public void nextTurn() { /*environmentHealth -= .1f; modifyPolarCap(); //moveInCoasts(); alterBiomes();*/ List<IStatusEntity> cityList = new List<IStatusEntity>(); List<GameObject> cities = getCities(); foreach (GameObject item in cities) { CityStatusEntity cse = new CityStatusEntity(); cse.powerStatus = item.GetComponent<cityHexManager>().getPwrLvl(); cityList.Add(cse); } ResearchDevelopmentStatusEntity rdse = new ResearchDevelopmentStatusEntity(); for (int i = 0; i < 10; i++) { PowerPlantUpgradeStatusEntity ppuse = new PowerPlantUpgradeStatusEntity(); if (gameInfoManager.GetComponent<gameInfoManager>().researchedPlants[i]) { ppuse.researchStartTurn = gameInfoManager.GetComponent<gameInfoManager>().turnNum; ppuse.researchState = 2; gameInfoManager.GetComponent<gameInfoManager>().researchedPlants[i] = false; } for (int j = 0; j < 5; j++) { ResearchDevelopmentUpgradeStatusEntity rduse = new ResearchDevelopmentUpgradeStatusEntity(); if (gameInfoManager.GetComponent<gameInfoManager>().researchedUpgrades[i].ups[j]) { rduse.researchStartTurn = gameInfoManager.GetComponent<gameInfoManager>().turnNum; rduse.researchState = 2; gameInfoManager.GetComponent<gameInfoManager>().researchedUpgrades[i].ups[j] = false; } ppuse.listOfUpgrades.Add(rduse); } rdse.listOfPowerPlantUpgrades.Add(ppuse); } LegislationStatusEntity legse = new LegislationStatusEntity(); List<IStatusEntity> powerP = new List<IStatusEntity>(); List<GameObject> powerPlants = getPPs(); foreach (GameObject item in powerPlants) { PowerPlantStatusEntity ppse = new PowerPlantStatusEntity(); ppse.resourceDrain = new ResourceDrainStatusEntity(); ppse.resourceDrain.resourceType = item.GetComponent<ppHexManager>().getPowerConsumption(); ppse.typeOfPowerPlant = (int)item.GetComponent<ppHexManager>().plant; ppse.powerCostPerTurn = item.GetComponent<ppHexManager>().powerPrice; ppse.powerOutput = item.GetComponent<ppHexManager>().getPowerOutput(); ppse.buildStartTurn = item.GetComponent<ppHexManager>().buildStartTurn; //TODO: ppse.citiespowered powerP.Add(ppse); } manager.GetComponent<GameManager>().UpdateGameState(cityList, rdse, legse, powerP); List<List<IStatusEntity>> updateGameLists = manager.GetComponent<GameManager>().GetGameState(); /* * UpdateGamelist[0]; list of citystatusentities, length can vary * UpdateGamelist[1]; List of environmentstatusentity, length of 1 * UpdateGamelist[2]; List of financestatusentity, length of 1 * UpdateGamelist[3]; List of legislationstatusentity, length of 1 DEATH * UpdateGamelist[4]; List of popularitystatusentity, length of 1 * UpdateGamelist[5]; List of powerplantstatusentity, length can vary * UpdateGamelist[6]; List of researchdevelopmentstatusentity, length of 1 * UpdateGamelist[7]; List of resourcestatusentity, length of 1 */ EnvironmentStatusEntity tempEn = (EnvironmentStatusEntity)updateGameLists[1][0]; gameInfoManager.GetComponent<gameInfoManager>().environmentHealth = tempEn.environmentHealth; FinanceStatusEntity tempFi = (FinanceStatusEntity)updateGameLists[2][0]; gameInfoManager.GetComponent<gameInfoManager>().playerWealth = tempFi.playerWealth; PopularityStatusEntity tempPo = (PopularityStatusEntity)updateGameLists[4][0]; gameInfoManager.GetComponent<gameInfoManager>().percentHappiness = tempPo.percentHappiness; List<PowerPlantStatusEntity> tempPP = new List<PowerPlantStatusEntity>(); foreach (IStatusEntity item in updateGameLists[5]) { tempPP.Add((PowerPlantStatusEntity)item); } for (int i = 0; i < tempPP.Count; i++) { powerPlants[i].GetComponent<ppHexManager>().built = tempPP[i].built; } ResearchDevelopmentStatusEntity tempRDSE = (ResearchDevelopmentStatusEntity)updateGameLists[6][0]; for (int i = 0; i < 10; i++) { PowerPlantUpgradeStatusEntity ppuse = (PowerPlantUpgradeStatusEntity)tempRDSE.listOfPowerPlantUpgrades[i]; if(ppuse.turnsToResearch == 0 && ppuse.researchState == 2) { gameInfoManager.GetComponent<gameInfoManager>().ownedPlants[i] = true; } for (int j = 0; j < 5; j++) { ResearchDevelopmentUpgradeStatusEntity rduse = (ResearchDevelopmentUpgradeStatusEntity)ppuse.listOfUpgrades[j]; if (rduse.turnsToResearch == 0 && rduse.researchState == 2) { gameInfoManager.GetComponent<gameInfoManager>().ownedUpgrades[i].ups[j] = true; } } } ResourceStatusEntity tempResource = (ResourceStatusEntity)updateGameLists[7][0]; gameInfoManager.GetComponent<gameInfoManager>().coal = tempResource.coal; gameInfoManager.GetComponent<gameInfoManager>().gas = tempResource.gas; gameInfoManager.GetComponent<gameInfoManager>().turnNum++; }
public void UpdateGameState(List<IStatusEntity> cityList, ResearchDevelopmentStatusEntity rdse, LegislationStatusEntity legse, List<IStatusEntity> powerPlantList) { }
public void setLegislation(LegislationStatusEntity legislation) { this.legislation = legislation; }
public void UpdateGameState(List <IStatusEntity> cityList, ResearchDevelopmentStatusEntity rdse, LegislationStatusEntity legse, List <IStatusEntity> powerPlantList) { }