public LoseWhenAllPlayersUnitsAreDead(PlayerComponent player, ScenarioComponent scenario)
        {
            condition = new ConditionAllPlayerUnitsDead(this,player);
            this.scenario = scenario;

            action = new PlayerLoseAction(this, scenario);
        }
 private void ChangeScenario(object sender, EventArgs e)
 {
     if (sender is MapEditorFullModel) // sanity check
     {
         context = ((MapEditorFullModel)sender).GetScenario();
     }
 }
 public void Visit(ScenarioComponent scenario)
 {
     if (ScenarioVisitor != null)
     {
         scenario.Accept(ScenarioVisitor);
     }
 }
        public void createNewScenario()
        {
            /********************
            // TODO Extract this logic with loadscenario.
            if (model.scenario != null)
            {
                // TODO: Ask if the user wants to discard the current scenario.
            }
            model.scenario = new ZRTSModel.Scenario.Scenario(20, 20);

            // Since this is a new scenario, it has not been saved and does not have a filename
            model.filename = null;
            model.saved = false;

            //The model has changed, so notify all views of the change.
            model.notifyAll();
            *************/

            if (improvedModel.GetScenario() != null)
            {
                // TODO: Ask if the user wants to discard the current scenario or save it.
            }
            ScenarioComponent scenario = new ScenarioComponent(20, 20);

            // TODO: Update SaveInfo model to change filename and UpToDate flag.

            // Automatically discards old scenario, by overloaded AddChild function.
            improvedModel.AddChild(scenario);
        }
        public void Init(MapEditorController controller, MapEditorFullModel model)
        {
            this.controller = controller;

            context = model.GetScenario();
            model.ScenarioChangedEvent += this.ChangeScenario;
        }
        /// <summary>
        /// Called when the scenario has changed.  Unregisters the map view with all pieces of model it was associated with, and registers with
        /// the new scenario.
        /// </summary>
        /// <param name="scenario"></param>
        public void SetScenario(ScenarioComponent scenario)
        {
            context = scenario;

            // Empty the view.
            this.mapPanel.Hide();
            foreach (Control c in mapPanel.Controls)
            {
                c.AllowDrop = false;
                if (c is TileUI)
                    ((TileUI)c).UnregisterFromEvents();
            }
            mapPanel.Controls.Clear();
            realizedComponents.Clear();
            this.mapPanel.Show();

            if (scenario != null)
            {
                ZRTSModel.Map map = scenario.GetGameWorld().GetMap();

                this.mapPanel.Size = new System.Drawing.Size(map.GetWidth() * PIXELS_PER_COORDINATE, map.GetHeight() * PIXELS_PER_COORDINATE);

                // Location of the map panel
                int xLoc, yLoc;

                if (this.mapPanel.Size.Width > this.Size.Width)
                {
                    xLoc = 0;
                }
                else
                {
                    // Place the panel in the center.
                    xLoc = (this.Size.Width - this.mapPanel.Size.Width) / 2;
                }

                if (this.mapPanel.Size.Height > this.Size.Height)
                {
                    yLoc = 0;
                }
                else
                {
                    // Place the panel in the center.
                    yLoc = (this.Size.Height - this.mapPanel.Size.Height) / 2;
                }

                this.mapPanel.Location = new System.Drawing.Point(xLoc, yLoc);
                this.RealizeView();

                if (scenario.GetGameWorld().GetPlayerList() != null)
                {
                    scenario.GetGameWorld().GetPlayerList().PlayerAddedEvent += this.PlayerAdded;
                    scenario.GetGameWorld().GetPlayerList().PlayerRemovedEvent += this.PlayerRemoved;
                    foreach (PlayerComponent p in scenario.GetGameWorld().GetPlayerList().GetChildren())
                    {
                        p.BuildingList.BuildingAddedEventHandlers += this.BuildingAdded;
                        p.BuildingList.BuildingRemovedEventHandlers += this.BuildingRemoved;
                    }
                }
            }
        }
 public override void Visit(MapEditorFullModel model)
 {
     scenario = model.GetScenario();
     if (scenario != prevScenario)
     {
         scenarioChanged = true;
     }
     base.Visit(model);
 }
        public void SetScenario(ScenarioComponent scenario)
        {
            if (gameworld != null)
            {
                gameworld.UnregisterObserver(this);
            }
            context = scenario;

