private void ConstructSquares(string blockName) { //The CBs will have temporary names. When they actually get placed onto the board, they'll be given their proper Square names. try { switch (blockName) { case "Claw": { Square CBA1 = new Square("CBA1", Resources.ClawA1); Square CBA2 = new Square("CBA2", Resources.ClawA2); Square CBA3 = new Square("CBA3", Resources.ClawA3); Square CBA4 = new Square("CBA4", Resources.ClawA4, 2.5, 2.5, false); this.RowCBA.InsertRange(RowCBA.Count, new Square[] { CBA1, CBA2, CBA3, CBA4 }); FlammableSquare CBB1 = new FlammableSquare("CBB1", Resources.ClawB1, 2); FlammableSquare CBB2 = new FlammableSquare("CBB2", Resources.ClawB2, 3); FlammableSquare CBB3 = new FlammableSquare("CBB3", Resources.ClawB3, 3); Square CBB4 = new Square("CBB4", Resources.ClawB4); this.RowCBB.InsertRange(RowCBB.Count, new ISquareTypes[] { CBB1, CBB2, CBB3, CBB4 }); Square CBC1 = new Square("CBC1", Resources.ClawC1); FlammableSquare CBC2 = new FlammableSquare("CBC2", Resources.ClawC2, 4); FlammableSquare CBC3 = new FlammableSquare("CBC3", Resources.ClawC3, 4); Square CBC4 = new Square("CBC4", Resources.ClawC4); this.RowCBC.InsertRange(RowCBC.Count, new ISquareTypes[] { CBC1, CBC2, CBC3, CBC4 }); FlammableSquare CBD1 = new FlammableSquare("CBD1", Resources.ClawD1, 2); FlammableSquare CBD2 = new FlammableSquare("CBD2", Resources.ClawD2, 3); FlammableSquare CBD3 = new FlammableSquare("CBD3", Resources.ClawD3, 3); Square CBD4 = new Square("CBD4", Resources.ClawD4, 2.5, 2.5, false); this.RowCBD.InsertRange(RowCBD.Count, new ISquareTypes[] { CBD1, CBD2, CBD3, CBD4 }); this.RandomizerSquares.InsertRange(this.RandomizerSquares.Count, new FlammableSquare[] { CBB1, CBB2, CBB3, CBC2, CBC3, CBD1, CBD2, CBD3 }); //Create large buildings. List<FlammableSquare> ClawLB1Squares = new List<FlammableSquare>(); ClawLB1Squares.Add(CBB1); ClawLB1Squares.Add(CBB2); Building ClawLB1 = new Building(2, ClawLB1Squares); List<FlammableSquare> ClawLB2Squares = new List<FlammableSquare>(); ClawLB2Squares.Add(CBD1); ClawLB2Squares.Add(CBD2); Building ClawLB2 = new Building(2, ClawLB2Squares); this.LargeBuildings.Add(ClawLB1); this.LargeBuildings.Add(ClawLB2); break; } case "Donut": { Square CBA1 = new Square("CBA1", Resources.DonutA1, 2.5, 2.5, false); FlammableSquare CBA2 = new FlammableSquare("CBA2", Resources.DonutA2, 4); FlammableSquare CBA3 = new FlammableSquare("CBA3", Resources.DonutA3, 3); FlammableSquare CBA4 = new FlammableSquare("CBA4", Resources.DonutA4, 2); this.RowCBA.InsertRange(RowCBA.Count, new ISquareTypes[] { CBA1, CBA2, CBA3, CBA4 }); Square CBB1 = new Square("CBB1", Resources.DonutB1); FlammableSquare CBB2 = new FlammableSquare("CBB2", Resources.DonutB2, 3); Square CBB3 = new Square("CBB3", Resources.DonutB3); FlammableSquare CBB4 = new FlammableSquare("CBB4", Resources.DonutB4, 3); this.RowCBB.InsertRange(RowCBB.Count, new ISquareTypes[] { CBB1, CBB2, CBB3, CBB4 }); Square CBC1 = new Square("CBC1", Resources.DonutC1); FlammableSquare CBC2 = new FlammableSquare("CBC2", Resources.DonutC2, 2); FlammableSquare CBC3 = new FlammableSquare("CBC3", Resources.DonutC3, 3); FlammableSquare CBC4 = new FlammableSquare("CBC4", Resources.DonutC4, 4); this.RowCBC.InsertRange(RowCBC.Count, new ISquareTypes[] { CBC1, CBC2, CBC3, CBC4 }); Square CBD1 = new Square("CBD1", Resources.DonutD1); Square