public Giocatore(string name, Color color, SecretGoal goal, int armateDaAssegnare) { this._name = name; this._color = color; this._goal = goal; this._armateDaAssegnare = armateDaAssegnare; }
public HfGainsSecretGoal(List <Property> properties, World world) : base(properties, world) { foreach (Property property in properties) { switch (property.Name) { case "hfid": HistoricalFigure = world.GetHistoricalFigure(Convert.ToInt32(property.Value)); break; case "secret_goal": switch (property.Value) { case "immortality": Goal = SecretGoal.Immortality; break; default: Goal = SecretGoal.Unknown; _unknownGoal = property.Value; world.ParsingErrors.Report("Unknown Secret Goal: " + _unknownGoal); break; } break; } } HistoricalFigure.AddEvent(this); }
internal override void Export(string table) { base.Export(table); table = GetType().Name; var vals = new List <object> { Id, HfId.DBExport(), SecretGoal.DBExport(HistoricalFigure.Goals) }; Database.ExportWorldItem(table, vals); }
public List <Giocatore> Create(string[] playerNames, List <StatoController> states) { this.armateIniziali = (armatePerStato - 1) * states.Count / playerNames.Length; //Ne metto una in meno da assegnare perchè ne inserisco una direttamente per evitare inconsistenze GoalReachedManager goalReachedManager = GoalReachedManager.GetInstance(); for (int i = 0; i < playerNames.Count(); i++) { Color color = colors[i]; SecretGoal secret = goalReachedManager.GenerateGoal(); Giocatore giocatore = new Giocatore(playerNames[i], color, secret, this.armateIniziali); secret.Player = giocatore; players.Add(giocatore); } int num, cont = 0, j = 0; while (temp.Count < states.Count) { num = randomStates.Next(states.Count); if (!temp.Contains(num)) { temp.Add(num); states[num].Player = players[j]; states[num].TankNumber += 1; cont++; if (cont == (states.Count / playerNames.Length)) { cont = 0; j++; } } } return(players); }