public Race setHumanoid() { setName("Humanoid"); setPluralName("Humanoids"); prt = PRT.JoaT; habLow = new Hab(15, 15, 15); habHigh = new Hab(85, 85, 85); growthRate = 15; colonistsPerResource = 1000; factoryOutput = 10; factoryCost = 10; numFactories = 10; factoriesCostLess = false; mineOutput = 10; mineCost = 5; numMines = 10; techsStartHigh = false; immuneGrav = false; immuneTemp = false; immuneRad = false; spendLeftoverPointsOn = SpendLeftoverPointsOn.SurfaceMinerals; researchCost = new ResearchCost(ResearchCostLevel.Standard, ResearchCostLevel.Standard, ResearchCostLevel.Standard, ResearchCostLevel.Standard, ResearchCostLevel.Standard, ResearchCostLevel.Standard); init(); return(this); }
/** * Copy constructor for initializing the race for a player */ public Race(Race race, Player player) { this.name = race.name; this.pluralName = race.pluralName; this.prt = race.prt; this.habLow = race.habLow; this.habHigh = race.habHigh; this.growthRate = race.growthRate; this.colonistsPerResource = race.colonistsPerResource; this.factoryOutput = race.factoryOutput; this.factoryCost = race.factoryCost; this.numFactories = race.numFactories; this.factoriesCostLess = race.factoriesCostLess; this.mineOutput = race.mineOutput; this.mineCost = race.mineCost; this.numMines = race.numMines; this.techsStartHigh = race.techsStartHigh; this.immuneGrav = race.immuneGrav; this.immuneTemp = race.immuneTemp; this.immuneRad = race.immuneRad; this.spendLeftoverPointsOn = race.spendLeftoverPointsOn; this.researchCost = new ResearchCost(race.researchCost); //this.player = player; this.init(); }
public ResearchCost(ResearchCost researchCost) { this.energy = researchCost.energy; this.weapons = researchCost.weapons; this.propulsion = researchCost.propulsion; this.construction = researchCost.construction; this.electronics = researchCost.electronics; this.biotechnology = researchCost.biotechnology; }
public bool CreateResearchCost(ResearchCost researchCost) { outpostwarsEntities entities = new outpostwarsEntities(); try { // Add tew New Player into the player Collection entities.ResearchCosts.Add(researchCost); // Save changes return(entities.SaveChanges() == 1); } catch (DbEntityValidationException ex) { LogCriticalError(ex); } return(false); }
private bool CheckRessourcesAvailability(ResearchCost cost) { Ressources ressources = Ressources.Instance; if (ressources.WoodQty >= cost.Wood && ressources.StoneQty >= cost.Stone && ressources.IronQty >= cost.Iron && ressources.FoodQty >= cost.Food && ressources.GoldQty >= cost.Gold && ressources.ResearchQty >= cost.Research) { ressources.WoodQty -= (cost.Wood > 0) ? cost.Wood : 0; ressources.StoneQty -= (cost.Stone > 0) ? cost.Stone : 0; ressources.IronQty -= (cost.Iron > 0) ? cost.Iron : 0; ressources.FoodQty -= (cost.Food > 0) ? cost.Food : 0; ressources.GoldQty -= (cost.Gold > 0) ? cost.Gold : 0; ressources.ResearchQty -= (cost.Research > 0) ? cost.Research : 0; return(true); } return(false); }
public bool Buy(IResearchType research) { if (research == null) { return(false); } int researchLevel = research.GetLevel(); if (researchLevel < 0 || researchLevel >= research.GetMaxLevel()) { return(false); } ResearchCost cost = research.GetResearchCost(researchLevel + 1); if (cost == null) { return(false); } return(CheckRessourcesAvailability(cost)); }
public void setResearchCost(ResearchCost researchCost) { this.researchCost = researchCost; }