CBD2 = new Square("CBD2", Resources.DonutD2); Square CBD3 = new Square("CBD3", Resources.DonutD3); Square CBD4 = new Square("CBD4", Resources.DonutD4, 2.5, 2.5, false); this.RowCBD.InsertRange(RowCBD.Count, new ISquareTypes[] { CBD1, CBD2, CBD3, CBD4 }); this.RandomizerSquares.InsertRange(this.RandomizerSquares.Count, new FlammableSquare[] { CBA2, CBA3, CBA4, CBB2, CBB4, CBC2, CBC3, CBC4 }); //Create large buildings. List<FlammableSquare> DonutLB1Squares = new List<FlammableSquare>(); DonutLB1Squares.Add(CBA2); DonutLB1Squares.Add(CBA3); Building DonutLB1 = new Building(2, DonutLB1Squares); List<FlammableSquare> DonutLB2Squares = new List<FlammableSquare>(); DonutLB2Squares.Add(CBC3); DonutLB2Squares.Add(CBC4); Building DonutLB2 = new Building(2, DonutLB2Squares); this.LargeBuildings.Add(DonutLB1); this.LargeBuildings.Add(DonutLB2); break; } case "Easy Board 1": { FlammableSquare CBA1 = new FlammableSquare("CBA1", Resources.EasyBoard1A1, 3); FlammableSquare CBA2 = new FlammableSquare("CBA2", Resources.EasyBoard1A2, 4); FlammableSquare CBA3 = new FlammableSquare("CBA3", Resources.EasyBoard1A3, 3); Square CBA4 = new Square("CBA4", Resources.EasyBoard1A4, 2.5, 2.5, false); this.RowCBA.InsertRange(RowCBA.Count, new ISquareTypes[] { CBA1, CBA2, CBA3, CBA4 }); FlammableSquare CBB1 = new FlammableSquare("CBB1", Resources.EasyBoard1B1, 2); Square CBB2 = new Square("CBB2", Resources.EasyBoard1B2); FlammableSquare CBB3 = new FlammableSquare("CBB3", Resources.EasyBoard1B3, 4); Square CBB4 = new Square("CBB4", Resources.EasyBoard1B4); this.RowCBB.InsertRange(RowCBB.Count, new ISquareTypes[] { CBB1, CBB2, CBB3, CBB4 }); Square CBC1 = new Square("CBC1", Resources.EasyBoard1C1); Square CBC2 = new Square("CBC2", Resources.EasyBoard1C2); FlammableSquare CBC3 = new FlammableSquare("CBC3", Resources.EasyBoard1C3, 3); FlammableSquare CBC4 = new FlammableSquare("CBC4", Resources.EasyBoard1C4, 3); this.RowCBC.InsertRange(RowCBC.Count, new ISquareTypes[] { CBC1, CBC2, CBC3, CBC4 }); Square CBD1 = new Square("CBD1", Resources.EasyBoard1D1, 2.5, 2.5, false); Square CBD2 = new Square("CBD2", Resources.EasyBoard1D2); Square CBD3 = new Square("CBD3", Resources.EasyBoard1D3); FlammableSquare CBD4 = new FlammableSquare("CBD4", Resources.EasyBoard1D4, 2); this.RowCBD.InsertRange(RowCBD.Count, new ISquareTypes[] { CBD1, CBD2, CBD3, CBD4 }); this.RandomizerSquares.InsertRange(this.RandomizerSquares.Count, new FlammableSquare[] { CBA1, CBA2, CBA3, CBB1, CBB3, CBC3, CBC4, CBD4 }); //Create large buildings. List<FlammableSquare> EasyBoard1LB1Squares = new List<FlammableSquare>(); EasyBoard1LB1Squares.Add(CBA1); EasyBoard1LB1Squares.Add(CBB1); Building EasyBoard1LB1 = new Building(2, EasyBoard1LB1Squares); List<FlammableSquare> EasyBoard1LB2Squares = new List<FlammableSquare>(); EasyBoard1LB2Squares.Add(CBC4); EasyBoard1LB2Squares.Add(CBD4); Building EasyBoard1LB2 = new Building(2, EasyBoard1LB2Squares); this.LargeBuildings.Add(EasyBoard1LB1); this.LargeBuildings.Add(EasyBoard1LB2); break; } case "Easy Board 2": { FlammableSquare CBA1 = new FlammableSquare("CBA1", Resources.EasyBoard2A1, 2); FlammableSquare CBA2 = new FlammableSquare("CBA2", Resources.EasyBoard2A2, 3); Square CBA3 = new Square("CBA3", Resources.EasyBoard2A3); Square CBA4 = new Square("CBA4", Resources.EasyBoard2A4, 2.5, 