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(); }
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(); }
Unemployed::Unemployed( Camera& camera, PlayerCityPtr city) : Info( camera, city, 15 ) { _visibleWalkers() << walker::recruter; _initialize(); }