Esempio n. 1
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 public CropsView(WaterWarsController controller, Scene scene, AbstractGameAsset asset, AbstractView itemStoreView)
     : base(controller, scene, asset, itemStoreView)
 {
     m_veSceneObjectNames = new string[4, 1];
     m_veSceneObjectNames[1, 0] = string.Format("{0}_Alfalfa", IN_WORLD_NAME);
     m_veSceneObjectNames[2, 0] = string.Format("{0}_Chillis", IN_WORLD_NAME);
     m_veSceneObjectNames[3, 0] = string.Format("{0}_Grapes", IN_WORLD_NAME);
 }
Esempio n. 2
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 public FactoryView(WaterWarsController controller, Scene scene, AbstractGameAsset asset, AbstractView itemStoreView)
     : base(controller, scene, asset, itemStoreView)
 {
     m_veSceneObjectNames = new string[4, 2];
     m_veSceneObjectNames[1, 0] = string.Format("{0}_Level-1-under-construction", IN_WORLD_NAME);
     m_veSceneObjectNames[2, 0] = string.Format("{0}_Level-2-under-construction", IN_WORLD_NAME);
     m_veSceneObjectNames[3, 0] = string.Format("{0}_Level-3-under-construction", IN_WORLD_NAME);
     m_veSceneObjectNames[1, 1] = string.Format("{0}_Level-1", IN_WORLD_NAME);
     m_veSceneObjectNames[2, 1] = string.Format("{0}_Level-2", IN_WORLD_NAME);
     m_veSceneObjectNames[3, 1] = string.Format("{0}_Level-3", IN_WORLD_NAME);
 }
Esempio n. 3
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        //        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
        public void ChangeAllocation(AbstractGameAsset a, Player p, int allocation)
        {
            int adjustment = allocation - a.WaterAllocated;

            if (adjustment > p.Water)
                throw new WaterWarsGameLogicException(
                    string.Format(
                        "Player {0} only has {1} water, not enough to satisfy allocation adjustment of {2}",
                        p.Name, p.Water, adjustment));

            a.WaterAllocated += adjustment;
            p.Water -= adjustment;
        }
Esempio n. 4
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        public virtual void RemoveGameAsset(AbstractGameAsset asset)
        {
            if (asset.Type != ChosenGameAssetTemplate.Type)
            {
                throw new Exception(
                          string.Format(
                              "Tried to remove game asset {0} from a buy point which has chosen {1}",
                              asset, ChosenGameAssetTemplate.Type));
            }

            lock (GameAssets)
            {
                if (GameAssets.ContainsKey(asset.Uuid))
                {
                    GameAssets.Remove(asset.Uuid);

                    switch (asset.Type)
                    {
                    case AbstractGameAssetType.Crops:
                        Cropss.Remove((Crops)asset);
                        break;

                    case AbstractGameAssetType.Houses:
                        Housess.Remove((Houses)asset);
                        break;

                    case AbstractGameAssetType.Factory:
                        Factories.Remove((Factory)asset);
                        break;

                    default:
                        throw new Exception(string.Format("Unrecognized asset {0}", asset));
                    }
                }
                else
                {
                    m_log.WarnFormat(
                        "[WATER WARS]: Request to remove asset {0} but it wasn't in buy point {1}", asset, this);
                }

                if (GameAssets.Count == 0)
                {
                    ChosenGameAssetTemplate = AbstractGameAsset.None;
                }

                lock (Game.GameAssets)
                    Game.GameAssets.Remove(asset.Uuid);
            }
        }
Esempio n. 5
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        public AbstractGameAsset CreateGameAsset(Field f, AbstractGameAsset template, Vector3 pos, int level)
        {
            UUID uuid = UUID.Random();