            if (scenario != null)
            {
                gameworld = scenario.GetGameWorld();
                if (gameworld != null)
                {
                    gameworld.RegisterObserver(this);
                }
            }
        }
        /// <summary>
        /// Creates a CreateNewScenario dialog and uses it to determine the name and size of the new scenario.  Then, generates a 
        /// new scenario of the appropriate size.
        /// </summary>
        public void createNewScenario()
        {
            if (model.GetScenario() != null)
            {
                model.GetScenario().RemoveChild(model.GetScenario().GetGameWorld());
                // TODO: Ask if the user wants to discard the current scenario or save it.
            }
            CreateNewScenarioDialog dialog = new CreateNewScenarioDialog();
            dialog.ShowDialog();

            if (dialog.ExitWithCreate)
            {
                // Create a scenario with a map of the appropriate size
                ScenarioComponent scenario = new ScenarioComponent(dialog.ScenarioWidth, dialog.ScenarioHeight);

                // Add grass cells at each cell.
                ZRTSModel.Map map = scenario.GetGameWorld().GetMap();
                for (int i = 0; i < map.GetWidth(); i++)
                {
                    for (int j = 0; j < map.GetHeight(); j++)
                    {
                        CellComponent cell = new CellComponent();
                        cell.AddChild(new Grass());
                        cell.X = i;
                        cell.Y = j;
                        map.AddChild(cell);
                    }
                }

                // TODO: Update SaveInfo model to change filename and UpToDate flag.

                // Automatically discards old scenario, by overloaded AddChild function.
                model.AddChild(scenario);

                // Empty the command queue
                model.GetCommandStack().EmptyStacks();

                // We may have just destroyed a large scenario, so collect that garbage.
                // Commented out - only used for testing purposes.  The C# garbage collector takes a LONG time to be activated if this call is not made,
                // but if the call is made, it disrupts UI.
                // GC.Collect();
            }
        }
        private void setupModel()
        {
            model = new GameModel();
            ScenarioComponent scenario = new ScenarioComponent(20, 20); // 20 x 20 Gameworld.

            // Add grass cells at each cell.
            ZRTSModel.Map map = scenario.GetGameWorld().GetMap();
            for (int i = 0; i < map.GetWidth(); i++)
            {
                for (int j = 0; j < map.GetHeight(); j++)
                {
                    CellComponent cell = new CellComponent();
                    cell.AddChild(new Sand());
                    cell.X = i;
                    cell.Y = j;
                    map.AddChild(cell);
                }
            }
            model.AddChild(scenario);

            //Create two players and set them to be enemies.
            model.GetScenario().GetGameWorld().GetPlayerList().AddChild(new PlayerComponent());
            model.GetScenario().GetGameWorld().GetPlayerList().AddChild(new PlayerComponent());
            PlayerComponent player1 = (PlayerComponent)model.GetScenario().GetGameWorld().GetPlayerList().GetChildren()[0];
            PlayerComponent player2 = (PlayerComponent)model.GetScenario().GetGameWorld().GetPlayerList().GetChildren()[1];
            player1.EnemyList.Add(player2);
            player2.EnemyList.Add(player1);
        }
 public PlayerWinAction(Trigger decorated, ScenarioComponent scenario)
     : base(decorated)
 {
     this.scenario = scenario;
 }
 public virtual void Visit(ScenarioComponent scenario)
 {
     Visit((ModelComponent)scenario);
 }
        /// <summary>
        /// Loading game scenario object for process
        /// </summary>
        /// <param name="scene"></param>
        public void LoadScenario(ScenarioComponent scene)
        {
            // Need not to load this scenario into View
            // Basically just return a command corresponding to the clicked icon
            // i.e. click at attack icon, will return attack command and then process the game logic in the gameloop inside ZRTS update();

            this.scenario = scene;
        }
 public virtual void Visit(ScenarioComponent scenario)
 {
     Visit((ModelComponent)scenario);
 }
Esempio n. 15
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        public ScenarioComponent GenerateScenarioFromXML()
        {
            ScenarioComponent scenario = null;

            if (reader.Read())
            {
                // Go to the Scenario (skip the XML line)
                reader.Read();
                scenario = new ScenarioComponent();
                ModelComponent currentComponent = scenario;
                while (reader.Read())
                {
                    switch (reader.NodeType)
                    {
                    case XmlNodeType.Element:
                        switch (reader.Name)
                        {
                        case "Gameworld":
                            Gameworld gameworld = new Gameworld();
                            currentComponent.AddChild(gameworld);
                            if (!reader.IsEmptyElement)
                            {
                                currentComponent = gameworld;
                            }
                            break;

                        case "Map":
                            int width  = Int32.Parse(reader.GetAttribute("Width"));
                            int height = Int32.Parse(reader.GetAttribute("Height"));
                            Map map    = new Map(width, height);
                            currentComponent.AddChild(map);
                            if (!reader.IsEmptyElement)
                            {
                                currentComponent = map;
                            }
                            break;

