public PlayableEntity( String name, Specy specy, //int sighRange, Cost cost, //float collisionRadius, UInt32 hitPoints, int size, float supply //,int targetPriority, //Armor armor //,List<Armament> armaments ) : base(name, hitPoints) { this._specy = specy; //this._sighRange = sighRange; this._cost = cost; this._size = size; this._supply = supply; //this._collisionRadius = collisionRadius; //this._targetPriority = targetPriority; //this._armor = armor; //this._armaments = armaments; }
/// <summary> /// Ajoute un nouveau joueur /// </summary> /// <param name="iptable">La table des IP</param> /// <param name="ip">L'adresse IP</param> /// <param name="idspecy">La race jouée</param> /// <param name="pseudo">Le pseudo du joueur</param> public void AddPlayer(IProtocolAdapter ipa, Dictionary<String, int> iptable, String ip, uint idspecy, string pseudo) { Specy sp; switch(idspecy){ case (uint)PlayerSpecy.ZERG : default : sp = new Specy("Zerg"); break; } iptable.Add(ip, Server.components.Game.getInstance().AddPlayer(sp, pseudo)); Protocol_handler ph = new Protocol_handler(); int width = Server.components.Game.getInstance().getMapWidth(); int height = Server.components.Game.getInstance().getMapHeight(); ipa.send(ph.Identify_mapSize(width, height)); }
public Zerg(UInt16 creep_mult, String name, Specy specy, //int sighRange, Cost cost, //float collisionRadius, UInt32 hitPoints, //int targetPriority, //Armor armor, //List<Armament> armaments, float supply, UInt16 pick_size, float speed, float hp_regen) : base(name,specy,cost,hitPoints, //armor, supply ,pick_size,speed,hp_regen) { this._creep_mult = creep_mult; }
/// <summary> /// Constructeur de player ajoute au player les unites "de bases" (hatchery...) /// </summary> /// <param name="id">Identifiant du joueur</param> /// <param name="specy">Race choisie</param> /// <param name="s">Position initiale du joueur</param> public Player(uint id, Specy specy, Square s, String pseudo) { this._vespeneNumber = 0; this._mineralNumber = 50; this._pseudo = pseudo; this._idPlayer = id; this._specy = specy; //ajout d'unite(drone) au joueur for (int n = 0; n < 5; ++n) { ConcreteEntity u = Server.components.entities.Entities.getInstance().getEntity("drone", Server.components.entities.Entities.getInstance().Id); u.addSquare(Game.getInstance().getSquare(new Point(s.Point.X, s.Point.Y + n))); this.addConcreteEntity(u.Squares, u); } // 3 larve for (int n = 0; n < 3; ++n) { ConcreteEntity u = Server.components.entities.Entities.getInstance().getEntity("larvae", Server.components.entities.Entities.getInstance().Id); u.addSquare(Game.getInstance().getSquare(new Point(s.Point.X - 1, s.Point.Y + n))); this.addConcreteEntity(u.Squares, u); } // ajout de overland ConcreteEntity o = Server.components.entities.Entities.getInstance().getEntity("overlord", Server.components.entities.Entities.getInstance().Id); o.addSquare(Game.getInstance().getSquare(new Point(s.Point.X, s.Point.Y + 5))); this.addConcreteEntity(o.Squares, o); //ajout d'un batiment (hatchery) au joueur int bat_id = Server.components.entities.Entities.getInstance().Id; PlayableConcreteEntity b = (PlayableConcreteEntity)Server.components.entities.Entities.getInstance().getEntity("hatchery", bat_id); //Square firstSquare = Game.getInstance().getSquare(new Point(, s.Point.Y + 1)); int i = s.Point.X + 1; int j = s.Point.Y + 1; for (int xmax = i + b.Size; i < xmax; ++i, j = s.Point.Y + 1) { for (int ymax = j + b.Size; j < ymax; ++j) { b.addSquare(Game.getInstance().getSquare(new Point(i, j))); } } this.addConcreteEntity(b.Squares, b); }
//private List<ResearchBehavior> _AvaillableResearch; /// <summary> /// constructeur de Building /// </summary> /// <param name="name"> nom</param> /// <param name="specy"> race </param> /// <param name="cost"> prix </param> /// <param name="hitPoints"> point de vie</param> /// <param name="armor"> armure </param> /// <param name="Broodlingproduced"> nombre de broodling crée lor de la destructions</param> public Building( String name, Specy specy, // int sighRange, Cost cost, // float collisionRadius, UInt32 hitPoints, //int targetPriority, //Armor armor, //List<Armament> armaments, //List<ResearchBehavior> pastResearch, //List<Entity> unlockedEntities, int Broodlingproduced, int size ) : base(name, specy, cost, hitPoints, size,0 //, armor) { //this._pastResearch = pastResearch; //this._unlockedEntities = unlockedEntities; this._broodlingproduced = Broodlingproduced; }
/// <summary> /// création d'un nouveau player /// </summary> /// <param name="sp"> race choisie par le player </param> public int AddPlayer(Specy sp, String pseudo) { // trouver une position Square s = this._mapArray.getStartPoint(); if (s != null) { this._players.Insert(this._player_count, new Player((uint)this._player_count, sp, s, pseudo)); return this._player_count ++; } return -1; }