            AbstractGameAsset asset = null;
            string            name  = string.Format("{0} ({1})", template.InitialNames[level], f.Name);

            if (template is Factory)
            {
                asset = new Factory(name, uuid, pos, level);
            }
            else if (template is Houses)
            {
                asset = new Houses(name, uuid, pos, level);
            }
            else if (template is Crops)
            {
                asset = new Crops(name, uuid, pos, level);
            }
            else
            {
                throw new Exception(string.Format("Unrecognized asset type {0}", template));
            }

            asset.InitialNames = template.InitialNames;
            asset.ConstructionCostsPerBuildStep = template.ConstructionCostsPerBuildStep;
            asset.StepsToBuilds      = template.StepsToBuilds;
            asset.NormalRevenues     = template.NormalRevenues;
            asset.WaterUsages        = template.WaterUsages;
            asset.MaintenanceCosts   = template.MaintenanceCosts;
            asset.InitialTimesToLive = template.InitialTimesToLive;
            asset.TimeToLive         = asset.InitialTimesToLive[level];
            asset.Field = f;
            asset.Game  = m_controller.Game;

            int revenue = m_controller.EconomicDistributor.Allocate(asset.Game.EconomicActivity, asset);

            if (template is Houses)
            {
                asset.MarketPrice = revenue;
            }
            else
            {
                asset.RevenueThisTurn = revenue;
            }

            return(asset);
        }
        public void ChangeAllocation(AbstractGameAsset a, Player p, int allocation)
        {
            int adjustment = allocation - a.WaterAllocated;

            if (adjustment > p.Water)
                throw new WaterWarsGameLogicException(
                    string.Format(
                        "Player {0} only has {1} water, not enough to satisfy allocation adjustment of {2}",
                        p.Name, p.Water, adjustment));

            if (adjustment == 0)
                return;
            else if (adjustment > 0)
                TakeWater(a, p, adjustment);
            else
                GiveBackWater(a, p, -adjustment);
        }
        protected void GiveBackWater(AbstractGameAsset a, Player p, int waterToReturn)
        {
            m_log.InfoFormat(
                "[WATER WARS]: Deallocating {0} water from {1} owned by {2}",
                waterToReturn, a.Name, a.Field.BuyPoint.DevelopmentRightsOwner);

            BuyPoint assetBp = a.Field.BuyPoint;

            // If the asset owner has no water rights anywhere then the water is simply lost.
            if (assetBp.DevelopmentRightsOwner.WaterRightsOwned.Count == 0)
                return;

            // If the asset sits in a parcel for which the owner also owns water rights, then just return the water
            // there
            if (assetBp.DevelopmentRightsOwner == assetBp.WaterRightsOwner)
            {
                assetBp.WaterAvailable += waterToReturn;
                a.WaterAllocated -= waterToReturn;
            }
            else
            {
                lock (p.WaterRightsOwned)
                {
                    int waterForEach = (int)Math.Ceiling(waterToReturn / (double)p.WaterRightsOwned.Count);
                    a.WaterAllocated -= waterToReturn;

                    foreach (BuyPoint bp in p.WaterRightsOwned.Values)
                    {
                        int water = Math.Min(waterForEach, waterToReturn);
                        bp.WaterAvailable += water;
                        waterToReturn -= water;

                        if (waterToReturn <= 0)
                            break;
                    }
                }
            }

            a.TriggerChanged();
        }
Esempio n. 8
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        /// <summary>
        /// Add a game asset.
        /// </summary>
        /// Will throw an exception if the asset is different from the asset type chosen for this buy point.
        /// <param name="asset"></param>
        public virtual void AddGameAsset(AbstractGameAsset asset)
        {
            if (ChosenGameAssetTemplate != AbstractGameAsset.None && asset.Type != ChosenGameAssetTemplate.Type)
            {
                throw new Exception(
                          string.Format(
                              "Tried to add game asset {0} to a buy point which has chosen {1}", asset, ChosenGameAssetTemplate.Type));
            }

            lock (GameAssets)
            {
                GameAssets.Add(asset.Uuid, asset);

                switch (asset.Type)
                {
                case AbstractGameAssetType.Crops:
                    ChosenGameAssetTemplate = Crops.Template;
                    Cropss.Add((Crops)asset);
                    break;

                case AbstractGameAssetType.Houses:
                    ChosenGameAssetTemplate = Houses.Template;
                    Housess.Add((Houses)asset);
                    break;

