feat: simplifying the simulation
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@@ -235,7 +235,7 @@ public sealed partial class SimulationEngine
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return false;
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}
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if (!string.Equals(shipDefinition.Role, "military", StringComparison.Ordinal)
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if (!string.Equals(shipDefinition.Kind, "military", StringComparison.Ordinal)
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|| !FactionNeedsMoreWarships(world, station.FactionId))
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{
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return false;
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@@ -394,7 +394,7 @@ public sealed partial class SimulationEngine
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{
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var militaryShipCount = world.Ships.Count(ship =>
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ship.FactionId == factionId
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&& string.Equals(ship.Definition.Role, "military", StringComparison.Ordinal));
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&& string.Equals(ship.Definition.Kind, "military", StringComparison.Ordinal));
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var targetSystems = Math.Max(1, Math.Min(StrategicControlTargetSystems, world.Systems.Count));
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var controlledSystems = GetFactionControlledSystemsCount(world, factionId);
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var expansionDeficit = Math.Max(0, targetSystems - controlledSystems);
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@@ -448,7 +448,7 @@ public sealed partial class SimulationEngine
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private static DefaultBehaviorRuntime CreateSpawnedShipBehavior(ShipDefinition definition, StationRuntime station)
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{
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if (!string.Equals(definition.Role, "military", StringComparison.Ordinal))
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if (!string.Equals(definition.Kind, "military", StringComparison.Ordinal))
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{
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return new DefaultBehaviorRuntime
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{
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