public override void SetSettings(ISettingable obj) { if (!(obj is RushBot bot)) { throw new ApplicationException("Wrong rushBot in RushBotSettings.SetSettings"); } base.SetSettings(obj); bot.protectCities = true; bot.protectCities_MinimumUnitsLeft = 2; bot.dropOvercapacityUnit = true; bot.dropOvercapacityUnit_Nearby = 1; bot.moveUnitsToWeakCities = true; bot.rushWithMinimumMoreUnits = 1; bot.rushChances = new List <KeyValuePair <byte, byte> >() { new KeyValuePair <byte, byte>(1, 25), new KeyValuePair <byte, byte>(2, 50), new KeyValuePair <byte, byte>(3, 25), }; }
public override void SetSettings(ISettingable obj) { if (!(obj is BasicPlayer player)) { throw new ApplicationException("Wrong BasicPlayer in BasicPlayerSettigns.SetSettings"); } }
public override void SetSettings(ISettingable obj) { if (!(obj is BasicCityPlacer mapGenerator)) { throw new ApplicationException("Wrong generator in BasicSityPlaceSettings.SetSettings"); } }
public override void SetSettings(ISettingable obj) { if (!(obj is BasicOutput output)) { throw new ApplicationException("Wrong generator in BasicOutputSettings.SetSettings"); } }
public override void SetSettings(ISettingable obj) { if (!(obj is IdSetterDiffCorners idSetter)) { throw new ApplicationException("Wrong generator in TunnelMapGeneratorSettings.SetSettings"); } base.SetSettings(obj); }
public override void SetSettings(ISettingable obj) { if (!(obj is BasicBot bot)) { throw new ApplicationException("Wrong bot in BasicBotSettings.SetSettings"); } bot.ignoreFirstNTicks = 50; bot.tickReact = 50; }
public override void SetSettings(ISettingable obj) { if (!(obj is Game game)) { throw new ApplicationException("Wrong game in GameSettings.SetSettings"); } game.X = 10; game.Y = 10; }
public override void SetSettings(ISettingable obj) { if (!(obj is BasicIdSetter idSetter)) { throw new ApplicationException("Wrong generator in BasicIdSetterSettings.SetSettings"); } idSetter.townsPerControl = new List <byte>() { 1, 1, 1, 1 }; }
public override void SetSettings(ISettingable obj) { if (!(obj is WPFLocalPlayer player)) { throw new ApplicationException("Wrong wpfplayer in LocalPlayer1Settings.SetSettings"); } base.SetSettings(obj); player.citySelectedStrokeThickness = 3; player.citySelectedStrokeColor = Brushes.Yellow; }
public override void SetSettings(ISettingable obj) { if (!(obj is TunnelMapGenerator mapGenerator)) { throw new ApplicationException("Wrong generator in TunnelMapGeneratorSettings.SetSettings"); } base.SetSettings(obj); mapGenerator.crossOnStart = true; mapGenerator.skipChance = 10; mapGenerator.ignoreSkipChanceForFirstNTitles = 15; }
public override void SetSettings(ISettingable obj) { if (!(obj is CityPlacer14 sityPlacer)) { throw new ApplicationException("Wrong generator in TunnelMapGeneratorSettings.SetSettings"); } base.SetSettings(obj); sityPlacer.maxPlaceRepeats = 3; sityPlacer.quadIsRoad = false; sityPlacer.quadCells = 25; sityPlacer.minQuads = 2; sityPlacer.citiesPerQuadMin = 2; sityPlacer.citiesPerQuadMax = 4; }
public override void SetSettings(ISettingable obj) { if (!(obj is WPFOutput output)) { throw new ApplicationException("Wrong generator in WPFOutputSettings.SetSettings"); } base.SetSettings(obj); output.windowBackgroundColor = Brushes.White; output.gameGridBackgroundColor = Brushes.White; output.roadColor = Brushes.Gray; output.roadWidthMod = 0.20; output.roadHeightMod = 0.20; output.cityIsSquere = true; output.citySizeMod = 0.80; output.unitIsSquere = true; output.unitSizeMod = 0.55; output.unitTextColor = Brushes.Black; output.cityShapesColors = new List <System.Windows.Media.Brush>() { Brushes.Wheat, Brushes.Red, Brushes.Blue, Brushes.Yellow, Brushes.DarkGreen, Brushes.Teal, Brushes.Purple, Brushes.Orange, Brushes.Green, Brushes.Pink, Brushes.Gray, Brushes.LightBlue, Brushes.Brown, Brushes.Maroon, Brushes.Navy, Brushes.Navy, Brushes.Turquoise, Brushes.Violet, Brushes.Wheat, Brushes.PeachPuff, Brushes.MintCream, Brushes.Lavender, Brushes.DarkGray, Brushes.Snow, Brushes.DarkGreen, Brushes.Peru, }; output.cityStrokeThickness = 2; output.cityStrokesColors = new List <Brush>() { //Brushes.White, //Brushes.Black, new SolidColorBrush(new Color() { R = (byte)(255 - (output.gameGridBackgroundColor as SolidColorBrush).Color.R), G = (byte)(255 - (output.gameGridBackgroundColor as SolidColorBrush).Color.G), B = (byte)(255 - (output.gameGridBackgroundColor as SolidColorBrush).Color.B), A = (output.gameGridBackgroundColor as SolidColorBrush).Color.A, }), }; output.unitWarriorsCntRelativeMod = 0.55; output.cityWarriorsCntRelativeMod = 0.70; output.cityWarriorsCntStrokeColor = Brushes.Black; }