                case AbstractGameAssetType.Factory:
                    ChosenGameAssetTemplate = Factory.Template;
                    Factories.Add((Factory)asset);
                    break;

                default:
                    throw new Exception(string.Format("Unrecognized asset {0}", asset));
                }

                lock (Game.GameAssets)
                    Game.GameAssets[asset.Uuid] = asset;
            }
        }
Esempio n. 9
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        public Field RemoveGameAssetView(AbstractGameAsset asset)
        {
            Field f = null;

            lock (m_gameAssetViews)
            {
                GameAssetView gav = GetGameAssetView(asset.Uuid);
                Vector3 pos = gav.RootPart.AbsolutePosition;
                gav.Close();

                lock (m_buyPointViews)
                {
                    f = asset.Field;
                    BuyPoint bp = f.BuyPoint;
                    GetBuyPointView(bp.Uuid).CreateFieldView(f, pos);
                }
            }

            f.TriggerChanged();

            return f;
        }
Esempio n. 10
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        protected void CreateGameAssetView(AbstractGameAsset asset)
        {
            lock (m_buyPointViews)
            {
                GameAssetView gav = GetBuyPointView(asset.BuyPointUuid).CreateGameAssetView(asset);
                asset.Position = gav.RootPart.AbsolutePosition;

                lock (m_gameAssetViews)
                    m_gameAssetViews.Add(gav.Uuid, gav);
            }
        }
Esempio n. 11
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        protected void ProcessGameAssetSoldToEconomy(AbstractGameAsset ga, Player p, int price)
        {
            if (p.Uuid != UserId)
                return;

            DevelopmentRightsOwned = p.DevelopmentRightsOwned.Count;
            Money = p.Money;
            Water = p.Water;
            WaterEntitlement = p.WaterEntitlement;

            m_statusButton.SendAlert(
                p.Uuid, "You just sold {0} to the market for {1}{2}", ga.Name, WaterWarsConstants.MONEY_UNIT, price);
        }
Esempio n. 12
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        /// <summary>
        /// Create a game asset view
        /// </summary>
        /// <param name="asset"></param>
        /// <returns>A view that doesn't have a link to the model.  The caller needs to link this subsequently</returns>
        public GameAssetView CreateGameAssetView(AbstractGameAsset asset)
        {
            GameAssetView v = null;
            FieldView fv = m_fieldViews[asset.Field.Uuid];
            Vector3 pos = fv.RootPart.AbsolutePosition;

            if (asset.Type == AbstractGameAssetType.Factory)
                v = new FactoryView(m_controller, m_scene, asset, m_itemStoreView);
            else if (asset.Type == AbstractGameAssetType.Houses)
                v = new HousesView(m_controller, m_scene, asset, m_itemStoreView);
            else if (asset.Type == AbstractGameAssetType.Crops)
                v = new CropsView(m_controller, m_scene, asset, m_itemStoreView);
            else
                throw new Exception(string.Format("Unrecognized asset type {0} at position {1}", asset.Type, pos));

            fv.Close();
            m_fieldViews.Remove(asset.Field.Uuid);

            v.Initialize(pos);

            return v;
        }
Esempio n. 13
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 public void TriggerGameAssetBuildStarted(AbstractGameAsset ga)
 {
     if (OnGameAssetBuildStarted != null)
         OnGameAssetBuildStarted(ga);
 }
Esempio n. 14
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 public void TriggerGameAssetSoldToEconomy(AbstractGameAsset ga, Player p, int price)
 {
     if (OnGameAssetSoldToEconomy != null)
         OnGameAssetSoldToEconomy(ga, p, price);
 }
Esempio n. 15
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 public void TriggerWaterUsed(AbstractGameAsset ga, Player user, int amount)
 {
     if (OnWaterUsed != null)
         OnWaterUsed(ga, user, amount);
 }
Esempio n. 16
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        /// <summary>
        /// Add a game asset.  
        /// </summary>
        /// Will throw an exception if the asset is different from the asset type chosen for this buy point.
        /// <param name="asset"></param>
        public virtual void AddGameAsset(AbstractGameAsset asset)
        {
            if (ChosenGameAssetTemplate != AbstractGameAsset.None && asset.Type != ChosenGameAssetTemplate.Type)
                throw new Exception(
                    string.Format(
                        "Tried to add game asset {0} to a buy point which has chosen {1}", asset, ChosenGameAssetTemplate.Type));

