public PlanetaryMarket(Planet_Inhabitable planet) : base(planet, 1.5f) { name = "Planetary Market"; buildingType = BuildingType.PlanetaryMarket; InitiallizePOPWorkingList(5); workingPOPSlotList[0].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 1f), null)); workingPOPSlotList[0].yields.Add(new JobYield((GlobalResourceType.Money, 3f), null)); workingPOPSlotList[0].job = Job.Clerk; workingPOPSlotList[1].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 1f), null)); workingPOPSlotList[1].yields.Add(new JobYield((GlobalResourceType.Money, 3f), null)); workingPOPSlotList[1].job = Job.Clerk; workingPOPSlotList[2].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 1f), null)); workingPOPSlotList[2].yields.Add(new JobYield((GlobalResourceType.Money, 3f), null)); workingPOPSlotList[2].job = Job.Clerk; workingPOPSlotList[3].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 1f), null)); workingPOPSlotList[3].yields.Add(new JobYield((GlobalResourceType.Money, 3f), null)); workingPOPSlotList[3].job = Job.Clerk; workingPOPSlotList[4].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 1f), null)); workingPOPSlotList[4].yields.Add(new JobYield((GlobalResourceType.Money, 3f), null)); workingPOPSlotList[4].job = Job.Clerk; }
public ColonizationCenter(Planet_Inhabitable planet) : base(planet, 1f) { name = "Colonization Center"; buildingType = BuildingType.ColonizationCenter; InitiallizePOPWorkingList(6); workingPOPSlotList[0].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 0.5f), null)); workingPOPSlotList[0].yields.Add(new JobYield((GlobalResourceType.Electricity, 1.5f), null)); workingPOPSlotList[0].job = Job.Technician; workingPOPSlotList[1].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 0.5f), null)); workingPOPSlotList[1].yields.Add(new JobYield((GlobalResourceType.Mineral, 6f), null)); workingPOPSlotList[1].job = Job.Miner; workingPOPSlotList[2].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 0.5f), null)); workingPOPSlotList[2].yields.Add(new JobYield((GlobalResourceType.Food, 6f), null)); workingPOPSlotList[2].job = Job.Farmer; workingPOPSlotList[3].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 1f), null)); workingPOPSlotList[3].yields.Add(new JobYield((GlobalResourceType.Money, 3f), null)); workingPOPSlotList[3].job = Job.Clerk; workingPOPSlotList[4].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 1f), null)); workingPOPSlotList[4].yields.Add(new JobYield((GlobalResourceType.Money, 3f), null)); workingPOPSlotList[4].job = Job.Clerk; workingPOPSlotList[5].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 1f), null)); workingPOPSlotList[5].job = Job.Enforcer; }
public ControlTower(Planet_Inhabitable planet) : base(planet, 0.5f) { name = "Control Tower"; buildingType = BuildingType.ControlTower; InitiallizePOPWorkingList(1); workingPOPSlotList[0].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 2), null)); workingPOPSlotList[0].job = Job.Admiral; }
public POP(string name, Planet_Inhabitable planet) { System.Random r = new System.Random(); this.name = name; int aptitude = r.Next() % 12 + 1; this.aptitude = (Job)aptitude; // Sets aptitude. this.planet = planet; }
public PoliceStation(Planet_Inhabitable planet) : base(planet, 1) { name = "Police Station"; buildingType = BuildingType.PoliceStation; InitiallizePOPWorkingList(2); workingPOPSlotList[0].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 1f), null)); workingPOPSlotList[0].job = Job.Enforcer; workingPOPSlotList[1].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 1f), null)); workingPOPSlotList[1].job = Job.Enforcer; }