2.5, false); this.RowCBA.InsertRange(RowCBA.Count, new ISquareTypes[] { CBA1, CBA2, CBA3, CBA4 }); Square CBB1 = new Square("CBB1", Resources.EasyBoard2B1); FlammableSquare CBB2 = new FlammableSquare("CBB2", Resources.EasyBoard2B2, 4); FlammableSquare CBB3 = new FlammableSquare("CBB3", Resources.EasyBoard2B3, 4); Square CBB4 = new Square("CBB4", Resources.EasyBoard2B4); this.RowCBB.InsertRange(RowCBB.Count, new ISquareTypes[] { CBB1, CBB2, CBB3, CBB4 }); Square CBC1 = new Square("CBC1", Resources.EasyBoard2C1); Square CBC2 = new Square("CBC2", Resources.EasyBoard2C2); FlammableSquare CBC3 = new FlammableSquare("CBC3", Resources.EasyBoard2C3, 4); Square CBC4 = new Square("CBC4", Resources.EasyBoard2C4); this.RowCBC.InsertRange(RowCBC.Count, new ISquareTypes[] { CBC1, CBC2, CBC3, CBC4 }); Square CBD1 = new Square("CBD1", Resources.EasyBoard2D1, 2.5, 2.5, false); FlammableSquare CBD2 = new FlammableSquare("CBD2", Resources.EasyBoard2D2, 2); FlammableSquare CBD3 = new FlammableSquare("CBD3", Resources.EasyBoard2D3, 3); FlammableSquare CBD4 = new FlammableSquare("CBD4", Resources.EasyBoard2D4, 2); this.RowCBD.InsertRange(RowCBD.Count, new ISquareTypes[] { CBD1, CBD2, CBD3, CBD4 }); this.RandomizerSquares.InsertRange(this.RandomizerSquares.Count, new FlammableSquare[] { CBA1, CBA2, CBB2, CBB3, CBC3, CBD2, CBD3, CBD4 }); //Create large buildings. List<FlammableSquare> EasyBoard2LB1Squares = new List<FlammableSquare>(); EasyBoard2LB1Squares.Add(CBA1); EasyBoard2LB1Squares.Add(CBA2); Building EasyBoard2LB1 = new Building(2, EasyBoard2LB1Squares); List<FlammableSquare> EasyBoard2LB2Squares = new List<FlammableSquare>(); EasyBoard2LB2Squares.Add(CBD2); EasyBoard2LB2Squares.Add(CBD3); EasyBoard2LB2Squares.Add(CBD4); Building EasyBoard2LB2 = new Building(3, EasyBoard2LB2Squares); this.LargeBuildings.Add(EasyBoard2LB1); this.LargeBuildings.Add(EasyBoard2LB2); break; } case "Funky": { FlammableSquare CBA1 = new FlammableSquare("CBA1", Resources.FunkyA1, 3); FlammableSquare CBA2 = new FlammableSquare("CBA2", Resources.FunkyA2, 3); Square CBA3 = new Square("CBA3", Resources.FunkyA3); Square CBA4 = new Square("CBA4", Resources.FunkyA4); this.RowCBA.InsertRange(RowCBA.Count, new ISquareTypes[] { CBA1, CBA2, CBA3, CBA4 }); FlammableSquare CBB1 = new FlammableSquare("CBB1", Resources.FunkyB1, 3); FlammableSquare CBB2 = new FlammableSquare("CBB2", Resources.FunkyB2, 3); FlammableSquare CBB3 = new FlammableSquare("CBB3", Resources.FunkyB3, 4); FlammableSquare CBB4 = new FlammableSquare("CBB4", Resources.FunkyB4, 3); this.RowCBB.InsertRange(RowCBB.Count, new ISquareTypes[] { CBB1, CBB2, CBB3, CBB4 }); FlammableSquare CBC1 = new FlammableSquare("CBC1", Resources.FunkyC1, 2); Square CBC2 = new Square("CBC2", Resources.FunkyC2); FlammableSquare CBC3 = new FlammableSquare("CBC3", Resources.FunkyC3, 4); Square CBC4 = new Square("CBC4", Resources.FunkyC4); this.RowCBC.InsertRange(RowCBC.Count, new ISquareTypes[] { CBC1, CBC2, CBC3, CBC4 }); Square CBD1 = new Square("CBD1", Resources.FunkyD1, 2.5, 2.5, false); Square CBD2 = new Square("CBD2", Resources.FunkyD2); Square CBD3 = new Square("CBD3", Resources.FunkyD3); Square CBD4 = new Square("CBD4", Resources.FunkyD4, 2.5, 2.5, false); this.RowCBD.InsertRange(RowCBD.Count, new ISquareTypes[] { CBD1, CBD2, CBD3, CBD4 }); this.RandomizerSquares.InsertRange(this.RandomizerSquares.Count, new