                        case "Cell":
                            int           x    = Int32.Parse(reader.GetAttribute("X"));
                            int           y    = Int32.Parse(reader.GetAttribute("Y"));
                            CellComponent cell = new CellComponent();
                            cell.X = x;
                            cell.Y = y;
                            currentComponent.AddChild(cell);
                            if (!reader.IsEmptyElement)
                            {
                                currentComponent = cell;
                            }
                            break;

                        case "PlayerList":
                            PlayerList playerList = new PlayerList();
                            currentComponent.AddChild(playerList);
                            if (!reader.IsEmptyElement)
                            {
                                currentComponent = playerList;
                            }
                            break;

                        case "Player":
                            PlayerComponent player = new PlayerComponent();
                            player.Name  = reader.GetAttribute("Name");
                            player.Race  = reader.GetAttribute("Race");
                            player.Gold  = Int32.Parse(reader.GetAttribute("Gold"));
                            player.Metal = Int32.Parse(reader.GetAttribute("Metal"));
                            player.Wood  = Int32.Parse(reader.GetAttribute("Wood"));
                            currentComponent.AddChild(player);
                            if (!reader.IsEmptyElement)
                            {
                                currentComponent = player;
                            }
                            break;

                        case "BuildingList":
                            if (!reader.IsEmptyElement)
                            {
                                currentComponent = ((PlayerComponent)currentComponent).BuildingList;
                            }
                            break;

                        case "UnitList":
                            if (!reader.IsEmptyElement)
                            {
                                currentComponent = ((PlayerComponent)currentComponent).GetUnitList();
                            }
                            break;

                        case "Sand":
                            Sand sand = new Sand();
                            currentComponent.AddChild(sand);
                            if (!reader.IsEmptyElement)
                            {
                                currentComponent = sand;
                            }
                            break;

                        case "Mountain":
                            Mountain mountain = new Mountain();
                            currentComponent.AddChild(mountain);
                            if (!reader.IsEmptyElement)
                            {
                                currentComponent = mountain;
                            }
                            break;

                        case "Grass":
                            Grass grass = new Grass();
                            currentComponent.AddChild(grass);
                            if (!reader.IsEmptyElement)
                            {
                                currentComponent = grass;
                            }
                            break;

                        case "Unit":
                            UnitComponent unit = new UnitComponent();
                            currentComponent.AddChild(unit);
                            float unitX = float.Parse(reader.GetAttribute("X"));
                            float unitY = float.Parse(reader.GetAttribute("Y"));
                            unit.PointLocation = new PointF(unitX, unitY);
                            unit.Type          = reader.GetAttribute("Type");
                            unit.MaxHealth     = short.Parse(reader.GetAttribute("MaxHealth"));
                            unit.CurrentHealth = short.Parse(reader.GetAttribute("CurrentHealth"));
                            unit.CanHarvest    = bool.Parse(reader.GetAttribute("CanHarvest"));
                            unit.CanAttack     = bool.Parse(reader.GetAttribute("CanAttack"));
                            unit.Attack        = short.Parse(reader.GetAttribute("Attack"));
                            unit.AttackRange   = float.Parse(reader.GetAttribute("AttackRange"));
                            unit.AttackTicks   = byte.Parse(reader.GetAttribute("AttackTicks"));
                            unit.CanBuild      = bool.Parse(reader.GetAttribute("CanBuild"));
                            unit.BuildSpeed    = byte.Parse(reader.GetAttribute("BuildSpeed"));
                            unit.Speed         = float.Parse(reader.GetAttribute("Speed"));

                            /*
                             * Type="zombie" CanAttack="True"
                             * Attack="20" AttackRange="4" AttackTicks="10"
                             * BuildSpeed="30" CanBuild="True" CanHarvest="False"
                             * CurrentHealth="100" MaxHealth="100" X="12" Y="13"
                             * Speed="0.1"
                             */
                            if (!reader.IsEmptyElement)
                            {
                                currentComponent = unit;
                            }
                            break;

                        case "Building":
                            Building building = new Building();
                            currentComponent.AddChild(building);
                            building.Width         = Int32.Parse(reader.GetAttribute("Width"));
                            building.Height        = Int32.Parse(reader.GetAttribute("Height"));
                            building.PointLocation = new PointF(float.Parse(reader.GetAttribute("X")), float.Parse(reader.GetAttribute("Y")));
                            building.Type          = reader.GetAttribute("Type");
                            building.CanProduce    = bool.Parse(reader.GetAttribute("CanProduce"));
                            if (!reader.IsEmptyElement)
                            {
                                currentComponent = building;
                            }
                            break;

