internal void updateCellType(int x, int y)
        {
            TileFactory tf = TileFactory.Instance;
            //Cell selectedCell = model.scenario.getGameWorld().map.getCell(x, y);
            //selectedCell.tile = tf.getTile(model.TileTypeSelected);
            //model.notifyAll();
            CellComponent cell = improvedModel.GetScenario().GetGameWorld().GetMap().GetCellAt(x, y);

            // Cell automatically removes old tile from overrided AddChild.
            cell.AddChild(tf.GetImprovedTile(improvedModel.TileTypeSelected)); // TODO: Change to new improvedModel here.
        }
Exemple #2
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        /// <summary>
        /// Creates a CreateNewScenario dialog and uses it to determine the name and size of the new scenario.  Then, generates a
        /// new scenario of the appropriate size.
        /// </summary>
        public void createNewScenario()
        {
            if (model.GetScenario() != null)
            {
                model.GetScenario().RemoveChild(model.GetScenario().GetGameWorld());
                // TODO: Ask if the user wants to discard the current scenario or save it.
            }
            CreateNewScenarioDialog dialog = new CreateNewScenarioDialog();

            dialog.ShowDialog();

            if (dialog.ExitWithCreate)
            {
                // Create a scenario with a map of the appropriate size
                ScenarioComponent scenario = new ScenarioComponent(dialog.ScenarioWidth, dialog.ScenarioHeight);

                // Add grass cells at each cell.
                ZRTSModel.Map map = scenario.GetGameWorld().GetMap();
                for (int i = 0; i < map.GetWidth(); i++)
                {
                    for (int j = 0; j < map.GetHeight(); j++)
                    {
                        CellComponent cell = new CellComponent();
                        cell.AddChild(new Grass());
                        cell.X = i;
                        cell.Y = j;
                        map.AddChild(cell);
                    }
                }

                // TODO: Update SaveInfo model to change filename and UpToDate flag.

                // Automatically discards old scenario, by overloaded AddChild function.
                model.AddChild(scenario);

                // Empty the command queue
                model.GetCommandStack().EmptyStacks();

                // We may have just destroyed a large scenario, so collect that garbage.
                // Commented out - only used for testing purposes.  The C# garbage collector takes a LONG time to be activated if this call is not made,
                // but if the call is made, it disrupts UI.
                // GC.Collect();
            }
        }
        private void setUpModel()
        {
            model = new GameModel();
            ScenarioComponent scenario    = new ScenarioComponent(20, 20); // 20 x 20 Gameworld.
            Building          obstruction = new Building();

            // Add grass cells at each cell.
            ZRTSModel.Map map = scenario.GetGameWorld().GetMap();
            for (int i = 0; i < map.GetWidth(); i++)
            {
                for (int j = 0; j < map.GetHeight(); j++)
                {
                    CellComponent cell = new CellComponent();
                    cell.AddChild(new Sand());
                    cell.X = i;
                    cell.Y = j;

                    if (i >= 2 && i <= 10 && j >= 2 && j <= 10)
                    {
                        cell.AddEntity(obstruction);
                    }

                    if (i >= 15 && i <= 18 && j >= 15 && j <= 18)
                    {
                        cell.AddEntity(obstruction);
                    }
                    if (i == 16 && j == 16)
                    {
                        cell.RemoveEntity(obstruction);
                    }

                    map.AddChild(cell);
                }
            }
            model.AddChild(scenario);
        }