FlammableSquare[] { CBA1, CBA2, CBB1, CBB2, CBB3, CBB4, CBC1, CBC3 }); //Create large buildings. List<FlammableSquare> FunkyLB1Squares = new List<FlammableSquare>(); FunkyLB1Squares.Add(CBB1); FunkyLB1Squares.Add(CBC1); Building FunkyLB1 = new Building(2, FunkyLB1Squares); List<FlammableSquare> FunkyLB2Squares = new List<FlammableSquare>(); FunkyLB2Squares.Add(CBB3); FunkyLB2Squares.Add(CBB4); FunkyLB2Squares.Add(CBC3); Building FunkyLB2 = new Building(3, FunkyLB2Squares); this.LargeBuildings.Add(FunkyLB1); this.LargeBuildings.Add(FunkyLB2); break; } case "L Shaped": { FlammableSquare CBA1 = new FlammableSquare("CBA1", Resources.L_ShapedA1, 2); Square CBA2 = new Square("CBA2", Resources.L_ShapedA2); Square CBA3 = new Square("CBA3", Resources.L_ShapedA3, 2.5, 2.5, false); Square CBA4 = new Square("CBA4", Resources.L_ShapedA4); this.RowCBA.InsertRange(RowCBA.Count, new ISquareTypes[] { CBA1, CBA2, CBA3, CBA4 }); FlammableSquare CBB1 = new FlammableSquare("CBB1", Resources.L_ShapedB1, 4); FlammableSquare CBB2 = new FlammableSquare("CBB2", Resources.L_ShapedB2, 3); Square CBB3 = new Square("CBB3", Resources.L_ShapedB3); Square CBB4 = new Square("CBB4", Resources.L_ShapedB4); this.RowCBB.InsertRange(RowCBB.Count, new ISquareTypes[] { CBB1, CBB2, CBB3, CBB4 }); FlammableSquare CBC1 = new FlammableSquare("CBC1", Resources.L_ShapedC1, 3); FlammableSquare CBC2 = new FlammableSquare("CBC2", Resources.L_ShapedC2, 3); Square CBC3 = new Square("CBC3", Resources.L_ShapedC3); Square CBC4 = new Square("CBC4", Resources.L_ShapedC4); this.RowCBC.InsertRange(RowCBC.Count, new ISquareTypes[] { CBC1, CBC2, CBC3, CBC4 }); FlammableSquare CBD1 = new FlammableSquare("CBD1", Resources.L_ShapedD1, 3); FlammableSquare CBD2 = new FlammableSquare("CBD2", Resources.L_ShapedD2, 4); FlammableSquare CBD3 = new FlammableSquare("CBD3", Resources.L_ShapedD3, 2); Square CBD4 = new Square("CBD4", Resources.L_ShapedD4, 2.5, 2.5, false); this.RowCBD.InsertRange(RowCBD.Count, new ISquareTypes[] { CBD1, CBD2, CBD3, CBD4 }); this.RandomizerSquares.InsertRange(this.RandomizerSquares.Count, new FlammableSquare[] { CBA1, CBB1, CBB2, CBC1, CBC2, CBD1, CBD2, CBD3 }); //Create large buildings. List<FlammableSquare> LShapedLB1Squares = new List<FlammableSquare>(); LShapedLB1Squares.Add(CBA1); LShapedLB1Squares.Add(CBB1); Building LShapedLB1 = new Building(2, LShapedLB1Squares); List<FlammableSquare> LShapedLB2Squares = new List<FlammableSquare>(); LShapedLB2Squares.Add(CBD2); LShapedLB2Squares.Add(CBD3); Building LShapedLB2 = new Building(2, LShapedLB2Squares); this.LargeBuildings.Add(LShapedLB1); this.LargeBuildings.Add(LShapedLB2); break; } case "Monster": { Square CBA1 = new Square("CBA1", Resources.MonsterA1, 2.5, 2.5, false); FlammableSquare CBA2 = new FlammableSquare("CBA2", Resources.MonsterA2, 3); FlammableSquare CBA3 = new FlammableSquare("CBA3", Resources.MonsterA3, 3); Square CBA4 = new Square("CBA4", Resources.MonsterA4); this.RowCBA.InsertRange(RowCBA.Count, new ISquareTypes[] { CBA1, CBA2, CBA3, CBA4 }); Square CBB1 = new Square("CBB1", Resources.MonsterB1); FlammableSquare CBB2 = new FlammableSquare("CBB2", Resources.MonsterB2, 3); FlammableSquare CBB3 = new FlammableSquare("CBB3", Resources.MonsterB3, 3); Square CBB4 = new Square("CBB4", Resources.MonsterB4); this.RowCBB.InsertRange(RowCBB.Count, new