Esempio n. 1
0
 public GameTile(GameEnvironment world)
 {
     World = world;
     Plants = new Plant[]{ };
     People = new Person[]{ };
     Inventory = new Inventory(this, null, world.Context.Settings);
 }
        public bool FellTreeCycle(Person person, Plant plant)
        {
            Status = "Chopping down tree " + (int)plant.PercentHarvested + "%";

            if (Settings.IsVerbose)
                Console.WriteDebugLine ("  Felling tree");

            plant.PercentHarvested += Settings.FellingRate;
            TotalWoodFelled += Settings.FellingRate; // TODO: Should this be set here or once the tree is finished?

            if (plant.PercentHarvested > 100)
                plant.PercentHarvested = 100;

            if (Settings.OutputType == ConsoleOutputType.Debug) {
                Console.WriteDebugLine ("  " + plant.PercentHarvested + "% felled");
            }

            if (plant.PercentHarvested > 100) {
                plant.PercentHarvested = 100;
            }

            if (plant.PercentHarvested == 100
                && Settings.IsVerbose) {
                Console.WriteDebugLine ("  Finished felling tree.");
            }

            return plant.PercentHarvested == 100;
        }
Esempio n. 3
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        public void AddTrees(Plant[] trees)
        {
            var list = new List<Plant> (Plants);
            list.AddRange (trees);
            Plants = list.ToArray ();

            World.AddTrees (trees);

            foreach (var tree in trees)
                tree.Tile = this;
        }
Esempio n. 4
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        public GameEnvironment(EngineContext context)
        {
            Context = context;

            Populator = new GameEnvironmentPopulator (this);
            PersonCreator = new PersonCreator (context.Settings);
            PlantCreator = new PlantCreator (context.Settings);
            Tiles = new GameTile[]{};
            People = new Person[] {};
            Plants = new Plant[]{ };
            Logic = new GameLogic ();
            Tiles = new GameTile[]{new GameTile(this)};
        }
Esempio n. 5
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 public void RemovePlant(Plant plant)
 {
     var list = new List<Plant> (Plants);
     list.Remove (plant);
     Plants = list.ToArray ();
 }
        public Plant GetTreeToFell()
        {
            Plant tree = null;

            if (Target != null)
                tree = (Plant)Target;
            else {
                tree = FindLargeTree ();

                Target = tree;

                if (Settings.IsVerbose) {
                    Console.WriteDebugLine ("  Cutting down tree");
                }
            }

            return tree;
        }
        public void FinishedFellingSingleTree(Person person, Plant tree)
        {
            Status = "Finished felling tree";

            person.Tile.RemovePlant (tree);

            var amountOfWood = tree.Size;

            ItemsProduced [ItemType.Wood] = amountOfWood;

            if (Settings.IsVerbose) {
                Console.WriteDebugLine ("  Wood from tree: " + amountOfWood);
                Console.WriteDebugLine ("  Total wood: " + person.Inventory.Items [ItemType.Wood] + amountOfWood);
            }

            Target = null;

            //if (Context.Settings.PlayerId == person.Id)
                //Context.Log.WriteLine (String.Format("Player cut a tree down. Age:{0} size:{1} wood:{2}", (int)tree.Age, (int)tree.Size, (int)amountOfWood));
        }
Esempio n. 8
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 public void AddTrees(Plant[] trees)
 {
     var list = new List<Plant> (Plants);
     list.AddRange (trees);
     Plants = list.ToArray ();
 }