public Tutorial(Character _currentCharacter) { Console.WriteLine($"Entering {name}..."); Objective stayingAlive = new Objective("Stay alive!", "With death of this one the journey of its watcher ends.", true); stayingAlive.SetStatus(1); Objective foodSearch = new Objective("Find something to eat", "Staying alive is possible only when one has enough energy to move. So, one should search for something that moves to eat it", true); foodSearch.SetStatus(1); Objective guard = new Objective("Guard the nest", "One is caring not only for oneself, but for their children as well. Thought, sometimes exact priorities may shift a bit", true); guard.SetStatus(1); objectives = new List <Objective>() { stayingAlive, foodSearch, guard }; for (int i = 0; i < objectives.Count; i++) { Console.WriteLine(objectives[i].ToString()); } accessibleCreatures = new List <Type>() { typeof(Arboroharamiya), typeof(ShortLeggedLizard), typeof(Ahirmoneura) }; territories = new List <ITerritory>() { TerritoryFactory.GenerateStart(this, 1, 1, Landscape.Option.YourNest) }; currentCharacter = _currentCharacter; Console.WriteLine($"{name} level generated!"); Console.WriteLine(levelDesc); Entrance(); }
private void InitializeTerritories(World world) { const float initialMoney = 1000f; world.InitializeTerritories(new List <TerritoryEntity>() { TerritoryFactory.Create("新緑教会", initialMoney), TerritoryFactory.CreatePlayer("魔法科学振興委員会", initialMoney) }); }
public ActionResult NameTerritory() { var vm = new NameTerritoryViewModel(); // setup new territory for new users if (!this.UserContext.TerritoryId.HasValue) { // find a territory or create new one var available = this.Context.Territories.Where(x => x.Players.Count == 0); Territory territory = null; // todo: put this in domain/data layer if (available.Any()) { // get a random one var length = available.Count(); var rand = new Random(); var index = rand.Next(0, length); territory = available.ToList().ElementAt(index); territory.Players = new List <ApplicationUser>(); territory.Players.Add(this.UserContext); } else { // create territory territory = TerritoryFactory.CreateTerritory(); territory.Players.Add(this.UserContext); this.Context.Territories.Add(territory); } TerritoryFactory.InitializeTerritory(territory); this.Context.SaveChanges(); } return(View(vm)); }