Education::Education( Camera& camera, PlayerCityPtr city, int type)
    : Info( camera, city, 9 )
{
    _type = type;

    switch( type )
    {
    case citylayer::education:
        _flags << object::school << object::library << object::academy;
        _visibleWalkers() << walker::scholar << walker::librarian << walker::teacher;
        break;

    case citylayer::school:
        _flags << object::school;
        _visibleWalkers() << walker::scholar;
        break;
    case citylayer::library:
        _flags << object::library;
        _visibleWalkers() << walker::librarian;
        break;
    case citylayer::academy:
        _flags << object::academy;
        _visibleWalkers() << walker::teacher;
        break;
    }

    _initialize();
}
Exemple #2
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Sentiment::Sentiment( Camera& camera, PlayerCityPtr city)
  : Info( camera, city, sentimentColumnIndex )
{
  _visibleWalkers() << walker::protestor
                    << walker::mugger
                    << walker::rioter;
  _initialize();
}
Entertainment::Entertainment( Camera& camera, PlayerCityPtr city, int type )
  : Info( camera, city, 9 )
{
  _type = type;

  switch( type )
  {
  case citylayer::entertainment:
    _flags << object::unknown << object::theater
           << object::amphitheater << object::colloseum
           << object::hippodrome << object::actorColony
           << object::gladiatorSchool << object::lionsNursery
           << object::chariotSchool;

    _visibleWalkers() << walker::actor << walker::gladiator
                      << walker::lionTamer << walker::charioteer;
  break;

  case citylayer::theater:
    _flags << object::theater << object::actorColony;
    _visibleWalkers() << walker::actor;
  break;

  case citylayer::amphitheater:
    _flags << object::amphitheater << object::actorColony << object::gladiatorSchool;
    _visibleWalkers() << walker::actor << walker::gladiator;
  break;

  case citylayer::colloseum:
    _flags << object::colloseum << object::gladiatorSchool << object::lionsNursery;
    _visibleWalkers() << walker::gladiator << walker::lionTamer;
  break;

  case citylayer::hippodrome:
    _flags << object::hippodrome << object::chariotSchool;
    _addWalkerType( walker::charioteer );
  break;

  default: break;
  }

  _initialize();
}
Health::Health(Camera& camera, PlayerCityPtr city, int type)
  : Info( camera, city, 9 )
{
  _type = type;

  switch( type )
  {
  case citylayer::health:
    _flags << object::clinic << object::hospital
           << object::barber << object::baths;
    _visibleWalkers() << walker::doctor << walker::surgeon
                      << walker::barber << walker::bathlady;
  break;

  case citylayer::doctor:
    _flags << object::clinic;
    _visibleWalkers() << walker::doctor;
  break;

  case citylayer::hospital:
    _flags << object::hospital;
    _visibleWalkers() << walker::surgeon;
  break;

  case citylayer::barber:
    _flags << object::barber;
    _visibleWalkers() << walker::barber;
  break;

  case citylayer::baths:
    _flags << object::baths;
    _visibleWalkers() << walker::bathlady;
  break;
  }

  _initialize();
}
Aborigens::Aborigens( Camera& camera, PlayerCityPtr city)
  : Info( camera, city, 15 )
{
  _visibleWalkers() << walker::indigene << walker::missioner;
  _initialize();
}
Exemple #6
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Unemployed::Unemployed( Camera& camera, PlayerCityPtr city)
  : Info( camera, city, 15 )
{
  _visibleWalkers() << walker::recruter;
  _initialize();
}