Esempio n. 1
0
        /// <summary>
        /// Adds the continent to the map.
        /// </summary>
        /// <param name="continent">Continent.</param>
        public void AddContinent(Continent continent)
        {
            if (!Continents.Contains (continent)) {
                Continents.Add (continent);

                foreach (Region r in continent.Regions) {
                    AddRegion (r);
                }
            }

            if (Logger.IsDebug ()) {
                Logger.Debug (string.Format("Map:\tContinent {0} added.", continent.Id));
            }
        }
Esempio n. 2
0
        public Region(int id, Continent continent)
        {
            this.Id = id;
            Neighbors = new List<Region> ();
            this.Continent = continent;
            continent.AddRegion (this);
            Armies = 2;
            Owner = "unknown";

            if (Logger.IsDebug ()) {
                Logger.Debug (string.Format("Region {0}:\tInitialized with continent {1}", id, continent.Id));
            } else {
                Logger.Info (string.Format("Region {0}:\tInitialized.", id));
            }
        }
Esempio n. 3
0
        /// <summary>
        /// This method sets up the continents, and is only used when the
        /// game gets initialized.
        /// </summary>
        /// <param name="commandParts">Command parts.</param>
        public void SuperRegions(string[] commandParts)
        {
            int id, reward;
            Continent continent;

            for (int i = 2; i < commandParts.Length; i += 2) {
                id = int.Parse(commandParts [i]);
                reward = int.Parse(commandParts [i + 1]);
                continent = new Continent (id, reward);

                State.CompleteMap.AddContinent (continent);
            }

            if (Logger.IsDebug ()) {
                Logger.Debug ("Parser:\tSet up continents.");
            }
        }
Esempio n. 4
0
 /// <summary>
 /// Checks if you own a given continent.
 /// </summary>
 /// <returns><c>true</c>, if continent was owned, <c>false</c> otherwise.</returns>
 /// <param name="continent">Continent.</param>
 public bool OwnsContinent(Continent continent)
 {
     if (OwnedContinents.Contains (continent)) {
         return true;
     } else {
         return false;
     }
 }
Esempio n. 5
0
 /// <summary>
 /// Called whenever you conquer a continent, updates your armies.
 /// </summary>
 /// <param name="continent">Continent.</param>
 public void LoseContinent(Continent continent)
 {
     if (OwnedContinents.Contains (continent)) {
         OwnedContinents.Remove (continent);
         ArmiesPerTurn -= continent.Reward;
     }
 }
Esempio n. 6
0
 /// <summary>
 /// Called whenever you conquer a continent, updates your armies.
 /// </summary>
 /// <param name="continent">Continent.</param>
 public void GainContinent(Continent continent)
 {
     if (!OwnedContinents.Contains (continent)) {
         OwnedContinents.Add (continent);
         ArmiesPerTurn += continent.Reward;
     }
 }
Esempio n. 7
0
        /// <summary>
        /// Updates the map.
        /// </summary>
        /// <param name="player">Player.</param>
        /// <param name="regionId">Region identifier.</param>
        /// <param name="armies">Armies.</param>
        public void UpdateMap(int regionId, string player, int armies)
        {
            if (VisibleMap.Regions.ContainsKey (regionId)) {
                Region originalRegion = VisibleMap.Regions [regionId];
                originalRegion = VisibleMap.Regions [regionId];
                originalRegion.Owner = player;
                originalRegion.Armies = armies;
            } else {
                Region originalRegion = CompleteMap.Regions [regionId];
                Region newRegion;
                Continent continent;

                if (!VisibleMap.Continents.Contains (originalRegion.Continent)) {
                    Continent originalContinent = originalRegion.Continent;
                    Continent newContinent = new Continent (originalContinent.Id, originalContinent.Reward);
                    VisibleMap.Continents.Add (newContinent);
                }

                continent = VisibleMap.ContinentForId (originalRegion.Continent.Id);
                newRegion = new Region (originalRegion.Id, continent);

                foreach (Region n in originalRegion.Neighbors) {
                    if (VisibleMap.Regions.ContainsKey (n.Id)) {
                        newRegion.AddNeighbor (VisibleMap.Regions[n.Id]);
                    }
                }

                newRegion.Owner = player;
                newRegion.Armies = armies;

                VisibleMap.AddRegion (newRegion);
            }

            if (Logger.IsDebug ()) {
                Logger.Debug (string.Format("State:\tUpdated region {0} with owner {1} and {2} armies.",
                    regionId, player, armies));
            }
        }