            lock (GameAssets)
            {
                GameAssets.Add(asset.Uuid, asset);

                switch (asset.Type)
                {
                    case AbstractGameAssetType.Crops:
                        ChosenGameAssetTemplate = Crops.Template;
                        Cropss.Add((Crops)asset);
                        break;
                    case AbstractGameAssetType.Houses:
                        ChosenGameAssetTemplate = Houses.Template;
                        Housess.Add((Houses)asset);
                        break;
                    case AbstractGameAssetType.Factory:
                        ChosenGameAssetTemplate = Factory.Template;
                        Factories.Add((Factory)asset);
                        break;
                    default:
                        throw new Exception(string.Format("Unrecognized asset {0}", asset));
                }

                lock (Game.GameAssets)
                    Game.GameAssets[asset.Uuid] = asset;
            }
        }
Esempio n. 17
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        public override void UpgradeGameAsset(Player p, AbstractGameAsset ga, int newLevel)
        {
            BuyPoint bp = ga.Field.BuyPoint;

            if (!ga.IsBuilt)
                throw new WaterWarsGameLogicException(
                    "{0} tried to upgrade {1} at {2} in {3} but the asset is only partially built",
                    p.Name, ga.Name, bp.Name, bp.Location.RegionName);

            if (newLevel <= ga.Level)
                throw new WaterWarsGameLogicException(
                    "{0} tried to upgrade {1} to level {2} but asset is already at level {3}",
                    p, ga, newLevel, ga.Level);

            if (newLevel > ga.MaxLevel)
                throw new WaterWarsGameLogicException(
                    "{0} tried to upgrade {1} to level {2} but max level of asset is {3}",
                    p, ga, newLevel, ga.MaxLevel);

            int price = ga.ConstructionCosts[newLevel] - ga.ConstructionCosts[ga.Level];

            if (p.Money < price)
                throw new WaterWarsGameLogicException(
                    "{0} has {1}, not enough to upgrade {2} to level {3} which costs {4}",
                    p, p.Money, ga, newLevel, price);

            m_log.InfoFormat(
                "[WATER WARS]: {0} upgrading {1} on {2} in {3} to level {4}",
                p.Name, ga.Name, bp.Name, bp.Location.RegionName, newLevel);

            // Perform the transaction
            p.Money -= price;
            int oldLevel = ga.Level;
            ga.Level = newLevel;
            ga.Name = string.Format("{0} ({1})", ga.InitialNames[ga.Level], ga.Field.Name);
            ga.RevenueThisTurn = m_controller.EconomicDistributor.Allocate(ga.Game.EconomicActivity, ga);

            m_controller.EventManager.TriggerGameAssetUpgraded(ga, oldLevel);

            bp.TriggerChanged();
            p.TriggerChanged();
            ga.TriggerChanged();

            UpdateHudStatus(p);
        }
Esempio n. 18
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        public override AbstractGameAsset BuildGameAsset(Field f, AbstractGameAsset templateAsset, int level)
        {
            BuyPoint bp = f.BuyPoint;
            Player p = bp.DevelopmentRightsOwner;

            if (!p.Role.AllowedAssets.Contains(templateAsset))
                throw new WaterWarsGameLogicException(
                    "[WATER WARS]: Player {0} tried to buy a {1} on {2} but this is not one of their allowed assets",
                    p.Name, templateAsset.Type, bp.Name);

