public TradeCenter(int initialGoodsAmount, int initialProductionRate, int initialStorageCapacity, int startPopulation, int initialWealth, int defence, Coutries stCountry, ContentManager content, string texture, int x, int y, int width, int height) : base(initialGoodsAmount, initialProductionRate, initialStorageCapacity, startPopulation, initialWealth, defence, stCountry, content, texture, x, y, width, height) { this.ProductionType = ProductionGoods.TradingGoods; }
public MilitaryPort (int shipsNumber, int initialAttack, int influence, int startPopulation, int initialWealth, int defence, Coutries stCountry, ContentManager content, string texture, int x, int y, int width, int height) : base(initialAttack, influence, startPopulation, initialWealth, defence, stCountry, content, texture, x, y, width, height) { this.ShipsOnDock = shipsNumber; }
public MilitarySettlement(int initialAttack, int influence, int startPopulation, int initialWealth, int defence, Coutries stCountry, ContentManager content, string texture, int x, int y, int width, int height) : base(startPopulation, initialWealth, defence, stCountry, content, texture, x, y, width, height) { this.AttackPower = initialAttack; this.InfluenceArea = influence; }
public Settlement(int startPopulation, int initialWealth, int defence, Coutries stCountry, ContentManager content, string texture, int x, int y, int width, int height):base(content, texture, x, y, width, height) { this.Population = startPopulation; this.Wealth = initialWealth; this.DefencePower = defence; this.Country = stCountry; }
// constructors protected CivilianSettlement(int startPopulation, int initialWealth, int defence, Coutries stCountry, ContentManager content, string texture, int x, int y, int width, int height) : base(startPopulation, initialWealth, defence, stCountry, content, texture, x, y, width, height) { this.GoodsAmount = 0; this.ProductionRate = 10; this.StorageCapacity = 1000; this.ProductionType = ProductionGoods.Cereals; }
//constructors public OilPlatform(int initialDeposit, int initialGoodsAmount, int initialProductionRate, int initialStorageCapacity, int startPopulation, int initialWealth, int defence, Coutries stCountry, ContentManager content, string texture, int x, int y, int width, int height) : base( initialGoodsAmount, initialProductionRate, initialStorageCapacity, startPopulation, initialWealth, defence, stCountry, content, texture, x, y, width, height) { this.ProductionType = ProductionGoods.Oil; this.OilDeposit = initialDeposit; }
// contructor public FishingVillage(int initialFishfactor, int initialGoodsAmount, int initialProductionRate, int initialStorageCapacity, int startPopulation, int initialWealth, int defence, Coutries stCountry, ContentManager content, string texture, int x, int y, int width, int height) : base(initialGoodsAmount, initialProductionRate, initialStorageCapacity, startPopulation, initialWealth, defence, stCountry, content, texture, x, y, width, height) { this.ProductionType = ProductionGoods.Fish; this.FishPopulationFactor = initialFishfactor; }
protected CivilianSettlement(int initialGoodsAmount, int initialProductionRate, int initialStorageCapacity, int startPopulation, int initialWealth, int defence, Coutries stCountry, ContentManager content, string texture, int x, int y, int width, int height) : this(startPopulation, initialWealth, defence, stCountry, content, texture, x, y, width, height) { this.StorageCapacity = initialStorageCapacity; this.GoodsAmount = initialGoodsAmount; this.ProductionRate = initialProductionRate; this.ProductionType = ProductionGoods.TradingGoods; this.produceTime = 0; }