                        default:
                            break;
                        }
                        break;

                    case XmlNodeType.EndElement:
                        if (currentComponent != null)
                        {
                            currentComponent = currentComponent.Parent;
                        }
                        break;
                    }
                }
                Console.WriteLine("XmlTextReader Properties Test");
                Console.WriteLine("===================");
                // Read this element's properties and display them on console
                Console.WriteLine("Name:" + reader.Name);
                Console.WriteLine("Base URI:" + reader.BaseURI);
                Console.WriteLine("Local Name:" + reader.LocalName);
                Console.WriteLine("Attribute Count:" + reader.AttributeCount.ToString());
                Console.WriteLine("Depth:" + reader.Depth.ToString());
                Console.WriteLine("Node Type:" + reader.NodeType.ToString());
                Console.WriteLine("Attribute Count:" + reader.Value.ToString());
            }
            return(scenario);
        }
 public void SetPrevScenario(ScenarioComponent scenario)
 {
     prevScenario = scenario;
 }
        public ScenarioComponent GenerateScenarioFromXML()
        {
            ScenarioComponent scenario = null;
            if (reader.Read())
            {
                // Go to the Scenario (skip the XML line)
                reader.Read();
                scenario = new ScenarioComponent();
                ModelComponent currentComponent = scenario;
                while (reader.Read())
                {
                    switch (reader.NodeType)
                    {
                        case XmlNodeType.Element:
                            switch (reader.Name)
                            {
                                case "Gameworld":
                                    Gameworld gameworld = new Gameworld();
                                    currentComponent.AddChild(gameworld);
                                    if (!reader.IsEmptyElement)
                                        currentComponent = gameworld;
                                    break;
                                case "Map":
                                    int width = Int32.Parse(reader.GetAttribute("Width"));
                                    int height = Int32.Parse(reader.GetAttribute("Height"));
                                    Map map = new Map(width, height);
                                    currentComponent.AddChild(map);
                                    if (!reader.IsEmptyElement)
                                        currentComponent = map;
                                    break;
                                case "Cell":
                                    int x = Int32.Parse(reader.GetAttribute("X"));
                                    int y = Int32.Parse(reader.GetAttribute("Y"));
                                    CellComponent cell = new CellComponent();
                                    cell.X = x;
                                    cell.Y = y;
                                    currentComponent.AddChild(cell);
                                    if (!reader.IsEmptyElement)
                                        currentComponent = cell;
                                    break;
                                case "PlayerList":
                                    PlayerList playerList = new PlayerList();
                                    currentComponent.AddChild(playerList);
                                    if (!reader.IsEmptyElement)
                                        currentComponent = playerList;
                                    break;
                                case "Player":
                                    PlayerComponent player = new PlayerComponent();
                                    player.Name = reader.GetAttribute("Name");
                                    player.Race = reader.GetAttribute("Race");
                                    player.Gold = Int32.Parse(reader.GetAttribute("Gold"));
                                    player.Metal = Int32.Parse(reader.GetAttribute("Metal"));
                                    player.Wood = Int32.Parse(reader.GetAttribute("Wood"));
                                    currentComponent.AddChild(player);
                                    if (!reader.IsEmptyElement)
                                        currentComponent = player;
                                    break;
                                case "BuildingList":
                                    if (!reader.IsEmptyElement)
                                        currentComponent = ((PlayerComponent)currentComponent).BuildingList;
                                    break;
                                case "UnitList":
                                    if (!reader.IsEmptyElement)
                                        currentComponent = ((PlayerComponent)currentComponent).GetUnitList();
                                    break;
                                case "Sand":
                                    Sand sand = new Sand();
                                    currentComponent.AddChild(sand);
                                    if (!reader.IsEmptyElement)
                                        currentComponent = sand;
                                    break;
                                case "Mountain":
                                    Mountain mountain = new Mountain();
                                    currentComponent.AddChild(mountain);
                                    if (!reader.IsEmptyElement)
                                        currentComponent = mountain;
                                    break;
                                case "Grass":
                                    Grass grass = new Grass();
                                    currentComponent.AddChild(grass);
                                    if (!reader.IsEmptyElement)
                                        currentComponent = grass;
                                    break;
                                case "Unit":
                                    UnitComponent unit = new UnitComponent();
                                    currentComponent.AddChild(unit);
                                    float unitX = float.Parse(reader.GetAttribute("X"));
                                    float unitY = float.Parse(reader.GetAttribute("Y"));
                                    unit.PointLocation = new PointF(unitX, unitY);
                                    unit.Type = reader.GetAttribute("Type");
                                    unit.MaxHealth = short.Parse(reader.GetAttribute("MaxHealth"));
                                    unit.CurrentHealth = short.Parse(reader.GetAttribute("CurrentHealth"));
                                    unit.CanHarvest = bool.Parse(reader.GetAttribute("CanHarvest"));
                                    unit.CanAttack = bool.Parse(reader.GetAttribute("CanAttack"));
                                    unit.Attack = short.Parse(reader.GetAttribute("Attack"));
                                    unit.AttackRange = float.Parse(reader.GetAttribute("AttackRange"));
                                    unit.AttackTicks = byte.Parse(reader.GetAttribute("AttackTicks"));
                                    unit.CanBuild = bool.Parse(reader.GetAttribute("CanBuild"));
                                    unit.BuildSpeed = byte.Parse(reader.GetAttribute("BuildSpeed"));
                                    unit.Speed = float.Parse(reader.GetAttribute("Speed"));
                                    /*
                                     * Type="zombie" CanAttack="True"
                                     * Attack="20" AttackRange="4" AttackTicks="10"
                                     * BuildSpeed="30" CanBuild="True" CanHarvest="False"
                                     * CurrentHealth="100" MaxHealth="100" X="12" Y="13"
                                     * Speed="0.1"
                                     */
                                    if (!reader.IsEmptyElement)
                                        currentComponent = unit;
                                    break;
                                case "Building":
                                    Building building = new Building();
                                    currentComponent.AddChild(building);
                                    building.Width = Int32.Parse(reader.GetAttribute("Width"));
                                    building.Height = Int32.Parse(reader.GetAttribute("Height"));
                                    building.PointLocation = new PointF(float.Parse(reader.GetAttribute("X")), float.Parse(reader.GetAttribute("Y")));
                                    building.Type = reader.GetAttribute("Type");
                                    building.CanProduce = bool.Parse(reader.GetAttribute("CanProduce"));
                                    if (!reader.IsEmptyElement)
                                        currentComponent = building;
                                    break;
                                default:
                                    break;
                            }
                            break;
                        case XmlNodeType.EndElement:
                            if (currentComponent != null)
                                currentComponent = currentComponent.Parent;
                            break;
                    }