public GovernmentHall(Planet_Inhabitable planet) : base(planet, 1) { name = "Government Hall"; buildingType = BuildingType.GovernmentHall; InitiallizePOPWorkingList(2); workingPOPSlotList[0].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 1.5f), null)); workingPOPSlotList[0].job = Job.Administrator; workingPOPSlotList[1].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 1.5f), null)); workingPOPSlotList[1].job = Job.Administrator; }
public MineralDistrict(Planet_Inhabitable planet) : base(planet) { name = "Mineral District"; districtType = DistrictType.Mineral; InitiallizePOPWorkingList(2); workingPOPSlotList[0].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 0.5f), null)); workingPOPSlotList[0].yields.Add(new JobYield((GlobalResourceType.Mineral, 6f), null)); workingPOPSlotList[0].job = Job.Miner; workingPOPSlotList[1].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 0.5f), null)); workingPOPSlotList[1].yields.Add(new JobYield((GlobalResourceType.Mineral, 6f), null)); workingPOPSlotList[1].job = Job.Miner; }
public CommandCenter(Planet_Inhabitable planet) : base(planet, 1) { name = "Fleet Training Center"; buildingType = BuildingType.FleetTrainingCenter; InitiallizePOPWorkingList(3); workingPOPSlotList[0].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 1), null)); workingPOPSlotList[0].job = Job.Soldier; workingPOPSlotList[1].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 1), null)); workingPOPSlotList[1].job = Job.Soldier; workingPOPSlotList[2].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 1), null)); workingPOPSlotList[2].job = Job.Soldier; }
public ElectricityDistrict(Planet_Inhabitable planet) : base(planet) { name = "Electricity District"; districtType = DistrictType.Electricity; InitiallizePOPWorkingList(2); workingPOPSlotList[0].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 0.5f), null)); workingPOPSlotList[0].yields.Add(new JobYield((GlobalResourceType.Electricity, 1.5f), null)); workingPOPSlotList[0].job = Job.Technician; workingPOPSlotList[1].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 0.5f), null)); workingPOPSlotList[1].yields.Add(new JobYield((GlobalResourceType.Electricity, 1.5f), null)); workingPOPSlotList[1].job = Job.Technician; }
public BioPlant(Planet_Inhabitable planet) : base(planet, 1) { name = "Mineral Extractor"; buildingType = BuildingType.BioPlant; InitiallizePOPWorkingList(2); workingPOPSlotList[0].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 0.5f), null)); workingPOPSlotList[0].upkeeps.Add(new JobUpkeep((GlobalResourceType.Food, 5), null)); workingPOPSlotList[0].yields.Add(new JobYield((GlobalResourceType.Electricity, 1), null)); workingPOPSlotList[0].job = Job.Farmer; workingPOPSlotList[1].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 0.5f), null)); workingPOPSlotList[1].upkeeps.Add(new JobUpkeep((GlobalResourceType.Food, 5), null)); workingPOPSlotList[1].yields.Add(new JobYield((GlobalResourceType.Electricity, 1), null)); workingPOPSlotList[1].job = Job.Farmer; }
public HouseOfWisdom(Planet_Inhabitable planet) : base(planet, 1) { name = "House of Wisdom"; buildingType = BuildingType.HouseOfWisdom; InitiallizePOPWorkingList(3); workingPOPSlotList[0].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 1.5f), null)); workingPOPSlotList[0].yields.Add(new JobYield((GlobalResourceType.Physics, 4f), null)); workingPOPSlotList[0].job = Job.Physicist; workingPOPSlotList[1].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 1.5f), null)); workingPOPSlotList[1].yields.Add(new JobYield((GlobalResourceType.Sociology, 4f), null)); workingPOPSlotList[1].job = Job.Sociologist; workingPOPSlotList[2].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 1.5f), null)); workingPOPSlotList[2].yields.Add(new JobYield((GlobalResourceType.Engineering, 4f), null)); workingPOPSlotList[2].job = Job.Engineer; }
