public bool Test(Equipment newEquipment, List <Equipment> oldEquipment, BaseUnit soldiertype) { for (int i = 0; i < oldEquipment.Count; i++) { //If weapons is for foot only if ((newEquipment is Polearm || newEquipment is Pavise || newEquipment is Pike || newEquipment is Spear || newEquipment is DualWieldedWeapon) && !(oldEquipment[5] is Feet)) { return(false); } // if weapons are for mounted only. else if ((newEquipment is Lance) && (oldEquipment[5] is Feet)) { return(false); } } return(true); }
public BaseUnit(BaseUnit Copy) { this.loner = Copy.loner; this.cost = Copy.cost; this.fight = Copy.fight; this.shoot = Copy.shoot; this.defence = Copy.defence; this.courage = Copy.courage; this.discipline = Copy.discipline; this.minSpeed = Copy.minSpeed; this.maxSpeed = Copy.maxSpeed; this.name = Copy.name; this.rules = Copy.rules; this.army = Copy.army; this.though = Copy.though; this.mighty = Copy.mighty; this.size = Copy.size; }
public bool Update(MouseState mouseState, MouseState oldMouseState, BaseUnit soldiertype) { Rectangle mouseRec = new Rectangle(mouseState.X, mouseState.Y, 1, 1); for (int i = 0; i < buttonsList.Count(); i++) { for (int y = 0; y < buttonsList[i].Count(); y++) { if (UpdateOnlyWhenRightType(soldiertype, i, y)) { buttonsList[i][y].Update(mouseState, oldMouseState); if (buttonsList[i][y].pressed) { PressedButton.X = i; PressedButton.Y = y; if (buttonsList[i][y].IsTurnedOff())// temp { return(false); } else { buttonsList[i][y].Sound(); output = buttonsList[i][y].GetEquipment(); return(true); } } else if (buttonsList[i][y].MouseIntersect(mouseRec)) { if (parchment.Countdown()) { parchment.Create(mouseRec.X, mouseRec.Y, buttonsList[i][y].GetEquipment()); } } } } } if (parchment.Exist() && !parchment.Interact(mouseRec)) { parchment.Reset(); } return(false); }
public void AppointSoldier(BaseUnit soldier) { if (this.soldier != null) { List <Equipment> equipment = this.soldier.GetEquipment(); this.soldier = soldier; for (int i = 0; i < equipment.Count(); i++) { this.soldier.EquipUnit(equipment[i]); } if (this.soldier.loner) { numberOfSoldiers = 1; } } else { this.soldier = soldier; } }
public int Returnpoints(int numberOfSoldiers, BaseUnit type) { return((type.GetCost() * numberOfSoldiers) + type.GetOneTimeCost() + type.GetArcherPlatformCost(numberOfSoldiers)); }
public string Tough(BaseUnit soldier, List <Equipment> equipment) { return("Though 0"); }
public void CheckCanSee(BaseUnit soldiertype) { for (int i = 0; i < buttonsList.Count; i++) { for (int y = 0; y < buttonsList[i].Count; y++) { if (buttonsList[i][y].currentFrame == 2) { buttonsList[i][y].TurnOnShow(); } } } if (!(soldiertype is Artilleryman)) { buttonsList[5][3].TurnOffShow(); } if (!buttonsList[3][0].IsTurnedOn()) { //Cannot buy infantry weapons if mounted buttonsList[0][4].TurnOffShow(); buttonsList[0][5].TurnOffShow(); buttonsList[0][6].TurnOffShow(); buttonsList[0][7].TurnOffShow(); buttonsList[0][8].TurnOffShow(); buttonsList[1][1].TurnOffShow(); buttonsList[1][2].TurnOffShow(); buttonsList[1][3].TurnOffShow(); } if (buttonsList[0][4].IsTurnedOn() || buttonsList[0][5].IsTurnedOn() || buttonsList[0][6].IsTurnedOn() || buttonsList[0][7].IsTurnedOn() || buttonsList[0][8].IsTurnedOn()) { //Cannot buy mount if infantry weapons buttonsList[3][1].TurnOffShow(); buttonsList[3][2].TurnOffShow(); buttonsList[3][3].TurnOffShow(); buttonsList[3][4].TurnOffShow(); buttonsList[3][5].TurnOffShow(); buttonsList[3][6].TurnOffShow(); } if (buttonsList[3][0].IsTurnedOn() && !