                }
                Console.WriteLine("XmlTextReader Properties Test");
                Console.WriteLine("===================");
                // Read this element's properties and display them on console
                Console.WriteLine("Name:" + reader.Name);
                Console.WriteLine("Base URI:" + reader.BaseURI);
                Console.WriteLine("Local Name:" + reader.LocalName);
                Console.WriteLine("Attribute Count:" + reader.AttributeCount.ToString());
                Console.WriteLine("Depth:" + reader.Depth.ToString());
                Console.WriteLine("Node Type:" + reader.NodeType.ToString());
                Console.WriteLine("Attribute Count:" + reader.Value.ToString());
            }
            return scenario;
        }
 public void Visit(ScenarioComponent scenario)
 {
     if (ScenarioVisitor != null)
         scenario.Accept(ScenarioVisitor);
 }
 public void Visit(ScenarioComponent scenario)
 {
     output.WriteStartElement("Scenario");
     VisitChildren(scenario);
     output.WriteEndElement();
 }
Esempio n. 20
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 public void Visit(ScenarioComponent scenario)
 {
     output.WriteStartElement("Scenario");
     VisitChildren(scenario);
     output.WriteEndElement();
 }
        private void setUpModel()
        {
            model = new GameModel();
            ScenarioComponent scenario = new ScenarioComponent(20, 20); // 20 x 20 Gameworld.
            Building obstruction = new Building();

            // Add grass cells at each cell.
            ZRTSModel.Map map = scenario.GetGameWorld().GetMap();
            for (int i = 0; i < map.GetWidth(); i++)
            {
                for (int j = 0; j < map.GetHeight(); j++)
                {
                    CellComponent cell = new CellComponent();
                    cell.AddChild(new Sand());
                    cell.X = i;
                    cell.Y = j;

                    if (i >= 2 && i <= 10 && j >= 2 && j <= 10)
                        cell.AddEntity(obstruction);

                    if (i >= 15 && i <= 18 && j >= 15 && j <= 18)
                        cell.AddEntity(obstruction);
                    if (i == 16 && j == 16)
                        cell.RemoveEntity(obstruction);

                    map.AddChild(cell);

                }
            }
            model.AddChild(scenario);
        }