public void CalcTurnResources() { // Get resources from region list ItemArrayList res = new ItemArrayList(); foreach (Item itm in Resources) { res.Add(new Item(itm.Type, itm.Amount)); } // Apply temperature factor int tempr = this.Temperature; for (int i = res.Count - 1; i >= 0; i--) { Item itm = res[i]; int danger = (itm.Type.TemperatureFrom - tempr) * itm.Type.TemperatureEffect; if (danger > 0) { int died = itm.Amount * Math.Min(100, danger) / 100; res.RemoveItems(itm.Type, died); } } // Add resources added by production buildings foreach (Building b in Buildings) { if (b.Type.Resource != null && b.IsComplete) { res.AddItems(b.Type.Resource.Type, b.Type.Resource.Amount); } } // Apply radiation factor int radiation = this.Radiation; for (int i = res.Count - 1; i >= 0; i--) { Item itm = res[i]; int danger = (radiation - itm.Type.RadiationTo) * itm.Type.RadiationEffect; if (danger > 0) { // Mutate some resource int amt = itm.Amount * Math.Min(100, danger) / 100; res.RemoveItems(itm.Type, amt); int amt_mutated = amt * itm.Type.MutatePercent / 100; if (itm.Type.MutateTo != null && amt_mutated > 0) { res.AddItems(itm.Type.MutateTo, amt_mutated); } } } TurnResources = res; }
public void Damage() { // Destroy random component int total = 0; foreach (Item itm in Installed) { total += itm.Amount; } if (total == 0) { return; } int idx = Constants.Random(total); for (int i = 0; i < Installed.Count; i++) { idx -= Installed[i].Amount; if (idx > 0) { continue; } Installed.RemoveItems(Installed[i].Type, 1); break; } // If first components spent, collapse if (Installed.Count == 0 || (Type.Materials.Count > 0 && Installed.GetByType(Type.Materials[0].Type) == null)) { Collapse(); } }
public void CalcTurnJunk() { // Add new junk // Get dying resources from region list ItemArrayList res = new ItemArrayList(); foreach (Item itm in Resources) { if (itm.Type.Dead != null) { res.Add(new Item(itm.Type, itm.Amount)); } } // Apply temperature factor int tempr = this.Temperature; for (int i = res.Count - 1; i >= 0; i--) { Item itm = res[i]; int danger = (itm.Type.TemperatureFrom - tempr) * itm.Type.TemperatureEffect; if (danger > 0) { int died = itm.Amount * Math.Min(100, danger) / 100; res.RemoveItems(itm.Type, died); Junk.AddItems(itm.Type.Dead, died); } } // Add resources added by production buildings foreach (Building b in Buildings) { if (b.Type.Resource != null && b.Type.Resource.Type.Dead != null && b.IsComplete) { res.AddItems(b.Type.Resource.Type, b.Type.Resource.Amount); } } // Apply radiation factor int radiation = this.Radiation; for (int i = res.Count - 1; i >= 0; i--) { Item itm = res[i]; int danger = Math.Max(radiation - itm.Type.RadiationTo, itm.Type.RadiationFrom - radiation) * itm.Type.RadiationEffect; if (danger > 0) { int amt = itm.Amount * Math.Min(100, danger) / 100; int amt_mutated = amt * itm.Type.MutatePercent / 100; int amt_dead = amt - amt_mutated; if (amt_dead > 0) { Junk.AddItems(itm.Type.Dead, amt_dead); } } } // Decompose junk for (int i = Junk.Count - 1; i >= 0; i--) { Item itm = Junk[i]; if (itm.Type.DecomposeChance > 0) { int decomposed = itm.Amount * itm.Type.DecomposeChance / 100; if (decomposed == 0 && Constants.Random(100) < itm.Type.DecomposeChance * itm.Amount) { decomposed = 1; } Junk.RemoveItems(itm.Type, decomposed); } } }