Example #1
0
        public Barracks()
        {
            //set build cost to 5 wood and 10 stone
            buildCostList.Add(new Card(CARDTYPE.WOOD));
            buildCostList.Add(new Card(CARDTYPE.WOOD));
            buildCostList.Add(new Card(CARDTYPE.WOOD));
            buildCostList.Add(new Card(CARDTYPE.WOOD));
            buildCostList.Add(new Card(CARDTYPE.WOOD));

            buildCostList.Add(new Card(CARDTYPE.STONE));
            buildCostList.Add(new Card(CARDTYPE.STONE));
            buildCostList.Add(new Card(CARDTYPE.STONE));
            buildCostList.Add(new Card(CARDTYPE.STONE));
            buildCostList.Add(new Card(CARDTYPE.STONE));
            buildCostList.Add(new Card(CARDTYPE.STONE));
            buildCostList.Add(new Card(CARDTYPE.STONE));
            buildCostList.Add(new Card(CARDTYPE.STONE));
            buildCostList.Add(new Card(CARDTYPE.STONE));
            buildCostList.Add(new Card(CARDTYPE.STONE));

            //set active per default
            isActive = true;

            //set needed build space
            buildPlace.Add(FIELDTYPE.EMPTY);
            buildPlace.Add(FIELDTYPE.EMPTY);
            buildPlace.Add(FIELDTYPE.EMPTY);
            buildPlace.Add(FIELDTYPE.EMPTY);

            //set effect to recruiting military units
            BuildingEffect recruitMil = new BuildingEffect(SPECIALBUIDLINGEFFECT.MILITARYUNITS, 1);

            effects.Add(recruitMil);
        }
Example #2
0
        public Street()
        {
            //set build cost to 1 stone
            buildCostList.Add(new Card(CARDTYPE.STONE));

            //set active per default
            isActive = true;

            //set needed build space
            //TODO: think of something

            //set effect to be a street beetween to fields
            BuildingEffect street = new BuildingEffect(SPECIALBUIDLINGEFFECT.STREET, 0);

            effects.Add(street);
        }
Example #3
0
        public Storage()
        {
            //set build cost to 4 stone
            buildCostList.Add(new Card(CARDTYPE.STONE));
            buildCostList.Add(new Card(CARDTYPE.STONE));
            buildCostList.Add(new Card(CARDTYPE.STONE));
            buildCostList.Add(new Card(CARDTYPE.STONE));

            //set active per default
            isActive = true;

            //set needed build space
            buildPlace.Add(FIELDTYPE.EMPTY);

            //set effect to hold 10 more cards
            BuildingEffect card10 = new BuildingEffect(SPECIALBUIDLINGEFFECT.CARDCOUNT, 10);

            effects.Add(card10);
        }
Example #4
0
        public Village(int newID)
        {//settlements are created from the settler unit, thus no cost applies
            //set influence range
            range = 2;

            //set id
            ID = newID;

            //set space needed
            buildPlace.Add(FIELDTYPE.SETTLEMENT);

            //set active per default
            isActive = true;

            //set effect to hold cards, produce civil units and give defence bonus
            BuildingEffect card7      = new BuildingEffect(SPECIALBUIDLINGEFFECT.CARDCOUNT, 7),
                           recruitCiv = new BuildingEffect(SPECIALBUIDLINGEFFECT.CIVILUNITS, 1),
                           defense    = new BuildingEffect(SPECIALBUIDLINGEFFECT.DEFENSE, 15);

            effects.Add(card7);
            effects.Add(recruitCiv);
            effects.Add(defense);
        }