public District GetDistrict(DistrictType type, Planet_Inhabitable planet) { switch (type) { case DistrictType.Electricity: return(new ElectricityDistrict(planet)); case DistrictType.Mineral: return(new MineralDistrict(planet)); case DistrictType.Food: return(new FoodDistrict(planet)); case DistrictType.House: return(new HouseDistrict(planet)); default: throw new NotImplementedException("Wait"); } }
public Building GetBuilding(BuildingType type, Planet_Inhabitable planet) { switch (type) { case BuildingType.ColonizationCenter: return(new ColonizationCenter(planet)); case BuildingType.AlloySmelter: return(new AlloySmelter(planet)); case BuildingType.HouseOfWisdom: return(new HouseOfWisdom(planet)); case BuildingType.PlanetaryMarket: return(new PlanetaryMarket(planet)); case BuildingType.GovernmentHall: return(new GovernmentHall(planet)); case BuildingType.PoliceStation: return(new PoliceStation(planet)); case BuildingType.ControlTower: return(new ControlTower(planet)); case BuildingType.FleetTrainingCenter: return(new FleetTrainingCenter(planet)); case BuildingType.CommandCenter: return(new CommandCenter(planet)); case BuildingType.MineralExtractor: return(new MineralExtractor(planet)); case BuildingType.BioPlant: return(new BioPlant(planet)); default: throw new NotImplementedException("Wait"); } }
public AlloySmelter(Planet_Inhabitable planet) : base(planet, 1) { name = "Alloy Smelter"; buildingType = BuildingType.AlloySmelter; InitiallizePOPWorkingList(3); workingPOPSlotList[0].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 1f), null)); workingPOPSlotList[0].upkeeps.Add(new JobUpkeep((GlobalResourceType.Mineral, 4f), null)); workingPOPSlotList[0].yields.Add(new JobYield((GlobalResourceType.Alloy, 2f), null)); workingPOPSlotList[0].job = Job.Technician; workingPOPSlotList[1].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 1f), null)); workingPOPSlotList[1].upkeeps.Add(new JobUpkeep((GlobalResourceType.Mineral, 4f), null)); workingPOPSlotList[1].yields.Add(new JobYield((GlobalResourceType.Alloy, 2f), null)); workingPOPSlotList[1].job = Job.Technician; workingPOPSlotList[2].upkeeps.Add(new JobUpkeep((GlobalResourceType.Money, 1f), null)); workingPOPSlotList[2].upkeeps.Add(new JobUpkeep((GlobalResourceType.Mineral, 4f), null)); workingPOPSlotList[2].yields.Add(new JobYield((GlobalResourceType.Alloy, 2f), null)); workingPOPSlotList[2].job = Job.Technician; }
public TurnResource(Planet_Inhabitable planet) { this.planet = planet; }
public WorkingPlaceFactory(Planet_Inhabitable planet) { this.planet = planet; }
protected POPWorkingPlace(WorkingPlaceType type, Planet_Inhabitable planet) { this.planet = planet; this.type = type; OnConstructing(); }
public void PutElementOnQueue(Planet_Inhabitable planet) { Transform elem = Instantiate(elementPrefab, transform); elem.GetComponent <ConstructionQueueElementUI>().planet = planet; }
public District(Planet_Inhabitable planet) : base(WorkingPlaceType.District, planet) // Every district's upkeep is 0.5 fuel. { baseUpkeep.resourceType = GlobalResourceType.Electricity; baseUpkeep.amount = 0.5f; }
protected Building(Planet_Inhabitable planet, float fuelUpkeep) : base(WorkingPlaceType.Building, planet) { baseUpkeep.resourceType = GlobalResourceType.Electricity; baseUpkeep.amount = fuelUpkeep; }
public HouseDistrict(Planet_Inhabitable planet) : base(planet) { districtType = DistrictType.House; InitiallizePOPWorkingList(0); }
public Resource(Planet_Inhabitable planet) { this.planet = planet; turnResource = new TurnResource(planet); }