction, int>();
        //How much of each item is used per tick (excluding economy)
        Dictionary <EconomicItem, int> usePerTick = new Dictionary <EconomicItem, int>();

        EconomicInventory economicInventory         = new EconomicInventory();
        Dictionary <EconomicItem, int> desiredStock = new Dictionary <EconomicItem, int>();

        usePerTick.Add(Economy.Bread, 15);
        usePerTick.Add(Economy.Vegetables, 10);
        usePerTick.Add(Economy.Clothes, 3);
        //Use a small amount of weapons and armour per tick
        usePerTick.Add(Economy.LeatherArmour, 1);
        usePerTick.Add(Economy.IronWeapons, 1);
        SettlementProductionAbility productionAbility = new SettlementProductionAbility();



        //All towns will have a bakery, this will produce bread from wheat
        reqBuildings.Add(Building.BAKERY);
        productionPerTick.Add(Economy.WheatToBread, 50);
        economicInventory.AddItem(Economy.Wheat, 500);
        productionAbility.HasButcher = true;
        productionPerTick.Add(Economy.CowToBeef, 5);
        productionPerTick.Add(Economy.SheepToMutton, 5);

        //If we are in a forrest, then the town till cut wood & make into planks
        if (settlementResources.TryGetValue(ChunkResource.wood, out float v) && v > 1)
        {
            reqBuildings.Add(Building.WOODCUTTER);
            reqBuildings.Add(Building.LUMBERMILL);
            int rawProduce = (int)v * 2;
            rawProductionPerTick.Add(ChunkResource.wood.GetEconomicItem()[0], rawProduce);
            //Takes 1 log and make 3 planks
            //We set the production such that it wished to import as much wood as possible
            productionPerTick.Add(Economy.WoodLogToPlank, (int)(rawProduce * GenRan.Random(2, 4)));
            productionAbility.HasLumberMill = true;
        }
        bool hasSmelt = false;

        if (settlementResources.TryGetValue(ChunkResource.ironOre, out float v1) && v1 > 1)
        {
            hasSmelt = true;
            reqBuildings.Add(Building.SMELTER);
            reqBuildings.Add(Building.BLACKSMITH);

            //We add some planks to start so we can produce weapons from start
            economicInventory.AddItem(Economy.WoodPlank, 5000);


            rawProductionPerTick.Add(Economy.IronOre, (int)v1);
            productionAbility.HasSmelter = true;

            productionPerTick.Add(Economy.Iron_OreToBar, (int)(v1 * GenRan.Random(2, 4)));
            productionPerTick.Add(Economy.IronToWeapon, 3);
            productionPerTick.Add(Economy.LeatherToArmour, 3);
        }
        if (settlementResources.TryGetValue(ChunkResource.silverOre, out float v2) && v2 > 1)
        {
            if (!hasSmelt)
            {
                reqBuildings.Add(Building.SMELTER);
            }
            rawProductionPerTick.Add(Economy.SilverOre, (int)v2);
            productionAbility.HasSmelter = true;

            productionPerTick.Add(Economy.Silver_OreToBar, (int)(v2 * GenRan.Random(2, 4)));
        }
        if (settlementResources.TryGetValue(ChunkResource.goldOre, out float v3) && v3 > 1)
        {
            if (!hasSmelt)
            {
                reqBuildings.Add(Building.SMELTER);
            }
            rawProductionPerTick.Add(Economy.GoldOre, (int)v3);
            productionAbility.HasSmelter = true;

            productionPerTick.Add(Economy.Gold_OreToBar, (int)(v3 * GenRan.Random(2, 4)));
        }
        //Calculates the amount
        foreach (KeyValuePair <EconomicItem, int> kvp in usePerTick)
        {
            int amount = kvp.Value * Economy.KEEP_IN_INVENTORY_MULT;
            desiredStock.Add(kvp.Key, amount);
            economicInventory.AddItem(kvp.Key, amount);
        }

        EconomyData data = new EconomyData();

        data.Inventory            = economicInventory;
        data.UsePerTick           = usePerTick;
        data.RawProductionPerTick = rawProductionPerTick;
        data.DesiredItemStock     = desiredStock;
        data.EconomicProduction   = new Dictionary <EconomicProduction, int>();
        data.ProductionAbility    = productionAbility;

        SettlementEconomy econ = new SettlementEconomy(shell, data);

        shell.RequiredBuildings = reqBuildings;

        //Set the economy
    }