ISquareTypes[] { CBB1, CBB2, CBB3, CBB4 }); Square CBC1 = new Square("CBC1", Resources.MonsterC1); Square CBC2 = new Square("CBC2", Resources.MonsterC2); FlammableSquare CBC3 = new FlammableSquare("CBC3", Resources.MonsterC3, 3); FlammableSquare CBC4 = new FlammableSquare("CBC4", Resources.MonsterC4, 3); this.RowCBC.InsertRange(RowCBC.Count, new ISquareTypes[] { CBC1, CBC2, CBC3, CBC4 }); Square CBD1 = new Square("CBD1", Resources.MonsterD1, 2.5, 2.5, false); Square CBD2 = new Square("CBD2", Resources.MonsterD2); FlammableSquare CBD3 = new FlammableSquare("CBD3", Resources.MonsterD3, 3); FlammableSquare CBD4 = new FlammableSquare("CBD4", Resources.MonsterD4, 3); this.RowCBD.InsertRange(RowCBD.Count, new ISquareTypes[] { CBD1, CBD2, CBD3, CBD4 }); this.RandomizerSquares.InsertRange(this.RandomizerSquares.Count, new FlammableSquare[] { CBA2, CBA3, CBB2, CBB3, CBC3, CBC4, CBD3, CBD4 }); //Create large buildings. List<FlammableSquare> MonsterLB1Squares = new List<FlammableSquare>(); MonsterLB1Squares.Add(CBB3); MonsterLB1Squares.Add(CBC3); Building MonsterLB1 = new Building(2, MonsterLB1Squares); this.LargeBuildings.Add(MonsterLB1); break; } case "Up In Flames": { Square CBA1 = new Square("CBA1", Resources.UpInFlamesA1, 2.5, 2.5, false); Square CBA2 = new Square("CBA2", Resources.UpInFlamesA2); FlammableSquare CBA3 = new FlammableSquare("CBA3", Resources.UpInFlamesA3, 2); Square CBA4 = new Square("CBA4", Resources.UpInFlamesA4); this.RowCBA.InsertRange(RowCBA.Count, new ISquareTypes[] { CBA1, CBA2, CBA3, CBA4 }); Square CBB1 = new Square("CBB1", Resources.UpInFlamesB1); FlammableSquare CBB2 = new FlammableSquare("CBB2", Resources.UpInFlamesB2, 3); FlammableSquare CBB3 = new FlammableSquare("CBB3", Resources.UpInFlamesB3, 4); FlammableSquare CBB4 = new FlammableSquare("CBB4", Resources.UpInFlamesB4, 3); this.RowCBB.InsertRange(RowCBB.Count, new ISquareTypes[] { CBB1, CBB2, CBB3, CBB4 }); Square CBC1 = new Square("CBC1", Resources.UpInFlamesC1); FlammableSquare CBC2 = new FlammableSquare("CBC2", Resources.UpInFlamesC2, 3); FlammableSquare CBC3 = new FlammableSquare("CBC3", Resources.UpInFlamesC3, 4); FlammableSquare CBC4 = new FlammableSquare("CBC4", Resources.UpInFlamesC4, 3); this.RowCBC.InsertRange(RowCBC.Count, new ISquareTypes[] { CBC1, CBC2, CBC3, CBC4 }); Square CBD1 = new Square("CBD1", Resources.UpInFlamesD1, 2.5, 2.5, false); Square CBD2 = new Square("CBD2", Resources.UpInFlamesD2); FlammableSquare CBD3 = new FlammableSquare("CBD3", Resources.UpInFlamesD3, 2); Square CBD4 = new Square("CBD4", Resources.UpInFlamesD4); this.RowCBD.InsertRange(RowCBD.Count, new ISquareTypes[] { CBD1, CBD2, CBD3, CBD4 }); this.RandomizerSquares.InsertRange(this.RandomizerSquares.Count, new FlammableSquare[] { CBA3, CBB2, CBB3, CBB4, CBC2, CBC3, CBC4, CBD3 }); //Create large buildings. List<FlammableSquare> UIFLB1Squares = new List<FlammableSquare>(); UIFLB1Squares.Add(CBA3); UIFLB1Squares.Add(CBB3); Building UIFLB1 = new Building(2, UIFLB1Squares); List<FlammableSquare> UIFLB2Squares = new List<FlammableSquare>(); UIFLB2Squares.Add(CBC3); UIFLB2Squares.Add(CBD3); Building UIFLB2 = new Building(2, UIFLB2Squares); this.LargeBuildings.Add(UIFLB1); this.LargeBuildings.Add(UIFLB2); break; } } } catch(Exception e) { MessageBox.Show(e.ToString()); } }