(soldiertype is BaseCentaur)) { //Cannot get Lance or horse armour if not mounted buttonsList[0][9].TurnOffShow(); buttonsList[1][4].TurnOffShow(); buttonsList[1][5].TurnOffShow(); buttonsList[1][6].TurnOffShow(); } if (!buttonsList[3][0].IsTurnedOn() || soldiertype is BaseCentaur) { //Cannot get foot armour if mounted or centaur buttonsList[1][1].TurnOffShow(); buttonsList[1][2].TurnOffShow(); buttonsList[1][3].TurnOffShow(); } if (buttonsList[4][4].IsTurnedOn()) { //Cannot buy stuff if zombie for (int i = 0; i < buttonsList.Count; i++) { for (int y = 1; y < buttonsList[i].Count; y++) { if (i != 4) { buttonsList[i][y].TurnOffShow(); } } } } if ((buttonsList[0][1].IsTurnedOn() || buttonsList[0][2].IsTurnedOn() || buttonsList[0][3].IsTurnedOn() || buttonsList[0][4].IsTurnedOn() || buttonsList[0][5].IsTurnedOn() || buttonsList[0][6].IsTurnedOn() || buttonsList[0][7].IsTurnedOn() || buttonsList[0][8].IsTurnedOn() || buttonsList[0][9].IsTurnedOn()) || !buttonsList[1][0].IsTurnedOn() || !buttonsList[2][0].IsTurnedOn() || !buttonsList[3][0].IsTurnedOn() || !buttonsList[5][0].IsTurnedOn()) { //Cannot buy zombie if has stuff buttonsList[4][4].TurnOffShow(); } if (buttonsList[1][2].IsTurnedOn() || buttonsList[1][3].IsTurnedOn() || buttonsList[1][5].IsTurnedOn() || buttonsList[1][6].IsTurnedOn()) { //Cannot buy skrimisher if have heavy armour buttonsList[4][1].TurnOffShow(); buttonsList[4][2].TurnOffShow(); buttonsList[4][3].TurnOffShow(); } if (buttonsList[4][1].IsTurnedOn() || buttonsList[4][2].IsTurnedOn() || buttonsList[4][3].IsTurnedOn()) { //Cannot buy heavy armour if they are skirmishers buttonsList[1][2].TurnOffShow(); buttonsList[1][3].TurnOffShow(); buttonsList[1][5].TurnOffShow(); buttonsList[1][6].TurnOffShow(); } if (!(buttonsList[2][2].IsTurnedOn() || buttonsList[2][3].IsTurnedOn())) { //cannot buy firearrows unless it has bows buttonsList[4][6].TurnOffShow(); } if (buttonsList[4][6].IsTurnedOn()) { //cannot buy firearrows unless it has bows buttonsList[2][0].TurnOffShow(); buttonsList[2][1].TurnOffShow(); buttonsList[2][4].TurnOffShow(); buttonsList[2][5].TurnOffShow(); buttonsList[2][6].TurnOffShow(); buttonsList[2][7].TurnOffShow(); buttonsList[2][8].TurnOffShow(); } }
private bool TurnOffShowTest(int i, int y, BaseUnit soldiertype) { if (i == 1) { int p = 0; } if (buttonsList[i][y].IsTurnedOn()) { return(false); } if (!(i == 4 && y == 0) && buttonsList[4][4].IsTurnedOn()) { return(true); } else if (((i == 0 && (y == 4 || y == 5 || y == 6 || y == 7 || y == 8)) && !(buttonsList[3][0].IsTurnedOn() || soldiertype is BaseCentaur))) //cannot get infantry only weapons if mounted { return(true); } // Cannot buy lances unless mounted or centaur else if ((i == 0 && y == 9) && (buttonsList[3][0].IsTurnedOn() && !(soldiertype is BaseCentaur))) { return(true); } //Cannot buy mount if has infantry weapon) else if (((i == 3 && (y == 1 || y == 2 || y == 3 || y == 4 || y == 5 || y == 6)) && (buttonsList[0][4].IsTurnedOn() || buttonsList[0][5].IsTurnedOn() || buttonsList[0][6].IsTurnedOn() || buttonsList[0][7].IsTurnedOn() || buttonsList[0][8].IsTurnedOn()))) { return(true); } //Cannot buy Horses if in infantry armour else if (((i == 3 && y != 0) && ((buttonsList[1][1].IsTurnedOn() || buttonsList[1][2].IsTurnedOn() || buttonsList[1][3].IsTurnedOn()) || soldiertype is BaseCentaur))) { return(true); } //Cannot buy horse armour if on foot else if ((i == 1 && y > 3) && buttonsList[3][0].IsTurnedOn() && !(soldiertype is BaseCentaur)) { return(true); } //Cannot buy infantry armour if mounted else if ((i == 1 && (y == 1 || y == 2 || y == 3)) && !buttonsList[3][0].IsTurnedOn()) { return(true); } //Cannot buy skirmisher in heavy armour else if ((i == 4 && (y == 1 || y == 2 || y == 3)) && (buttonsList[1][2].IsTurnedOn() || buttonsList[1][3].IsTurnedOn() || buttonsList[1][5].IsTurnedOn() || buttonsList[1][6].IsTurnedOn())) { return(true); } // Cannot buy heavy armour if Skirmisher else if ((i == 1 && (y == 2 || y == 3 || y == 5 || y == 6)) && (buttonsList[4][1].IsTurnedOn() || buttonsList[4][3].IsTurnedOn() || buttonsList[4][2].IsTurnedOn())) { return(true); } else if (i == 4 && y == 6 && !(buttonsList[2][2].IsTurnedOn() || buttonsList[2][3].IsTurnedOn())) { return(true); } else if (i == 5 && y == 3 && !(soldiertype is Artilleryman)) { return(true); } return(false); }