Esempio n. 1
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 public Meeting(Family f)
     : base(f.Game)
 {
     _family = f;
     _village = f.OwnerVillage;
     Convocate();
 }
Esempio n. 2
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 public bool OpenPanel(Family f)
 {
     if (f == null)
         return false;
     else
     {
         this.BringToFront();
         this.Show();
         _isOpen = true;
         SetLists(f);
         UnlockElements();
         _page.InformationsBox.ActionsButton.Enabled = false;
         return true;
     }
 }
Esempio n. 3
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        internal Villager(Game g, Family parentFamily, string name)
            : base(g)
        {
            _faith = new HistorizedValue<double, Villager>(this, "_faith", 20);
            _happiness = new HistorizedValue<double, Villager>(this, "_happiness", 20);
            _health = new HistorizedValue<Healths, Villager>(this, "_health", 20);
            _statusInFamily = new HistorizedValue<Status, Villager>(this, "_statusInFamily", 20);
            _statusInFamily.Current = Status.SINGLE;

            g.VillagerAdded();
            parentFamily.OwnerVillage.VillagerAdded();
            Debug.Assert(g != null);
            if (Game.Rand.Next(101) < 2)
                _faith.Current = 13;
            else
                _faith.Current = parentFamily.FaithAverage();
            if (_faith.Current <= 15)
                _health.Current = Healths.HERETIC;
            switch (Game.Rand.Next(2))
            {
                case 0: _gender = Genders.MALE;
                    if (parentFamily.Father != null)
                        if (parentFamily.Father.Job != null)
                            parentFamily.Father.Job.AddPerson(this);
                    g.AddSingleMan(this); break;
                case 1: _gender = Genders.FEMALE;
                    if (parentFamily.Mother != null)
                        if (parentFamily.Mother.Job != null)
                            parentFamily.Mother.Job.AddPerson(this);
                    Engage(this, parentFamily); break;
            }
            if (parentFamily.OwnerVillage.Meeting != null)
            {
                if (parentFamily.OwnerVillage.Meeting.Family == parentFamily)
                {
                    MeetingStarted();
                }
            }
            _happiness.Current = parentFamily.HappinessAverage();
            _age = 0;
            _lifeExpectancy = 85 * 12;
            _name = name;
        }
Esempio n. 4
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 //public void AffectMissionToVillager(Villager villager, Missions expectedMission)
 //{
 //    if (expectedMission != villager.Mission)
 //    {
 //        villager.Mission = expectedMission;
 //    }
 //}
 internal override void OnDestroy()
 {
     _village.MeetingEnded();
     _village = null;
     _family = null;
 }
Esempio n. 5
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 /// <summary>
 /// Remove destroyed family from families list
 /// </summary>
 /// <param name="family"></param>
 internal void FamilyDestroyed(Family family)
 {
     if (_meeting != null)
         if (family == _meeting.Family)
             EndMeeting();
     Debug.Assert(family != null, @"(village, FamilyDestroyed) Family don't exist");
     _familiesList.Remove(family);
 }
Esempio n. 6
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        public bool MeetingStart(Family f)
        {
            if (_meeting != null)
                return false;
            if (f == null)
                return false;
            if (BuildingsList.TablePlaceList.Count == 0)
                return false;

            _meeting = new Meeting(f);
            return true;
        }
Esempio n. 7
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        /// <summary>
        /// Create family with no mother and no father but with jobs
        /// </summary>
        /// <param name="mothersJob"></param>
        /// <param name="fathersJob"></param>
        /// <returns></returns>
        public Family CreateFamilyFromScratch(JobsModel mothersJob, JobsModel fathersJob)
        {
            Debug.Assert(Game != null, @"(village, CreateFamilyFromScratch2) Game is null");

            // Create family
            var name = Game.NameList.NextName;
            Villager VillagerAM = new Villager(Game, Genders.MALE, Game.FirstNameList.NextName);
            Villager VillagerAF = new Villager(Game, Genders.FEMALE, Game.FirstNameList.NextName);
            var newFamily = new Family(Game, VillagerAF, VillagerAM, name);

            // Add family into families house
            _familiesList.Add(newFamily);

            // Remove villager into job worker list
            if (VillagerAF.Job != null)
                VillagerAF.Job.RemovePerson(VillagerAF);
            if (VillagerAM.Job != null)
                VillagerAM.Job.RemovePerson(VillagerAM);

            // Add villager into job worker list
            mothersJob.AddPerson(VillagerAF);
            fathersJob.AddPerson(VillagerAM);