public Board(string CB1, string CB2, string CB3 = null, string CB4 = null) { //Get the block string names. this.CB1Name = CB1; this.CB2Name = CB2; this.CB3Name = CB3; this.CB4Name = CB4; //Create new City Block objects. Block Block1 = new Block(CB1Name); this.BlocksInPlay.Add(Block1); Block1.BlockNumber = 1; this.Block1Randoms = Block1.GetRandomizerNumbers(); Block Block2 = new Block(CB2Name); this.BlocksInPlay.Add(Block2); Block2.BlockNumber = 2; this.Block2Randoms = Block2.GetRandomizerNumbers(); //If we don't have the block names, we're playing 2 or three player. //Initialize some blocks according to player number. if (CB3 == null) { this.numBoards = 2; } else if (CB4 == null && CB3 != null) { this.numBoards = 3; Block Block3 = new Block(CB3Name); this.BlocksInPlay.Add(Block3); Block3.BlockNumber = 3; this.Block3Randoms = Block3.GetRandomizerNumbers(); this.Block3SquaresA = Block3.GetRowA(); this.Block3SquaresB = Block3.GetRowB(); this.Block3SquaresC = Block3.GetRowC(); this.Block3SquaresD = Block3.GetRowD(); this.RenameBlock(this.Block3SquaresA, 2, "G"); this.RenameBlock(this.Block3SquaresB, 2, "H"); this.RenameBlock(this.Block3SquaresC, 2, "I"); this.RenameBlock(this.Block3SquaresD, 2, "J"); } else { this.numBoards = 4; Block Block3 = new Block(CB3Name); this.BlocksInPlay.Add(Block3); Block3.BlockNumber = 3; this.Block3Randoms = Block3.GetRandomizerNumbers(); this.Block3SquaresA = Block3.GetRowA(); this.Block3SquaresB = Block3.GetRowB(); this.Block3SquaresC = Block3.GetRowC(); this.Block3SquaresD = Block3.GetRowD(); this.RenameBlock(this.Block3SquaresA, 2, "G"); this.RenameBlock(this.Block3SquaresB, 2, "H"); this.RenameBlock(this.Block3SquaresC, 2, "I"); this.RenameBlock(this.Block3SquaresD, 2, "J"); Block Block4 = new Block(CB4Name); this.BlocksInPlay.Add(Block4); Block4.BlockNumber = 4; this.Block4Randoms = Block4.GetRandomizerNumbers(); this.Block4SquaresA = Block4.GetRowA(); this.Block4SquaresB = Block4.GetRowB(); this.Block4SquaresC = Block4.GetRowC(); this.Block4SquaresD = Block4.GetRowD(); this.RenameBlock(this.Block4SquaresA, 7, "G"); this.RenameBlock(this.Block4SquaresB, 7, "H"); this.RenameBlock(this.Block4SquaresC, 7, "I"); this.RenameBlock(this.Block4SquaresD, 7, "J"); } //Get layouts from the City Blocks we're going to use. this.Block1SquaresA = Block1.GetRowA(); this.Block1SquaresB = Block1.GetRowB(); this.Block1SquaresC = Block1.GetRowC(); this.Block1SquaresD = Block1.GetRowD(); this.RenameBlock(this.Block1SquaresA, 2, "B"); this.RenameBlock(this.Block1SquaresB, 2, "C"); this.RenameBlock(this.Block1SquaresC, 2, "D"); this.RenameBlock(this.Block1SquaresD, 2, "E"); this.Block2SquaresA = Block2.GetRowA(); this.Block2SquaresB = Block2.GetRowB(); this.Block2SquaresC = Block2.GetRowC(); this.Block2SquaresD = Block2.GetRowD(); this.RenameBlock(this.Block2SquaresA, 7, "B"); this.RenameBlock(this.Block2SquaresB, 7, "C"); this.RenameBlock(this.Block2SquaresC, 7, "D"); this.RenameBlock(this.Block2SquaresD, 7, "E"); //Create the squares. //Firehouses, West, East, South, North Square FW = new Square("FW", Resources.FW, 2.5, 2.5, true, false, true); Square FE = new Square("FE", Resources.FE, 2.5, 2.5, true, false, true); Square FS = new Square("FS", Resources.FS, 2.5, 2.5, true, false, true); Square FN = new Square("FN", Resources.FN, 2.5, 2.5, true, false, true); switch (this.numBoards) { case 2: { this.FHs.InsertRange(FHs.Count, new ISquareTypes[] { FW, FE }); break; } case 3: { this.FHs.InsertRange(FHs.Count, new ISquareTypes[] { FW, FE, FS }); break; } case 4: { this.FHs.InsertRange(FHs.Count, new ISquareTypes[] { FW, FE, FS, FN }); break; } } //Row A. Top row. No flammable squares. Square A1 = new Square("A1", Resources._0_1); Square A2 = new Square("A2", Resources._1_1); Square A3 = new Square("A3", Resources._2_1); Square A4 = new Square("A4", Resources._3_1); Square A5 = new Square("A5", Resources._4_1); Square A6 = new Square("A6", Resources._5_1); Square A7 = new Square("A7", Resources._6_1); Square A8 = new Square("A8", Resources._7_1); Square A9 = new Square("A9", Resources._8_1); Square A10 = new Square("A10", Resources._9_1); Square A11 = new Square("A11", Resources._10_1); this.RowA.InsertRange(RowA.Count, new ISquareTypes[] { A1, A2, A3, A4, A5, A6, A7, A8, A9, A10, A11 }); //Row B. Begin flammable squares now. Square B1 = new Square("B1", Resources._0_2); Square B6 = new Square("B6", Resources._5_2); Square B11 = new Square("B11", Resources._10_2); this.RowB.InsertRange(RowB.Count, new ISquareTypes[] { B1, this.Block1SquaresA[0], this.Block1SquaresA[1], this.Block1SquaresA[2], this.Block1SquaresA[3], B6, this.Block2SquaresA[0], this.Block2SquaresA[1], this.Block2SquaresA[2], this.Block2SquaresA[3], B11}); //Row C. Square C1 = new Square("C1", Resources._0_3); Square C6 = new Square("C2", Resources._5_3); Square C11 = new Square("C3", Resources._10_3); this.RowC.InsertRange(RowC.Count, new ISquareTypes[] { C1, this.Block1SquaresB[0], this.Block1SquaresB[1], this.Block1SquaresB[2], this.Block1SquaresB[3], C6, this.Block2SquaresB[0], this.Block2SquaresB[1], this.Block2SquaresB[2], this.Block2SquaresB[3], C11 }); //Row D. Square D1 = new Square("D1", Resources._0_4); Square D6 = new Square("D6", Resources._5_4); Square D11 = new Square("D11", Resources._10_4); this.RowD.InsertRange(RowD.Count, new ISquareTypes[] { D1, this.Block1SquaresC[0], this.Block1SquaresC[1], this.Block1SquaresC[2], this.Block1SquaresC[3], D6, this.Block2SquaresC[0], this.Block2SquaresC[1], this.Block2SquaresC[2], this.Block2SquaresC[3], D11 }); //Row E. Square E1 = new Square("E1", Resources._0_5); Square E6 = new Square("E6", Resources._5_5); Square E11 = new Square("E11", Resources._10_5); this.RowE.InsertRange(RowE.Count, new ISquareTypes[] { E1, this.Block1SquaresD[0], this.Block1SquaresD[1], this.Block1SquaresD[2], this.Block1SquaresD[3], E6, this.Block2SquaresD[0], this.Block2SquaresD[1], this.Block2SquaresD[2], this.Block2SquaresD[3], E11 }); //Row F. Square F1 = new Square("F1", Resources._0_6); Square F2 = new Square("F2", Resources._1_6); Square F3 = new Square("F3", Resources._2_6); Square F4 = new Square("F4", Resources._3_6); Square F5 = new Square("F5", Resources._4_6); Square F6 = new Square("F6", Resources._5_6); Square F7 = new Square("F7", Resources._6_6); Square F8 = new Square("F8", Resources._7_6); Square F9 = new Square("F9", Resources._8_6); Square F10 = new Square("F10", Resources._9_6); Square F11 = new Square("F11", Resources._10_6); this.RowF.InsertRange(RowF.Count, new ISquareTypes[] { F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11 }); //Row G. if (this.numBoards > 2) { Square G1 = new Square("G1", Resources._0_7); Square