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Britbot
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this updates the game as if ArrivingGroup arrived (considering forces and stuff)
Implements Britbot.Simulator.SimulatedEvent. Definition at line 43 of file GroupArrivalEvent.cs. {
if (this.ArrivingGroup.IsBusy)
return false;
this.ArrivingGroup.IsBusy = true;
if (this.ArrivingGroup == null)
return false;
if (!this.ArrivingGroup.IsAlive)
return false;
if (this.Island.CapturingGroup != null)
{
if (this.Island.CapturingGroup.Owner == this.ArrivingGroup.Owner)
return false;
//opponenets
if (this.Island.CapturingGroup.IsAlive)
{
if (this.Island.CapturingGroup.ActualFirePower() > this.ArrivingGroup.FirePower)
{
this.ArrivingGroup.Kill(sg);
return false;
}
if (this.Island.CapturingGroup.ActualFirePower() == this.ArrivingGroup.FirePower)
{
this.ArrivingGroup.Kill(sg);
this.Island.CapturingGroup.Kill(sg);
return false;
}
this.Island.CapturingGroup.Kill(sg);
this.Island.TurnsBeingCaptured = 0;
}
}
this.Island.CapturingGroup = this.ArrivingGroup;
if (this.Island.Owner == this.ArrivingGroup.Owner)
return false;
if (this.Island.Owner == Consts.NO_OWNER)
sg.AddEvent(new CaptureEvent(sg.CurrentTurn + 20 - this.Island.TurnsBeingCaptured, this.Island,
this.ArrivingGroup));
else
sg.AddEvent(new DeCaptureEvent(sg.CurrentTurn + 20 - this.Island.TurnsBeingCaptured, this.Island,
this.ArrivingGroup));
return false;
}
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1.7.6.1