// Takes the current inventory, so already purchased rides can be hidden
        public List <Shop> GetBuyableShops(ParkInventory currentInventory)
        {
            List <Shop> buyableShops = new List <Shop>();

            foreach (BuildableObject item in purchasableObjects)
            {
                if (!(item is Shop))
                {
                    continue;
                }

                // If the player already has the item
                if (currentInventory.Contains(item))
                {
                    continue;
                }

                // If the item has already been purchased
                if (purchasedObjects.Contains(item))
                {
                    continue;
                }

                buyableShops.Add(item as Shop);
            }

            return(buyableShops);
        }
Ejemplo n.º 2
0
        public void Buy(BuildableObject rideOrShop, Wallet fromWallet, ParkInventory toInventory)
        {
            if (fromWallet.Balance < rideOrShop.Cost)
            {
                throw new ArgumentException("Wallet does not have enough money! Check balance in the UI before calling this method.");
            }

            if (toInventory.Contains(rideOrShop))
            {
                throw new ArgumentException("Inventory already contains this item! Check if player owns the item before calling this method.");
            }

            if (rideOrShop is Ride)
            {
                Ride ride = rideOrShop as Ride;

                toInventory.Rides.Add(ride);
                purchasedRides.Add(ride);
            }
            else if (rideOrShop is Shop)
            {
                Shop shop = rideOrShop as Shop;

                toInventory.Shops.Add(shop);
                purchasedShops.Add(shop);
            }

            // Always deduct the money
            fromWallet.SubtractFromBalance(rideOrShop.Cost, "Bought " + rideOrShop.Name);
        }
Ejemplo n.º 3
0
        public Park()
        {
            Guests             = new GuestList();
            Guests.GuestAdded += Guests_GuestAdded;

            ParkWallet = new Wallet();

            ParkInventory = new ParkInventory();
            ParkInventory.InventoryChanged += ParkInventory_InventoryChanged;

            EntryFee = 15;

            desirables = new List <Desire>();

            Employees          = new ObservableCollection <Employee>();
            EmployeeController = new EmployeeController(this);

            GuestController             = new GuestController(desirables, ref Guests);
            GuestController.MinimumCash = EntryFee; // TODO: when entryfee changes, this MinimumCash needs to as well.

            this.WeatherChanged += Park_WeatherChanged;

            // Start with 20k
            ParkWallet.SubtractFromBalance(-20000, "Starting cash for running the park");

            // Start with random weather
            DoChangeWeather();
        }
Ejemplo n.º 4
0
        // Takes the current inventory, so already purchased rides can be hidden
        public List <Ride> GetBuyableRides(ParkInventory currentInventory)
        {
            List <Ride> buyableRides = new List <Ride>();

            foreach (Ride item in purchasableRides)
            {
                // If the player already has the item
                if (currentInventory.Contains(item))
                {
                    continue;
                }

                // If the item has already been purchased
                if (purchasedRides.Contains(item))
                {
                    continue;
                }

                buyableRides.Add(item);
            }

            return(buyableRides);
        }
 public void AddToInventory(ParkInventory toInventory)
 {
     toInventory.Add(this);
 }