public ActionResult DeleteConfirmed(long id) { FunctionBuilding functionBuilding = db.FunctionBuildings.Find(id); db.FunctionBuildings.Remove(functionBuilding); db.SaveChanges(); return(RedirectToAction("Index")); }
public ActionResult Edit([Bind(Include = "Id,Name")] FunctionBuilding functionBuilding) { if (ModelState.IsValid) { db.Entry(functionBuilding).State = EntityState.Modified; db.SaveChanges(); return(RedirectToAction("Index")); } return(View(functionBuilding)); }
public bool StartBuilding() { //Can the building get placed. if (currentCity.CanBuild(placementBuilding.GetCost())) { if (placementBuilding is Wonder) { if (currentCity.GetHappyHouseAmount() < Glob.WonderHappyHouseReq) { _soundHandler.PlaySound(SoundHandler.Sounds.ERROR); UIHandler.ShowNotification("The inhabitants are preventing your workers from building this. They don't want you 'wasting' money on this, instead of making them happy. Try building some parks next to houses first."); return(false); } else if (currentCity.GetManager() is PlayerCityManager) { GameInitializer.AddAchieverScore(30); } } _soundHandler.PlaySound(SoundHandler.Sounds.CONFIRM); //Place the building. //Check for building type if there is another building tile near it. If so, upgrade the building to the amount of buildings. //Give the other building an index of +1. placementBuilding = UpgradeBuilding(placementBuilding); if (placementBuilding is Factory) { placementBuilding = Instantiate(placementBuilding); } placementBuilding.SetBuildingPhase(Building.BuildingPhase.DONE); placementBuilding.SetBuildingTile(currentCity.GetSelectedTile()); currentCity.GetSelectedTile().SetBuilding(placementBuilding); currentCity.BudgetChange(-placementBuilding.GetCost()); if (placementBuilding is MissileSilo || placementBuilding is Wonder || placementBuilding is Bridge) { FunctionBuilding building = placementBuilding as FunctionBuilding; building.DoAction(); } if (placementBuilding is House) { if (placementBuilding.GetBuildingTile().GetIsHappy() && placementBuilding.GetBuildingTile().GetCity().GetManager() is PlayerCityManager) { GameInitializer.AddSocializerScore(2); } } DestroyPlacementBuilding(); return(true); } else { _soundHandler.PlaySound(SoundHandler.Sounds.ERROR); UIHandler.ShowNotification("You don't have enough money to build that."); return(false); } }
public ActionResult Create([Bind(Include = "Id,Name")] FunctionBuilding functionBuilding) { if (ModelState.IsValid) { db.FunctionBuildings.Add(functionBuilding); db.SaveChanges(); return(RedirectToAction("Index")); } return(View(functionBuilding)); }
// GET: FunctionBuildings/Delete/5 public ActionResult Delete(long?id) { if (id == null) { return(new HttpStatusCodeResult(HttpStatusCode.BadRequest)); } FunctionBuilding functionBuilding = db.FunctionBuildings.Find(id); if (functionBuilding == null) { return(HttpNotFound()); } return(View(functionBuilding)); }
public void SetBuildingInfoText(Building pBuilding) { if (pBuilding is ProductionBuilding) { ProductionBuilding prodBuilding = pBuilding as ProductionBuilding; int[] values = prodBuilding.GetMoneyHappinessRange(); _buildInfoText.text = "<b>" + prodBuilding.GetType() + "</b>\nBuilding cost: <b>" + prodBuilding.GetCost() + "</b>\nProvides <b>" + values[0] + "</b> income each turn\nAnd has a range of <b>" + values[2] + "</b>"; } if (pBuilding is CollectionBuilding) { CollectionBuilding colBuilding = pBuilding as CollectionBuilding; _buildInfoText.text = "<b>" + colBuilding.GetType() + "</b>\nBuilding cost: <b>" + colBuilding.GetCost() + "</b>\nThis building collects resources from nearby <b>factories</b>."; } if (pBuilding is FunctionBuilding) { FunctionBuilding funBuilding = pBuilding as FunctionBuilding; _buildInfoText.text = "<b>" + funBuilding.GetType() + "</b>\nBuilding cost: <b>" + funBuilding.GetCost() + "</b>\n" + funBuilding.GetDescription(); } }
public void SetExamineMode(Building pBuilding) { ToggleExaminePanel(true); string text = "This is a <b>" + pBuilding.GetType() + "</b>\n"; if (pBuilding is ProductionBuilding) { ProductionBuilding prodBuilding = pBuilding as ProductionBuilding; text += "It produces <b>" + prodBuilding.GetMoneyHappinessRange()[0] + "</b> Income\nFor every house in a range of "; text += "<b>" + prodBuilding.GetMoneyHappinessRange()[2] + "</b> tile"; } else if (pBuilding is CollectionBuilding) { CollectionBuilding colBuilding = pBuilding as CollectionBuilding; text += "It collects resources from production buildings in range.\n"; } else if (pBuilding is FunctionBuilding) { FunctionBuilding funBuilding = pBuilding as FunctionBuilding; text += funBuilding.GetDescription(); } _examineText.text = text; }