## AI Entity Start ##
if pPlayer.getBuildingClassCount(gc.getInfoTypeForString("BUILDINGCLASS_AI_ENTITY")) == 1:
if CyGame().getSorenRandNum(25, "Rampage") == 0:
for iPlayerX in xrange(gc.getMAX_CIV_PLAYERS()):
pPlayerX = gc.getPlayer(iPlayerX)
if pPlayerX.isAlive() and iPlayerX != pPlayer.getID():
pPlayerX.changeAnarchyTurns(5)
if pPlayerX.getBuildingClassCount(gc.getInfoTypeForString("BUILDINGCLASS_GREAT_WALL")) == 0:
if CyGame().getSorenRandNum(10, "Rampage") == 0:
while pPlayerX.getBuildingClassCount(gc.getInfoTypeForString("BUILDINGCLASS_AI_ENTITY")) > 0:
pPlayerX.removeBuildingClass(gc.getInfoTypeForString("BUILDINGCLASS_AI_ENTITY"))
CyInterface().addMessage(iPlayerX,true,15,CyTranslator().getText("TXT_AI_ENTITY_DESTROYED",()),'',0,'',-1,-1,-1, true,true)
CyInterface().addMessage(iPlayer,true,15,CyTranslator().getText("TXT_AI_ENTITY_RAMPAGE",()),'',0,'',-1,-1,-1, true,true)
if pPlayerX.getBuildingClassCount(gc.getInfoTypeForString("BUILDINGCLASS_AI_ENTITY")) == 1:
if CyGame().getSorenRandNum(2, "Rampage") == 0:
bPlayer = gc.getPlayer(gc.getBARBARIAN_PLAYER())
(loopCity, iter) = pPlayerX.firstCity(false)
while(loopCity):
for x in range(loopCity.getX() - 1, loopCity.getX() + 2):
for y in range(loopCity.getY() - 1, loopCity.getY() + 2):
pPlot = CyMap().plot(x,y)
if not pPlot.isWater() and not pPlot.isCity() and not pPlot.isImpassable():
if CyGame().getSorenRandNum(3, "Rampage") == 0:
for i in range(3):
pNewUnit = bPlayer.initUnit(gc.getInfoTypeForString("UNIT_ASSAULT_MECH"), x, y, UnitAITypes.NO_UNITAI, DirectionTypes.NO_DIRECTION)
(loopCity, iter) = pPlayerX.nextCity(iter, false)
CyInterface().addMessage(iPlayerX,true,15,CyTranslator().getText("TXT_AI_RAMPAGE_ENEMY",()),'',0,'',-1,-1,-1, true,true)
else:
CyInterface().addMessage(iPlayerX,true,15,CyTranslator().getText("TXT_AI_ENT_DEFENSE",()),'',0,'',-1,-1,-1, true,true)
else:
bPlayer = gc.getPlayer(gc.getBARBARIAN_PLAYER())
(loopCity, iter) = pPlayerX.firstCity(false)
while(loopCity):
for x in range(loopCity.getX() - 1, loopCity.getX() + 2):
for y in range(loopCity.getY() - 1, loopCity.getY() + 2):
pPlot = CyMap().plot(x,y)
if not pPlot.isWater() and not pPlot.isCity() and not pPlot.isImpassable():
if CyGame().getSorenRandNum(3, "Rampage") == 0:
for i in range(3):
pNewUnit = bPlayer.initUnit(gc.getInfoTypeForString("UNIT_ASSAULT_MECH"), x, y, UnitAITypes.NO_UNITAI, DirectionTypes.NO_DIRECTION)
(loopCity, iter) = pPlayerX.nextCity(iter, false)
CyInterface().addMessage(iPlayerX,true,15,CyTranslator().getText("TXT_AI_RAMPAGE_ENEMY",()),'',0,'',-1,-1,-1, true,true)
CyInterface().addMessage(iPlayer,true,15,CyTranslator().getText("TXT_AI_RAMPAGE",()),'',0,'',-1,-1,-1, true,true)