Esempio n. 1
0
void Migration::Impl::createMigrationToCity( PlayerCityPtr city )
{
  unsigned int vh = calcVacantHouse( city );
  if( vh == 0 )
  {
    return;
  }

  EmigrantList migrants;
  migrants << city->walkers();

  if( vh <= migrants.size() * 5 )
  {
    return;
  }

  Tile& roadTile = city->tilemap().at( city->borderInfo().roadEntry );

  ImmigrantPtr emigrant = Immigrant::create( city );

  if( emigrant.isValid() )
  {
    bool success = emigrant->send2city( roadTile );
    emigrant->setSpeedMultiplier( 0.8f + math::random( 40 ) / 100.f );

    if( success )
      lastMonthComing += emigrant->peoples().count();
  }
}
Esempio n. 2
0
void Neptune::_doWrath(PlayerCityPtr city)
{
  GameEventPtr event = ShowInfobox::create( _("##wrath_of_neptune_title##"),
                                            _("##wrath_of_neptune_description##"),
                                            ShowInfobox::send2scribe,
                                            "god_neptune");
  event->dispatch();

  ShipList boats;
  boats << city->walkers();

  ShipList destroyBoats = boats.random( 5 );
  for( auto ship : destroyBoats )
  {
    ship->die();
  }
}
Esempio n. 3
0
void Mars::_doBlessing(PlayerCityPtr city)
{
  EnemySoldierList enemies;
  enemies << city->walkers( walker::any );

  bool blessingDone = false;
  int step = enemies.size() / 3;
  for( int k=0; k < step; k++ )
  {
    int index = math::random( enemies.size() );
    EnemySoldierList::iterator it = enemies.begin();
    std::advance( it, index );
    (*it)->die();
    blessingDone = true;
  }

  if( blessingDone )
  {
    events::GameEventPtr event = events::ShowInfobox::create( _("##spirit_of_mars_title##"),
                                                              _("##spirit_of_mars_text##"),
                                                              events::ShowInfobox::send2scribe );
    event->dispatch();
  }
}