            AbstractGameAsset ga
                = m_controller.ModelFactory.CreateGameAsset(f, templateAsset, Vector3.Zero, level);

            int price = ga.ConstructionCostPerBuildStep;
            if (p.Money < price)
            {
                // TODO: Signal this to the player in-world in some way
                throw new WaterWarsGameLogicException(
                    "[WATER WARS]: Player {0} has {1}, not enough to starting building a {2} costing {3}",
                    p, p.Money, templateAsset.Type, price);
            }

            m_log.InfoFormat(
                "[WATER WARS]: Player {0} building a {1} on {2} in {3} for {4} (approx {5} each turn)",
                p.Name, ga.Type, bp.Name, bp.Location.RegionName, ga.ConstructionCost, price);

            p.Money -= price;
            p.BuildCostsThisTurn += price;
            ga.StepsBuilt++;
            ga.StepBuiltThisTurn = true;

            // We have to remove the field from the buy point - it is now attached to the game asset if we want it back
            // later on.  This is pretty nasty - fields and game assets should probably occupy specific slots on the
            // BuyPoint now.
            // NO!  The buy point has to be kept here since this is actually the only way that the game asset can
            // retrieve the field.
            //            f.BuyPoint = null;

            bp.AddGameAsset(ga);

            m_controller.EventManager.TriggerGameAssetBuildStarted(ga);
            if (ga.IsBuilt)
                m_controller.EventManager.TriggerGameAssetBuildCompleted(ga);

            p.TriggerChanged();
            bp.TriggerChanged();

            // Don't trigger this change since we are deleting the field view
            //f.TriggerChanged();

            UpdateHudStatus(p);

            return ga;
        }
Esempio n. 19
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        public override void SellGameAssetToEconomy(AbstractGameAsset ga)
        {
            if (!ga.CanBeSoldToEconomy)
                throw new WaterWarsGameLogicException(
                    "{0} tried to sell asset {1} on {2} in {3} to the economy but it is not of the appropriate type",
                    ga.OwnerName, ga.Name, ga.Field.BuyPoint.Name, ga.Field.BuyPoint.Location.RegionName);

            if (!ga.IsBuilt)
                throw new WaterWarsGameLogicException(
                    "{0} tried to sell asset {1} on {2} in {3} to the economy but it is only partially built",
                    ga.OwnerName, ga.Name, ga.Field.BuyPoint.Name, ga.Field.BuyPoint.Location.RegionName);

            Player owner = ga.Field.Owner;
            BuyPoint bp = ga.Field.BuyPoint;

            if (ga.WaterUsage > owner.WaterEntitlement)
                throw new WaterWarsGameLogicException(
                    "Game asset {0} on parcel {1} in {2} cannot be sold to the market since this requires water rights of {3} whereas {4} has only {5} available",
                    ga.Name, bp.Name, bp.Location.RegionName, owner.Name, owner.WaterEntitlement);

            m_log.InfoFormat(
                "[WATER WARS]: {0} selling {1} on {2} in {3} to economy", owner.Name, ga.Name, bp.Name, bp.Location.RegionName);

            int revenue = ga.MarketPrice;
            owner.Money += revenue;
            owner.BuildRevenueThisTurn += revenue;
            owner.WaterEntitlement -= ga.WaterUsage;
            ga.IsSoldToEconomy = true;
            ga.Field.Owner = m_controller.Game.Economy;

            ga.TriggerChanged();
            bp.TriggerChanged();
            owner.TriggerChanged();

            m_controller.EventManager.TriggerGameAssetSoldToEconomy(ga, owner, revenue);
        }
Esempio n. 20
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        public override Field RemoveGameAsset(AbstractGameAsset ga)
        {
            Player owner = ga.Field.Owner;
            BuyPoint bp = ga.Field.BuyPoint;

            m_log.InfoFormat(
                "[WATER WARS]: {0} removing {1} on {2} in {3}", owner.Name, ga.Name, bp.Name, bp.Location.RegionName);

            // Player balance does not need to change since sold assets actually do not recoup any cash
            bp.RemoveGameAsset(ga);
            Field replacementField = m_controller.Dispatcher.RemoveGameAssetView(ga);
            m_controller.EventManager.TriggerGameAssetRemoved(ga);
            bp.TriggerChanged();

