示例#1
0
 public Group(World world, Organism organism1, Organism organism2) : this()
 {
     World = world;
     Join(organism1);
     Join(organism2);
 }
示例#2
0
        /// <summary>
        /// Economy Match Score = 0-100
        /// Fungal types will join anyone.
        /// Workers and survivors will join each other. Higher rate if both organisms are identical
        /// Thieves only join thieves.
        /// All non-fungals may still accept to join fungals because of the strength in numbers. More so in case of thieves since they are stealing
        /// any way and greater numbers works better and hardly much resources are lost to fungals.
        /// </summary>
        private double GetEconomyMatchPercentage(Organism curOrganism, Organism vicinityOrganism)
        {
            EconomyGene currentOrganismEconomy = curOrganism.IsInGroup
            ? curOrganism.Group.GroupEconomyGene
            : (EconomyGene)curOrganism.GetGeneValueByType(GeneEnum.Economy);
            EconomyGene vicinityOrganismEconomy = vicinityOrganism.IsInGroup
            ? vicinityOrganism.Group.GroupEconomyGene
            : (EconomyGene)vicinityOrganism.GetGeneValueByType(GeneEnum.Economy);

            switch (currentOrganismEconomy)
            {
            default:
                return(0);

            case EconomyGene.Fungal:
                // Fungal types always want to join
                return(EjFungal);

            case EconomyGene.Worker:
                switch (vicinityOrganismEconomy)
                {
                default:
                    return(0);

                case EconomyGene.Fungal:
                    return(EjWorkerFungal);

                case EconomyGene.Worker:
                    return(EjWorkerWorker);

                case EconomyGene.Survivor:
                    return(EjWorkerSurvivor);
                }

            case EconomyGene.Survivor:
                switch (vicinityOrganismEconomy)
                {
                default:
                    return(0);

                case EconomyGene.Fungal:
                    return(EjSurvivorFungal);

                case EconomyGene.Worker:
                    return(EjSurvivorWorker);

                case EconomyGene.Survivor:
                    return(EjSurvivorSurvivor);
                }

            case EconomyGene.Thief:
                switch (vicinityOrganismEconomy)
                {
                default:
                    return(0);

                case EconomyGene.Fungal:
                    return(EjThiefFungal);

                case EconomyGene.Thief:
                    return(EjThiefThief);
                }
            }
        }
示例#3
0
        /// <summary>
        /// Military Match Score = 0-100
        /// NonMilitants and passives will join anyone but offenders.
        /// Actives will join anyone.
        /// Actives and offenders join one of their own kind and a small chance to join one another.
        /// For actives and passives, there is a higher chance to accept someone less offensive than yourself than more offensive.
        /// </summary>
        private double GetMilitaryMatchPercentage(Organism curOrganism, Organism vicinityOrganism)
        {
            var currentOrganismMilitary = curOrganism.IsInGroup
            ? curOrganism.Group.GroupMilitaryGene
            : (MilitaryGene)curOrganism.GetGeneValueByType(GeneEnum.Military);
            var vicinityOrganismMilitary = vicinityOrganism.IsInGroup
            ? vicinityOrganism.Group.GroupMilitaryGene
            : (MilitaryGene)vicinityOrganism.GetGeneValueByType(GeneEnum.Military);

            switch (currentOrganismMilitary)
            {
            default:
                return(0);

            case MilitaryGene.NonMilitant:
                switch (vicinityOrganismMilitary)
                {
                default:
                    return(0);

                case MilitaryGene.NonMilitant:
                    return(MjNonNon);

                case MilitaryGene.Passive:
                    return(MjNonPassive);

                case MilitaryGene.Proactive:
                    return(MjNonActive);
                }

            case MilitaryGene.Passive:
                switch (vicinityOrganismMilitary)
                {
                default:
                    return(0);

                case MilitaryGene.NonMilitant:
                    return(MjPassiveNon);

                case MilitaryGene.Passive:
                    return(MjPassivePassive);

                case MilitaryGene.Proactive:
                    return(MjPassiveActive);
                }

            case MilitaryGene.Proactive:
                switch (vicinityOrganismMilitary)
                {
                default:
                    return(0);

                case MilitaryGene.NonMilitant:
                    return(MjActiveNon);

                case MilitaryGene.Passive:
                    return(MjActivePassive);

                case MilitaryGene.Proactive:
                    return(MjActiveActive);

                case MilitaryGene.Offender:
                    return(MjActiveOffensive);
                }

            case MilitaryGene.Offender:
                switch (vicinityOrganismMilitary)
                {
                default:
                    return(0);

                case MilitaryGene.Proactive:
                    return(MjOffensiveActive);

                case MilitaryGene.Offender:
                    return(MjOffensiveOffensive);
                }
            }
        }
示例#4
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 public void AddBaby(Organism baby)
 {
     Babies.Add(baby);
 }