public void BdfarmersObjectTest() { NationNameFactory name = new NationNameFactory("Bangladeshi Farmers"); INation nation = name.NationNameFactoryMethod(); Assert.IsType <BdFarmers>(nation); }
private void newVillage_Click(object sender, EventArgs e) { nation = nation2; tree.Checked = false; House.Checked = false; Water.Checked = false; }
public void InuitHuntersObjectTest() { NationNameFactory name = new NationNameFactory("Inuit Hunters"); INation nation = name.NationNameFactoryMethod(); Assert.IsType <InuitHunters>(nation); }
private void nation_selector_SelectedIndexChanged(object sender, EventArgs e) { selected_nation = nation_selector.Text; if (selected_nation == "Arab Bedouins") { nation = new Arab(); } else if (selected_nation == "Bangladeshi Farmers") { nation = new Bangladesh(); } else if (selected_nation == "Egyptian Kings") { nation = new Egypt(); } else if (selected_nation == "Inuit Hunters") { nation = new Inuit(); } else { nation = null; } g.Clear(nation.getBackgroundColor()); vill = new Village(); }
public void EgyptianKingsObjectTest() { NationNameFactory name = new NationNameFactory("Egyptian Kings"); INation nation = name.NationNameFactoryMethod(); Assert.IsType <EgyptianKings>(nation); }
public void ArabBedouinObjectTest() { NationNameFactory name = new NationNameFactory("Arab Bedouin"); INation nation = name.NationNameFactoryMethod(); Assert.IsType <ArabBedouin>(nation); }
public Village(INation nation, string villagename) { this.nation = nation; this.villagename = villagename; trees = new List <VillageItem>(); houses = new List <VillageItem>(); watersources = new List <VillageItem>(); }
/// <summary> Creates a new nation. </summary> /// <param name="dataRepository"> A data repository to persist the object with. </param> /// <param name="id"> The branch's ID. </param> /// <param name="gaijinId"> The branch's Gaijin ID. </param> /// <param name="nation"> The branch's nation. </param> public Branch(IDataRepository dataRepository, long id, string gaijinId, INation nation) : base(dataRepository, id, gaijinId) { AsEnumerationItem = EReference.BranchesFromString[GaijinId.Split(ECharacter.Underscore).Last()]; Nation = nation; LogCreation(); }
public void SetUp() { this.Player = new Mock<UnitTests.TestPlayer>(); this.Player.SetupAllProperties(); this.Description1 = new UnitDescription("Unit1", 100, 1f, 5f, 5f); this.Description2 = new UnitDescription("Unit2", 100, 1f, 5f, 5f); this.Nation = new Nation("TestNation", "NonExisting", new IUnitDescription[] { this.Description1, this.Description2 }); }
private void btndone_Click(object sender, EventArgs e) { if (txtvillagename.TextLength != 0) { INationFactory factory = (INationFactory)cboxnation.SelectedItem; INation nation = factory.GetNation(); villagewindow.village = new Village(nation, txtvillagename.Text); villagewindow.lblnation.Text = nation.GetNationName(); villagewindow.lblvillage.Text = txtvillagename.Text; villagewindow.village.initiate(villagewindow.g, villagewindow.p); this.Dispose(); } }
public void setSavedVill(Village vill) { selected_nation = vill.nation; if (selected_nation == "Arab Bedouins") { nation = new Arab(); } else if (selected_nation == "Bangladeshi Farmers") { nation = new Bangladesh(); } else if (selected_nation == "Egyptian Kings") { nation = new Egypt(); } else if (selected_nation == "Inuit Hunters") { nation = new Inuit(); } else { nation = null; } if (nation != null) { g.Clear(nation.getBackgroundColor()); } Label_villName.Text = vill.village_name; foreach (Point p in vill.trees_drawn.ToList()) { selected_component = "tree"; drawInPanel(p); } foreach (Point p in vill.houses_drawn.ToList()) { selected_component = "house"; drawInPanel(p); } foreach (Point p in vill.rivers_drawn.ToList()) { selected_component = "water_source"; drawInPanel(p); } nation_selector.SelectedIndex = nation_selector.Items.IndexOf(vill.nation); }
