Ejemplo n.º 1
0
 public void Initialize(TileDictionary tileDict, GameBoardGenerator boardGen, DashboardData dashboardData, float pollutionChance)
 {
     tileDictionary       = tileDict;
     boardGenerator       = boardGen;
     dashData             = dashboardData;
     this.pollutionChance = pollutionChance;
     cityDef  = tileDictionary.TileDef[TileType.City];
     powerDef = tileDictionary.TileDef[TileType.PowerPlant];
 }
Ejemplo n.º 2
0
        private bool CanBuild(TileType tile)
        {
            TileDefinition tileDef = tileDictionary.TileDef[tile];

            bool canBuild = dashData.goldTotal >= tileDef.goldCost &&
                            dashData.woodTotal >= tileDef.woodCost &&
                            dashData.oreTotal >= tileDef.oreCost;

            return(canBuild);
        }
Ejemplo n.º 3
0
        public RequestStatus MineCell(int row, int col)
        {
            TileType target = opsBoard.map[row, col].TileValue;

            if (!(target == TileType.Mountain || target == TileType.Trees || target == TileType.City || target == TileType.PowerPlant))
            {
                Debug.Log(string.Format("Cannot mine on a {0} cell", target));
                return(RequestStatus.InvalidMiningTarget);
            }

            TileDefinition tileData = tileDictionary.TileDef[target];

            if (target == TileType.Mountain || target == TileType.Trees)
            {
                dashData.oreTotal  += tileData.oreYield;
                dashData.woodTotal += tileData.woodYield;
            }
            else
            {
                dashData.oreTotal  += tileData.oreCost;
                dashData.woodTotal += tileData.woodCost;
                dashData.goldTotal += tileData.goldCost;
            }

            UpdateBuildFlags();

            TileType newTile = TileType.Dirt;

            switch (target)
            {
            case TileType.Trees:
                newTile = TileType.Dirt;
                break;

            case TileType.Mountain:
                newTile = TileType.Depleted;
                break;

            case TileType.City:
            case TileType.PowerPlant:
                newTile = (opsBoard.map[row, col].BuiltOnDepleted) ? TileType.Depleted : TileType.Dirt;
                break;

            default:
                throw new System.Exception("Unexpected TileType " + target);
            }

            opsBoard.map[row, col].TileValue = newTile;
            gameBoard.UpdateElement(row, col, opsBoard);

            GameEventManager.TriggerEvent(ModelEventType.CellStateChanged, row, col);
            GameEventManager.TriggerEvent(ModelEventType.DashboardDataChanged, row, col);

            return(RequestStatus.Success);
        }
Ejemplo n.º 4
0
        public RequestStatus Build(int row, int col, BuildOption buildOption)
        {
            TileType currentTile = opsBoard.map[row, col].TileValue;

            if (!((currentTile == TileType.Dirt) || (buildOption != BuildOption.Trees && currentTile == TileType.Depleted)))
            {
                Debug.Log("Invalid build target: " + string.Format("{0},{1}", row, col));
                return(RequestStatus.InvalidBuildTarget);
            }

            bool canBuild = false;

            switch (buildOption)
            {
            case BuildOption.City:
                canBuild = dashData.canBuildCity;
                break;

            case BuildOption.PowerPlant:
                canBuild = dashData.canBuildPowerPlant;
                break;

            case BuildOption.Trees:
                canBuild = dashData.canPlantTrees;
                break;

            default:
                throw new System.Exception("Unexpected build option " + buildOption);
            }

            if (!canBuild)
            {
                Debug.Log("Insufficient resources to build " + buildOption);
                return(RequestStatus.InsufficientResources);
            }

            TileType       newTile     = ConvertToTileType(buildOption);
            TileDefinition newTileData = tileDictionary.TileDef[newTile];

            dashData.oreTotal  -= newTileData.oreCost;
            dashData.woodTotal -= newTileData.woodCost;
            dashData.goldTotal -= newTileData.goldCost;

            UpdateBuildFlags();

            opsBoard.map[row, col].BuiltOnDepleted = (currentTile == TileType.Depleted);
            opsBoard.map[row, col].TileValue       = newTile;
            gameBoard.UpdateElement(row, col, opsBoard);

            GameEventManager.TriggerEvent(ModelEventType.CellStateChanged, row, col);
            GameEventManager.TriggerEvent(ModelEventType.DashboardDataChanged, row, col);

            return(RequestStatus.Success);
        }