            // Create new house
            Buildings.House house = new Buildings.House(this);

            // Add family into house and house in family
            house.Family = newFamily;
            newFamily.House = house;

            return newFamily;
        }
Esempio n. 8
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        /// <summary>
        /// Create family without mother and father
        /// </summary>
        /// <returns></returns>
        public Family CreateFamilyFromScratch()
        {
            Debug.Assert(Game != null, @"(village, CreateFamilyFromScratch) Game is null");

            // Create family
            var name = Game.NameList.NextName;
            Villager VillagerAM = new Villager(Game, Genders.MALE, Game.FirstNameList.NextName);
            Villager VillagerAF = new Villager(Game, Genders.FEMALE, Game.FirstNameList.NextName);
            var newFamily = new Family(Game, VillagerAF, VillagerAM, name);

            // Add family into families list
            _familiesList.Add(newFamily);

            // Create new house
            Buildings.House house = new Buildings.House(this);

            // Add family into house and house in family
            house.Family = newFamily;
            newFamily.House = house;

            return newFamily;
        }
Esempio n. 9
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        // Families Methods
        /// <summary>
        /// Create family with mother and father
        /// </summary>
        /// <param name="mother"></param>
        /// <param name="father"></param>
        /// <returns></returns>
        public Family CreateFamily(Villager mother, Villager father)
        {
            if (mother.ParentFamily == null || father.ParentFamily == null)
                throw new ArgumentNullException(@"(village, CreateFamily) Mother or Father is null");
            else
            {
                if (mother.Gender != Genders.FEMALE || father.Gender != Genders.MALE)
                    throw new InvalidOperationException(@"(village, CreateFamily) Gender issue");
                if (mother.ParentFamily == father.ParentFamily)
                    throw new InvalidOperationException(@"(village, CreateFamily) Same family");
            }

            // Create family if still one place in village
            var name = Game.NameList.NextName;
            var newFamily = new Family(Game, mother, father, name);

            // No house yet for this family
            Buildings.House house = null;

            // Add family to families list
            _familiesList.Add(newFamily);

            // Try add empty house to family
            if (EmptyHouseList.Count > 0)
            {
                int i = 0;
                while (i < EmptyHouseList.Count && house == null)
                {
                    if (EmptyHouseList[i].Hp > 0)
                    {
                        house = EmptyHouseList[0];
                        RemoveEmptyHouse(house);
                    }
                    i++;
                }
            }
            else
                house = new Buildings.House(this, JobsList.Construction_Worker.Workers.Count > 0);

            // Add house to family and family into house
            house.Family = newFamily;
            newFamily.House = house;

            return newFamily;
        }
Esempio n. 10
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 /// <summary>
 /// Remove villager from family's members list
 /// </summary>
 /// <param name="villager"></param>
 /// <param name="parentFamily"></param>
 private void RemoveFromFamily(Villager villager, Family parentFamily)
 {
     parentFamily.FamilyMembers.Remove(villager);
 }
Esempio n. 11
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        private void SetLists(Family f)
        {
            // ListOfVillagers
            BindingList<Villager> villagersList = new BindingList<Villager>();
            foreach (Villager v in f.FamilyMembers)
                villagersList.Add(v);
            ListOfVillagers.ValueMember = null;
            ListOfVillagers.DisplayMember = "FirstName";
            ListOfVillagers.DataSource = villagersList;

            // ListOfJobs
            BindingList<JobsModel> jobsList = new BindingList<JobsModel>();
            foreach (JobsModel j in _page.TheGame.Villages[0].JobsList)
                if (j.Building != null)
                    jobsList.Add(j);
            ListOfJobs.ValueMember = null;
            ListOfJobs.DisplayMember = "Name";
            ListOfJobs.DataSource = jobsList;
        }
Esempio n. 12
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        // Villagers list
        internal void ShowVillagerListInFamily(Family fam)
        {
            if (!passed)
            {
                ListOfVillagersToShow = new List<VillagerBannerUC>();
                passed = true;
            }
            DestroyVillagerList();

            for (int i = 0; i < fam.FamilyMembers.Count; i++)
            {
                VillagerBannerUC tmp = new VillagerBannerUC(fam.FamilyMembers[i]);

                // Set VillagerBannerUC
                tmp.Location = new System.Drawing.Point(positionX, positionY);

                // Add VillagerBannerUC to lists and show it
                this.VillagerList.Controls.Add(tmp);
                ListOfVillagersToShow.Add(tmp);
                tmp.Show();