private void btnopen_Click(object sender, EventArgs e) { if (txtvillagepath.Text != "") { INationFactory factory = (INationFactory)cboxnation.SelectedItem; INation nation = factory.GetNation(); var dataString = System.IO.File.ReadAllText(txtvillagepath.Text); var settings = new JsonSerializerSettings() { TypeNameHandling = TypeNameHandling.All }; IState state = JsonConvert.DeserializeObject <IState>(dataString, settings); villagewindow.village = new Village(nation, ""); villagewindow.lblnation.Text = nation.GetNationName(); villagewindow.lblvillage.Text = state.GetVillageName(); villagewindow.village.SetState(state); villagewindow.village.initiate(villagewindow.g, villagewindow.p); this.Dispose(); } }
public INation NationNameFactoryMethod() { if (nationName == "Bangladeshi Farmers") { obj = new BdFarmers(); } else if (nationName == "Arab Bedouin") { obj = new ArabBedouin(); } else if (nationName == "Egyptian Kings") { obj = new EgyptianKings(); } else if (nationName == "Inuit Hunters") { obj = new InuitHunters(); } return(obj); }
private void mouse_click(object sender, MouseEventArgs e) { int x, y; //String nationName; x = e.X; y = e.Y; Graphics g = panel1.CreateGraphics(); //nationName = comboBoxNationName.Text; Pen p = new Pen(new SolidBrush(Color.Black), 2); NationNameFactory nationName1 = new NationNameFactory(comboBoxNationName.Text); INation nation = nationName1.NationNameFactoryMethod(); if (radioButtonHouse.Checked) { nation.paint_house(e, g, p); } else if (radioButtonTree.Checked) { nation.paint_tree(e, g, p); } else if (radioButtonWaterSource.Checked) { nation.paint_waterSource(e, g, p); } /*else if (nationName == "Egyptian Kings") * { * if (radioButtonHouse.Checked) * { * egyptianKings.paint_house(e, g, p); * } * else if (radioButtonTree.Checked) * { * egyptianKings.paint_tree(e, g, p); * } * else if (radioButtonWaterSource.Checked) * { * egyptianKings.paint_waterSource(e, g, p); * } * } * else if (nationName == "Arab Bedouin") * { * * if (radioButtonHouse.Checked) * { * arabBedouin.paint_house(e, g, p); * } * else if (radioButtonTree.Checked) * { * arabBedouin.paint_tree(e, g, p); * } * else if (radioButtonWaterSource.Checked) * { * //arabBedouin.paint_waterSource(e, g, p); * } * } * else if (nationName == "Inuit Hunters") * { * if (radioButtonHouse.Checked) * { * inuitHunters.paint_house(e, g, p); * } * else if (radioButtonTree.Checked) * { * //inuitHunters.paint_tree(e, g, p); * } * else if (radioButtonWaterSource.Checked) * { * //inuitHunters.paint_waterSource(e, g, p); * } * }*/ }
/// <summary> Creates a new nation. </summary> /// <param name="dataRepository"> A data repository to persist the object with. </param> /// <param name="gaijinId"> The branch's Gaijin ID. </param> /// <param name="nation"> The branch's nation. </param> public Branch(IDataRepository dataRepository, string gaijinId, INation nation) : this(dataRepository, -1L, gaijinId, nation) { }
public AllianceDetailsModel(INation nation) { this.nation = nation; }
private void NationChoose_SelectedIndexChanged(object sender, EventArgs e) { nation = checker.GetNation(NationChoose.Text); canvas.BackColor = nation.TerrainColor(); }
public NationCheckListModel(INation nation) { this.Mynation = nation; }
/// <summary> /// Inicjalizuje. /// </summary> /// <param name="id">Nazwa gracza</param> /// <param name="name">Nazwa.</param> /// <param name="nation">Jego nacja.</param> public Player(string name, INation nation, uint maxHealth) { if (string.IsNullOrWhiteSpace(name)) { throw new ArgumentNullException("name"); } if (nation == null) { throw new ArgumentNullException("nation"); } this.Units = new List<IUnit>(); this.Resources = new Resources.ResourcesCollection(); this.Name = name; this.Nation = nation; this.MaxHealth = maxHealth; }