Esempio n. 1
0
        static void Main(string[] args)
        {
            Building FiveOneTwoEighth = new Building("512 8th Avenue")
            {
                Stories = 18,
                Width   = 100,
                Depth   = 90,
            };

            Building SixEightNineCharlotte = new Building("689 Charlotte Avenue")
            {
                Stories = 9,
                Width   = 400,
                Depth   = 129,
            };

            Building ThreeZeroOneWestEnd = new Building("301 West End Avenue")
            {
                Stories = 24,
                Width   = 900,
                Depth   = 567,
            };

            FiveOneTwoEighth.Construct();
            SixEightNineCharlotte.Construct();
            ThreeZeroOneWestEnd.Construct();

            FiveOneTwoEighth.Purchase("Steve Brownlee");
            SixEightNineCharlotte.Purchase("Andy Collins");
            ThreeZeroOneWestEnd.Purchase("Jenna Solis");

            City nashville = new City("Nashville")
            {
                Mayor = "John Cooper"
            };

            nashville.EstablishCity(1806);

            nashville.PrintCityInfo();

            nashville.AddBuilding(FiveOneTwoEighth);
            nashville.AddBuilding(SixEightNineCharlotte);
            nashville.AddBuilding(ThreeZeroOneWestEnd);


            foreach (Building building in nashville.buildings)
            {
                building.PrintBuildingInfo();
            }
        }
Esempio n. 2
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    /// <summary>
    /// Instantiates a city marker and returns a reference to it.
    /// The "real" data is maintained in the marker's "City" component, which is also created here.
    /// </summary>
    public GameObject SpawnCityMarker(string cityName, Vector3 cityPosition, int wealth, List <Building> startingBuildings = null, Allegiance allegiance = Allegiance.NONE)
    {
        // TODO: Set allegiances to NONE by default
        GameObject marker = (GameObject)Instantiate(cityMarkerPrefab, cityPosition, Quaternion.identity);
        City       city   = marker.AddComponent <City>();

        city.placeName  = cityName;
        city.allegiance = allegiance;
        city.wealth     = wealth;
        city.governor   = new Governor(city.placeName + " Governor", city, AIStrategy.DEFAULT);

        if (startingBuildings != null)
        {
            foreach (Building building in startingBuildings)
            {
                city.AddBuilding(building);
            }
        }

        /// Keep track of the city in an array.
        /// Why? For connecting the cities with roads.
        cities.Add(city);

        return(marker);
    }
Esempio n. 3
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        static void Main(string[] args)
        {
            City Nashville = new City("Nashville", "Holden Parker", 1706);

            Building FiveOneTwoEigth = new Building("512 8th Avenue")
            {
                Width   = 100,
                Depth   = 200,
                Stories = 8
            };

            Building ThreeSixFiveTwentyFourth = new Building("365 24th Avenue")
            {
                Width   = 300,
                Depth   = 150,
                Stories = 7
            };

            Building TwoOneJump = new Building("21 Jump St")
            {
                Width   = 50,
                Depth   = 200,
                Stories = 3
            };

            FiveOneTwoEigth.Design("Holden Parker");
            ThreeSixFiveTwentyFourth.Design("Holden Parker");
            TwoOneJump.Design("Holden Parker");

            FiveOneTwoEigth.Construct();
            ThreeSixFiveTwentyFourth.Construct();
            TwoOneJump.Construct();

            FiveOneTwoEigth.Purchase("Adam Sheaffer");
            ThreeSixFiveTwentyFourth.Purchase("Brenda Long");
            TwoOneJump.Purchase("Rose Wisotzky");

            Nashville.AddBuilding(FiveOneTwoEigth);
            Nashville.AddBuilding(ThreeSixFiveTwentyFourth);
            Nashville.AddBuilding(TwoOneJump);

            foreach (Building building in Nashville.Buildings)
            {
                building.Print();
            }
        }
Esempio n. 4
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 /// <summary>
 /// If a building can be built in a particular city and a
 /// leader has enough money to buy it, perform the purchase.
 /// </summary>
 public void PurchaseBuilding(Building building, City city)
 {
     if ((city.CanBuild(building)) && (gold > building.cost))
     {
         city.AddBuilding(building);
         this.gold -= building.cost;
     }
 }
Esempio n. 5
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        public void City5With1EntAndTemple()
        {
            var  unit  = Game.Instance.GetUnits().First(x => x.Owner == playa.Civilization.Id);
            City acity = Game.Instance.AddCity(playa, 1, unit.X, unit.Y);

            acity.Size = 5;
            acity.ResetResourceTiles(); // setting city size doesn't allocate all resources

            MakeOneEntertainer(acity);
            acity.AddBuilding(Reflect.GetBuildings().First(b => b is Temple));

            using (var foo = acity.Residents.GetEnumerator())
            {
                foo.MoveNext();
                var citizenTypes = foo.Current;
                // initial state
                Assert.Equal(0, citizenTypes.happy);
                Assert.Equal(2, citizenTypes.content);
                Assert.Equal(2, citizenTypes.unhappy);
                Assert.Equal(1, citizenTypes.elvis);

                foo.MoveNext();
                citizenTypes = foo.Current;
                // luxury
                Assert.Equal(1, citizenTypes.happy);
                Assert.Equal(1, citizenTypes.content);
                Assert.Equal(2, citizenTypes.unhappy);
                Assert.Equal(1, citizenTypes.elvis);

                foo.MoveNext();
                citizenTypes = foo.Current;
                // temple
                Assert.Equal(1, citizenTypes.happy);
                Assert.Equal(2, citizenTypes.content);
                Assert.Equal(1, citizenTypes.unhappy);
                Assert.Equal(1, citizenTypes.elvis);
            }
        }
Esempio n. 6
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 private void BAccept(object sender, EventArgs args)
 {
     _selectedBldg = _buildings[_bldgSelect.ActiveItem + _index];
     _selectedCity.AddBuilding(_selectedBldg);
     Destroy();
 }