            // Do this after events have been triggered so that listeners can still retrieve field details about
            // the asset removed
            ga.Field = Field.None;

            return replacementField;
        }
Esempio n. 21
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        public override AbstractGameAsset ContinueBuildingGameAsset(AbstractGameAsset ga)
        {
            BuyPoint bp = ga.Field.BuyPoint;

            if (ga.IsBuilt)
                throw new WaterWarsGameLogicException(
                    "{0} tried to continue building game asset {1} on {2} in {3} but this is already fully built",
                    bp.DevelopmentRightsOwner.Name, ga.Name, bp.Name, bp.Location.RegionName);

            Player p = bp.DevelopmentRightsOwner;

            int price = ga.ConstructionCostPerBuildStep;
            if (p.Money < price)
            {
                // TODO: Signal this to the player in-world in some way
                throw new WaterWarsGameLogicException(
                    "[WATER WARS]: Player {0} has {1}, not enough to build the next phase of {2} in {3} at {4} costing {5}",
                    p, p.Money, ga.Name, bp.Name, bp.Location.RegionName, price);
            }

            p.Money -= price;
            p.BuildCostsThisTurn += price;
            ga.StepsBuilt++;
            ga.StepBuiltThisTurn = true;

            m_controller.EventManager.TriggerGameAssetBuildContinued(ga);
            if (ga.IsBuilt)
                m_controller.EventManager.TriggerGameAssetBuildCompleted(ga);

            ga.TriggerChanged();

            p.TriggerChanged();
            bp.TriggerChanged();

            UpdateHudStatus(p);

            return ga;
        }
Esempio n. 22
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 /// <summary>
 /// Buy a game asset
 /// </summary>
 /// <param name="f"></param>
 /// <param name="template"></param>
 /// <param name="level"></param>
 public AbstractGameAsset BuildGameAsset(
     Field f, AbstractGameAsset template, int level)
 {
     return m_controller.State.BuildGameAsset(f, template, level);
 }
 public int Allocate(
     IDictionary<AbstractGameAssetType, double[]> economicConditions, AbstractGameAsset ga)
 {
     return (int)Math.Ceiling(economicConditions[ga.Type][ga.Level] * ga.NormalRevenue);
 }
Esempio n. 24
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 public virtual void UndoUseWater(AbstractGameAsset a)
 {
     throw new NotImplementedException();
 }
Esempio n. 25
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 public virtual void UseWater(AbstractGameAsset a, Player p, int amount)
 {
     throw new NotImplementedException();
 }
Esempio n. 26
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        public virtual void RemoveGameAsset(AbstractGameAsset asset)
        {
            if (asset.Type != ChosenGameAssetTemplate.Type)
                throw new Exception(
                    string.Format(
                        "Tried to remove game asset {0} from a buy point which has chosen {1}",
                        asset, ChosenGameAssetTemplate.Type));

            lock (GameAssets)
            {
                if (GameAssets.ContainsKey(asset.Uuid))
                {
                    GameAssets.Remove(asset.Uuid);

                    switch (asset.Type)
                    {
                        case AbstractGameAssetType.Crops:
                            Cropss.Remove((Crops)asset);
                            break;
                        case AbstractGameAssetType.Houses:
                            Housess.Remove((Houses)asset);
                            break;
                        case AbstractGameAssetType.Factory:
                            Factories.Remove((Factory)asset);
                            break;
                        default:
                            throw new Exception(string.Format("Unrecognized asset {0}", asset));
                    }
                }
                else
                {
                    m_log.WarnFormat(
                        "[WATER WARS]: Request to remove asset {0} but it wasn't in buy point {1}", asset, this);
                }

                if (GameAssets.Count == 0)
                    ChosenGameAssetTemplate = AbstractGameAsset.None;

                lock (Game.GameAssets)
                    Game.GameAssets.Remove(asset.Uuid);
            }
        }
Esempio n. 27
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 public virtual void UpgradeGameAsset(Player p, AbstractGameAsset ga, int level)
 {
     throw new NotImplementedException();
 }
Esempio n. 28
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 public void TriggerGameAssetRemoved(AbstractGameAsset ga)
 {
     if (OnGameAssetRemoved != null)
         OnGameAssetRemoved(ga);
 }
Esempio n. 29
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        public AbstractGameAsset CreateGameAsset(Field f, AbstractGameAsset template, Vector3 pos, int level)
        {
            UUID uuid = UUID.Random();

