void Disorder::timeStep( const unsigned int time )
{
  if( GameDate::isYearChanged() )
  {
    _d->rioterInLastYear = _d->rioterInThisYear;
    _d->rioterInThisYear = 0;
  }

  if( !GameDate::isWeekChanged() )
    return;

  Helper helper( _city() );
  HouseList houses = helper.find<House>( building::house );

  WalkerList walkers = _city()->walkers( walker::protestor );

  HouseList criminalizedHouse;
  _d->currentCrimeLevel = 0;
  _d->maxCrimeLevel = 0;

  foreach( house, houses )
  {
    int crimeLvl = (*house)->getServiceValue( Service::crime )+1;
    if( crimeLvl >= _d->minCrimeLevel )
    {
      criminalizedHouse.push_back( *house );
    }

    _d->currentCrimeLevel += crimeLvl;
    _d->maxCrimeLevel = std::max<int>( _d->maxCrimeLevel, crimeLvl );
  }
Пример #2
0
HouseList HouseManager::filterHouses(uint32 townId)
{
    HouseList ret;
    for(const HousePtr& house : m_houses)
        if(house->getTownId() == townId)
            ret.push_back(house);
    return ret;
}
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 ); }
      }
    }
  }
}