/// <summary>
        /// Based on the highest xpos en ypos off a locationtype we will set the height and with off the hotel
        /// We do this everytime the hotel is being changed for example being attacked by the godzilla
        /// </summary>
        public void InitialiseHotelDimension()
        {
            // take the bigges coordinations from the facilities
            if (Facilities.Count != 0)
            {
                LocationType BiggestYPos = Facilities.Aggregate((i1, i2) => i1.Position.Y > i2.Position.Y ? i1 : i2);
                LocationType BiggestXPos = Facilities.Aggregate((i1, i2) => i1.Position.X > i2.Position.X ? i1 : i2);

                // set the height and width from the hotel dynamically
                HotelHeight = (BiggestYPos.Position.Y * BiggestYPos.oneDimensionSize.Height) + ((BiggestYPos.Dimension.Y + 1) * BiggestYPos.oneDimensionSize.Height);
                HotelWidth  = (BiggestXPos.Position.X * BiggestXPos.oneDimensionSize.Width) + ((BiggestXPos.Dimension.X) * BiggestXPos.oneDimensionSize.Width);
            }
        }
 /// <summary>
 /// Removing locationtypes when there Dimension is a 0. You can see the Dimension of a locationtype has it's healthbar.
 /// We take the biggest most right collum of the hotel and send the position and Dimension to all locationtypes that get's notified
 /// Locationtypes compares those numbers to see if it's health(Dimension) has to be substracted
 /// When locationtype is being attacked and it's Dimension is at one, he will be deleted because every attacks removes one health(Dimension)
 /// </summary>
 public void DestroyLocationTypes()
 {
     // setting status on Godzilla so we can define how to interact by this
     StatusHotel = HotelEventType.GODZILLA;
     // When there are facilities, it will be attacked by the godzilla
     if (Facilities.Count != 0)
     {
         // Take the biggest locationtype by combining the xPosition and xDimension
         LocationType Biggest = Facilities.Aggregate((i1, i2) => (i1.Position.X + i1.Dimension.X) > (i2.Position.X + i2.Dimension.X) ? i1 : i2);
         // Visitor should die
         foreach (var specificVisitor in lobby.Visitors)
         {
             specificVisitor.Die();
         }
         // Cleaner should die
         foreach (var specificCleaner in lobby.Cleaners)
         {
             specificCleaner.Die();
         }
         // Loop trought all facilities to notify them
         for (int facility = 0; facility < Facilities.Count; facility++)
         {
             if (Facilities[facility].Notify(StatusHotel, Biggest.Position.X, Biggest.Dimension.X) == true)
             {
                 // When locationtypes tells us that his health is at one, he should be deleted because there is no use to set it at zero
                 if (Facilities[facility] is ElevatorShaft)
                 {
                     elevator = null;
                 }
                 Facilities.Remove(Facilities[facility]);
                 facility--;
             }
         }
         // When destroying is done, set status on NONE again
         StatusHotel = HotelEventType.NONE;
     }
 }
        /// <summary>
        /// This is where we create objects by reading a file
        /// Bases on the AreaType we can dynamically create objects of this Areatype
        /// We also create objects manually by creating the factory, we can send a string which identifies what kind of object we want to create
        /// We send the facility model to the being created object which he can initialize
        /// </summary>
        /// <param name="file"></param>
        private void CreateFactoryObjects(string file)
        {
            IFactory locationTypeFactory = Factory.AbstractFactory.Instance().Create("LocationType");
            // This fileReader object is made to read files and make objects out of it
            FileReader fileReader = new FileReader();
            // This code lets us write the layout into model
            List <Facility> facilitiesModels = fileReader.ReadLayoutFile(file);

            // We jump right into the models annd for every mode lwe create an object
            foreach (var item in facilitiesModels)
            {
                // Setting hte of the hte value in the facility model
                item.Hte = this.hte;
                // Bases on the areaytype we create items
                LocationType AreaType = locationTypeFactory.CreateCreatableObject(item.AreaType, item) as LocationType;
                // We add the item in an list so we can make use of it
                Facilities.Add(AreaType);
            }