G6 = new Square("G6", Resources._5_7); Square G11 = new Square("G11", Resources._10_7); this.RowG.InsertRange(RowG.Count, new ISquareTypes[] { G1, this.Block3SquaresA[0], this.Block3SquaresA[1], this.Block3SquaresA[2], this.Block3SquaresA[3], G6 }); //4 Players if (this.numBoards > 3) { this.RowG.InsertRange(RowG.Count, new ISquareTypes[] { this.Block4SquaresA[0], this.Block4SquaresA[1], this.Block4SquaresA[2], this.Block4SquaresA[3], G11 }); } } //Row H. if (this.numBoards > 2) { Square H1 = new Square("H1", Resources._0_8); Square H6 = new Square("H6", Resources._5_8); Square H11 = new Square("H11", Resources._10_8); this.RowH.InsertRange(RowH.Count, new ISquareTypes[] { H1, this.Block3SquaresB[0], this.Block3SquaresB[1], this.Block3SquaresB[2], this.Block3SquaresB[3], H6 }); //4 Players if (this.numBoards > 3) { this.RowH.InsertRange(RowH.Count, new ISquareTypes[] { this.Block4SquaresB[0], this.Block4SquaresB[1], this.Block4SquaresB[2], this.Block4SquaresB[3], H11 }); } } //Row I. if (this.numBoards > 2) { Square I1 = new Square("I1", Resources._0_9); Square I6 = new Square("I6", Resources._5_9); Square I11 = new Square("I11", Resources._10_9); this.RowI.InsertRange(RowI.Count, new ISquareTypes[] { I1, this.Block3SquaresC[0], this.Block3SquaresC[1], this.Block3SquaresC[2], this.Block3SquaresC[3], I6 }); //4 Players if (this.numBoards > 3) { this.RowI.InsertRange(RowI.Count, new ISquareTypes[] { this.Block4SquaresC[0], this.Block4SquaresC[1], this.Block4SquaresC[2], this.Block4SquaresC[3], I11 }); } } //Row J. if (this.numBoards > 2) { Square J1 = new Square("J1", Resources._0_10); Square J6 = new Square("J6", Resources._5_10); Square J11 = new Square("J11", Resources._10_10); this.RowJ.InsertRange(RowJ.Count, new ISquareTypes[] { J1, this.Block3SquaresD[0], this.Block3SquaresD[1], this.Block3SquaresD[2], this.Block3SquaresD[3], J6 }); //4 Players if (this.numBoards > 3) { this.RowJ.InsertRange(RowJ.Count, new ISquareTypes[] { this.Block4SquaresD[0], this.Block4SquaresD[1], this.Block4SquaresD[2], this.Block4SquaresD[3], J11 }); } } //Row K. if (this.numBoards > 2) { Square K1 = new Square("K1", Resources._0_11); Square K2 = new Square("K2", Resources._1_11); Square K3 = new Square("K3", Resources._2_11); Square K4 = new Square("K4", Resources._3_11); Square K5 = new Square("K5", Resources._4_11); Square K6 = new Square("K6", Resources._5_11); this.RowK.InsertRange(RowK.Count, new ISquareTypes[] { K1, K2, K3, K4, K5, K6 }); //4 Players ONLY if (this.numBoards == 4) { Square K7 = new Square("K7", Resources._6_11); Square K8 = new Square("K8", Resources._7_11); Square K9 = new Square("K9", Resources._8_11); Square K10 = new Square("K10", Resources._9_11); Square K11 = new Square("K11", Resources._10_11); this.RowK.InsertRange(RowK.Count, new ISquareTypes[] { K7, K8, K9, K10, K11 }); } } //Now let's add these rows to the board. this.NewBoard.Add(RowA); this.NewBoard.Add(RowB); this.NewBoard.Add(RowC); this.NewBoard.Add(RowD); this.NewBoard.Add(RowE); this.NewBoard.Add(RowF); if (this.numBoards > 2) { this.NewBoard.Add(RowG); this.NewBoard.Add(RowH); this.NewBoard.Add(RowI); this.NewBoard.Add(RowJ); this.NewBoard.Add(RowK); } //Tell the squares which squares are around them. this.FindNeighbors(); //Assign each square its neighboring squares. this.AssignNeighbors(); }