コード例 #1
0
ファイル: migration.cpp プロジェクト: binakot/caesaria-game
void Migration::Impl::createMigrationFromCity( PlayerCityPtr city )
{
  HouseList houses = city->statistic().houses.find();
  const int minWorkersNumber = 4;
  for( HouseList::iterator i=houses.begin(); i != houses.end(); )
  {
    int houseWorkless = (*i)->unemployed();

    if( !(*i)->enterArea().empty() && houseWorkless > minWorkersNumber ) { ++i; }
    else { i = houses.erase( i ); }
  }

  if( !houses.empty() )
  {
    int number = math::random( houses.size() );
    HouseList randHouses = houses.random( number );
    for( auto house : randHouses )
    {
      ImmigrantPtr emigrant = Immigrant::create( city );
      if( emigrant.isValid() )
      {
        house->removeHabitants( minWorkersNumber );
        emigrant->leaveCity( *(house->enterArea().front()) );
        emigrant->setThinks( "##immigrant_no_work_for_me##" );
      }
    }
  }
}
コード例 #2
0
void RandomPlague::_exec( Game& game, unsigned int time)
{
  int population = game.city()->states().population;
  if( _d->popRange.contain( population ) )
  {
    Logger::info( "Execute random plague event" );
    _d->isDeleted = true;

    HouseList houses = game.city()->statistic().houses.habitable();

    unsigned int number4burn = math::clamp<unsigned int>( (houses.size() * _d->strong / 100), 1u, 100u );

    for( unsigned int k=0; k < number4burn; k++ )
    {
      HousePtr house = houses.random();
      house->setState( pr::health, 0.f );
    }
  }
}
コード例 #3
0
ファイル: emigrant.cpp プロジェクト: mdl8bit/caesaria-game
HousePtr Emigrant::_findBlankHouse()
{
  city::Helper hlp( _city() );

  HousePtr blankHouse;

  TilePos offset( 5, 5 );
  HouseList houses = hlp.find<House>( building::house, pos() - offset, pos() + offset );

  _checkHouses( houses );

  if( houses.empty() )
  {
    houses = hlp.find<House>( building::house );
    _checkHouses( houses );
  }

  if( houses.size() > 0 )
  {
    blankHouse = houses.random();
  }

  return blankHouse;
}
コード例 #4
0
void Disorder::Impl::weekUpdate( unsigned int time, PlayerCityPtr rcity )
{
  HouseList houses = rcity->statistic().houses.find();

  const WalkerList& walkers = rcity->statistic().walkers.find( walker::protestor );

  HouseList criminalizedHouse;
  crime.level.current = 0;
  crime.level.maximum = 0;

  for( auto house : houses )
  {
    int currentValue = house->getServiceValue( Service::crime )+1;
    if( currentValue >= crime.level.minimum )
    {
      criminalizedHouse.push_back( house );
    }

    crime.level.current += currentValue;
    crime.level.maximum = std::max<int>( crime.level.maximum, currentValue );
  }

  if( houses.size() > 0 )
    crime.level.current /= houses.size();

  if( criminalizedHouse.size() > walkers.size() )
  {
    HousePtr house = criminalizedHouse.random();
    int hCrimeLevel = house->getServiceValue( Service::crime );

    int sentiment = rcity->sentiment();
    int randomValue = math::random( crime::maxValue );
    if (sentiment >= minSentiment4protest )
    {
      if ( randomValue >= sentiment + 20 )
      {
        if ( hCrimeLevel > crime::level4protestor )
        {
          generateProtestor( rcity, house );
        }
      }
    }
    else if ( sentiment >= minSentiment4mugger )
    {
      if ( randomValue >= sentiment + 40 )
      {
        if ( hCrimeLevel >= crime::level4mugger )
        {
          generateMugger( rcity, house );
        }
        else if ( hCrimeLevel > crime::level4protestor )
        {
          generateProtestor( rcity, house );
        }
      }
    }
    else if( sentiment < minSentiment4mugger )
    {
      if ( randomValue >= sentiment + 50 )
      {
        if ( hCrimeLevel >= crime::level4rioter ) { generateRioter( rcity, house ); }
        else if ( hCrimeLevel >= crime::level4mugger ) { generateMugger( rcity, house ); }
        else if ( hCrimeLevel > crime::level4protestor ) { generateProtestor( rcity, house ); }
      }
    }
  }
}