            // get the object with the biggest x-position. Now we can add the x position and Dimension * width to give stairs te correct position
            LocationType biggest = Facilities.Aggregate((i1, i2) => i1.Position.X > i2.Position.X ? i1 : i2);

            // We need the max y-position from the facility list so we can create the correct amount of stairs and elevatorshafts
            int maxYposHotel = Facilities.Max(element => element.Position.Y);

            // We need to know the minimum x-position because if the lowest x-position is zero, then the elevatorshafts has to have a position aswell.
            int minXposHotel = Facilities.Min(element => element.Position.X);

            // If the lowest x-position is zero or lower, we subtract 1, now we got minus 1 or even lesser, depends on how low the x-position is.
            if (minXposHotel <= 0)
            {
                minXposHotel -= 1;
            }
            // Else we keep it at 0, we now can draw multiple layout files without having to worry about the positions given to us.
            else
            {
                minXposHotel = 0;
            }
            // In the method ChangePositionHotel, I will continiue this comment.....



            // Where we will store information to send to locationtype
            Facility specs;

            // Where we will store the created ID. Locationtype will set this as it's ID.
            int CreatedID = 0;

            // This is where lobby is created
            CreatedID = Facilities.Max(element => element.ID) + 1;
            specs     = new Facility()
            {
                AreaType = "Lobby", Dimension = new Point(biggest.Position.X + Math.Abs(minXposHotel) + biggest.Dimension.X - 1, 1), Position = new Point(1 + minXposHotel, 0), ID = CreatedID, Hte = this.hte
            };
            LocationType Lobby = locationTypeFactory.CreateCreatableObject("Lobby", specs) as LocationType;

            lobby = Lobby as Lobby;
            Facilities.Add(Lobby);

            // this is the elevatorhall where elevator moves in
            for (int i = 0; i <= maxYposHotel; i++)
            {
                CreatedID = Facilities.Max(element => element.ID) + 1;
                specs     = new Facility()
                {
                    AreaType = "ElevatorHall", Position = new Point(minXposHotel, i), Dimension = new Point(1, 1), ID = CreatedID, Hte = this.hte
                };
                LocationType elevatorHall = locationTypeFactory.CreateCreatableObject("ElevatorHall", specs) as LocationType;
                Facilities.Add(elevatorHall);

                if (i == 0)
                {
                    specs = new Facility()
                    {
                        ElevatorShaft = elevatorHall, Hte = this.hte
                    };
                    elevator = locationTypeFactory.CreateCreatableObject("Elevator", specs) as Elevator;
                }
                (elevatorHall as ElevatorShaft).Attach(elevator);
            }

            // Staircase will be set on the last row of the hotel
            for (int i = 0; i <= maxYposHotel; i++)
            {
                CreatedID = Facilities.Max(element => element.ID) + 1;
                specs     = new Facility()
                {
                    AreaType = "Staircase", Position = new Point((biggest.Position.X + biggest.Dimension.X), i), Dimension = new Point(1, 1), ID = CreatedID, Hte = this.hte
                };
                LocationType stairCase = locationTypeFactory.CreateCreatableObject("Staircase", specs) as LocationType;
                Facilities.Add(stairCase);
            }


            // Give Lobby the rooms because we see it as the reception, so the reception has to manage visitors.
            // Visitors dont leave the place so their world is all facilities combined.
            for (int i = 0; i < Facilities.Count; i++)
            {
                if (Facilities[i].AreaType.Equals("Room"))
                {
                    lobby.GetRoom((Facilities[i] as Room));
                }
            }
            pathfinding = new PathFinding(Facilities);
            // Change position from hotel if there are negative coordinations (like position.x = -1)
            ChangePositionLocationtypes();
            InitialiseHotelDimension();
        }