                // Set position for next VillagerBannerUC
                positionY += 62;
            }
        }
Esempio n. 13
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        // Hide or Show elements in InfoBox
        internal void SetFamilyHouseInfo(Family family)
        {
            if (family != null)
            {
                this.SuspendLayout();
                _family = family;

                // Background
                this.BackgroundImage = GamePages.Properties.Resources.InformationBox_house_background;

                // BuildingImage
                buildingIcon.BackgroundImage = GamePages.Properties.Resources.Building_House;
                buildingIcon.Visible = true;

                #region InfoBox infos
                // Title
                Title.Location = new Point(positionX, positionY);
                Title.Text = "Famille";
                Title.Visible = true;

                // ObjectName
                objectName.Visible = true;
                ElementName.Text = family.Name;
                ElementName.Visible = true;

                // Gold
                goldIcon.Visible = true;
                Gold.Text = _page.TransformHighNumberToKnumbers(family.GoldStash);
                Gold.Visible = true;

                // Faith
                faithIcon.Visible = true;
                if (family.FaithAverageValue.ToString().Count<char>() > 5)
                {
                    string txt = family.FaithAverageValue.ToString();
                    string tmp = "";
                    for (int i = 0; i < 5; i++)
                        tmp += txt[i];
                    Faith.Text = tmp;
                }
                else
                    Faith.Text = family.FaithAverageValue.ToString();
                Faith.Visible = true;

                // Members
                membersIcon.Visible = true;
                NbMembers.Text = family.FamilyMembers.Count.ToString();
                NbMembers.Visible = true;

                // Happiness
                happinessIcon.Visible = true;
                if (family.HappinessAverageValue.ToString().Count<char>() > 5)
                {
                    string txt = family.HappinessAverageValue.ToString();
                    string tmp = "";
                    for (int i = 0; i < 5; i++)
                        tmp += txt[i];
                    Happiness.Text = tmp;
                }
                else
                    Happiness.Text = family.HappinessAverageValue.ToString();
                Happiness.Visible = true;

                // Building Life
                buildingHealthIcon.Visible = true;
                buildingLife.Text = family.House.Hp.ToString();
                buildingLife.Visible = true;

                this.ResumeLayout();
                #endregion

                // Action Tab infos
                _page.ActionMenu.Visible = false;
                _page.ActionMenu.SuspendLayout();
                _page.ActionMenu.ShowVillagerListInFamily(family);
                _page.ActionMenu.ResumeLayout();
                _page.ActionMenu.Visible = true;

                // Meetings Details
                GodMeeting.Visible = true;
                if (_page.TheGame.Villages[0].Meeting != null)
                    GodMeeting.Enabled = false;
                else
                    GodMeeting.Enabled = true;
                StopMeeting.Visible = false;
                StopMeeting.Enabled = false;
                ActionsButton.Visible = false;
                ActionsButton.Enabled = false;
            }
            else
                SetError();
        }
Esempio n. 14
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 public FamilyMemberList(Family owner)
 {
     _members = new List<Villager>();
     _owner = owner;
     FamilyMemberListChanged = true;
 }
Esempio n. 15
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 /// <summary>
 /// Take gold from total gold when family is destroyed
 /// </summary>
 /// <param name="family"></param>
 internal void TakeGoldWhenFamilyRemoved(Family family)
 {
     _totalGold.Current -= family.GoldStash;
 }
Esempio n. 16
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        private void Engage(Villager woman, Family parentFamily)
        {
            Debug.Assert(woman.Gender ==Genders.FEMALE , "not a woman !");

            int i = 0;
            while (i < Game.SingleMen.Count)
            {
                if (parentFamily != Game.SingleMen[i].ParentFamily)
                {
                    Debug.Assert(Game.SingleMen[i].StatusInFamily == Status.SINGLE, "the man you're trying to marry is not single!");
                    woman.Engage(Game.SingleMen[i]);
                    /*woman.StatusInFamily = Status.ENGAGED;
                    Game.SingleMen[i].StatusInFamily = Status.ENGAGED;
                    tmpSingleMan = Game.SingleMen[i];
                    Game.RemoveSingleMan(tmpSingleMan);//
                    Debug.Assert(Game.SingleMen.Contains(tmpSingleMan));
                    Debug.Assert(parentFamily != Game.SingleMen[i].ParentFamily);*/
                    /*Timer timer = new Timer;
                    timer.Interval=5000;
                    timer.Start*/

                    break;
                }
                i++;
            }
        }