            AbstractGameAsset asset = null;
            string name = string.Format("{0} ({1})", template.InitialNames[level], f.Name);

            if (template is Factory)
                asset = new Factory(name, uuid, pos, level);
            else if (template is Houses)
                asset = new Houses(name, uuid, pos, level);
            else if (template is Crops)
                asset = new Crops(name, uuid, pos, level);
            else
                throw new Exception(string.Format("Unrecognized asset type {0}", template));

            asset.InitialNames = template.InitialNames;
            asset.ConstructionCostsPerBuildStep = template.ConstructionCostsPerBuildStep;
            asset.StepsToBuilds = template.StepsToBuilds;
            asset.NormalRevenues = template.NormalRevenues;
            asset.WaterUsages = template.WaterUsages;
            asset.MaintenanceCosts = template.MaintenanceCosts;
            asset.InitialTimesToLive = template.InitialTimesToLive;
            asset.TimeToLive = asset.InitialTimesToLive[level];
            asset.Field = f;
            asset.Game = m_controller.Game;

            int revenue = m_controller.EconomicDistributor.Allocate(asset.Game.EconomicActivity, asset);
            if (template is Houses)
                asset.MarketPrice = revenue;
            else
                asset.RevenueThisTurn = revenue;

            return asset;
        }
Esempio n. 30
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 public void TriggerGameAssetUpgraded(AbstractGameAsset ga, int oldLevel)
 {
     if (OnGameAssetUpgraded != null)
         OnGameAssetUpgraded(ga, oldLevel);
 }
Esempio n. 31
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 public Field RemoveGameAssetView(AbstractGameAsset asset)
 {
     return null;
 }
Esempio n. 32
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 public static string Serialize(AbstractGameAsset ga)
 {
     return JsonConvert.SerializeObject(ga, Formatting.Indented);
 }
        protected void TakeWater(AbstractGameAsset a, Player p, int waterRequired)
        {
            m_log.InfoFormat(
                "[WATER WARS]: Allocating {0} water to {1} owned by {2}",
                waterRequired, a.Name, a.Field.BuyPoint.DevelopmentRightsOwner);

            int totalWaterTaken = 0;

            if (a.Field.BuyPoint.WaterRightsOwner == p)
            {
                int waterTaken = Math.Min(a.Field.BuyPoint.WaterAvailable, waterRequired);
                a.Field.BuyPoint.WaterAvailable -= waterTaken;
                waterRequired -= waterTaken;
                totalWaterTaken += waterTaken;
            }

            // We need to pull in water from other places.
            if (waterRequired > 0)
            {
                lock (p.WaterRightsOwned)
                {
                    Dictionary<UUID, BuyPoint> otherRights = new Dictionary<UUID, BuyPoint>(p.WaterRightsOwned);
                    otherRights.Remove(a.Field.BuyPoint.Uuid);

                    while (waterRequired > 0)
                    {
                        BuyPoint waterMaxBp = BuyPoint.None;

                        foreach (BuyPoint bp in otherRights.Values)
                        {
                            if (bp.WaterAvailable > waterMaxBp.WaterAvailable)
                                waterMaxBp = bp;
                        }

                        m_log.InfoFormat(
                            "[WATER WARS]: ParcelOrientedAllocator determined buy point {0} has max water of {1}",
                            waterMaxBp.Name, waterMaxBp.WaterAvailable);

                        int waterTaken = Math.Min(waterMaxBp.WaterAvailable, waterRequired);
                        waterMaxBp.WaterAvailable -= waterTaken;
                        waterRequired -= waterTaken;
                        totalWaterTaken += waterTaken;
                    }
                }
            }

            a.WaterAllocated += totalWaterTaken;
            //p.Water -= a.WaterUsage;
            a.TriggerChanged();
        }