private void btnAddBuilding_Click(object sender, EventArgs e) { if (tbName.Text == "") { MessageBox.Show("Select a name"); return; } if (cbBuildingType.Text == "") { MessageBox.Show("Select a building type"); return; } if (playerDoc.XPathSelectElements("Players/Player/Buildings/*[Name=\"" + tbName.Text + "\"]").Count() > 0) { MessageBox.Show("Building with that name already exists. Select another name"); return; } String _name = tbName.Text; String _type = cbBuildingType.Text; int _x = coords.User.X; int _y = coords.User.Y; switch (_type) { case "Town": Town t = new Town(_name, _x, _y, @"Terrain\Possible Buildings or Encampments\human-tile.png", player); break; case "Watchtower": Watchtower wt = new Watchtower(_name, _x, _y, player, @"Terrain\Possible Buildings or Encampments\elven-tile.png"); break; case "Castle": Castle c = new Castle(_name, _x, _y, @"Terrain\Possible Buildings or Encampments\keep-tile.png", player); break; default: MessageBox.Show("Building type not defined yet"); break; } this.Close(); this.Dispose(); }
private void LoadMap() { if (tm != null) { tm.Dispose(); } tm.Objects = new List<MapObject>(); newObjects = new List<MapObject>(); playerDoc = XDocument.Load(Player.SavePath); tileDoc = XDocument.Load(TerrainGridHex.SavePath); turnDoc = XDocument.Load(Turn.SavePath); players = new List<Player>(); int cnt = playerDoc.XPathSelectElements("Players/Player").Count(); for (int i = 1; i <= cnt; i++) { XElement e = playerDoc.XPathSelectElement("Players/Player[Position=\"" + i.ToString() + "\"]"); String name = e.Element("Name").Value; int position = int.Parse(e.Element("Position").Value); String race = e.Element("Race").Value; String password = e.Element("Password").Value; int hor = int.Parse(e.Element("Horizontal").Value); int ver = int.Parse(e.Element("Vertical").Value); Player p = new Player(name, position, race, password, false, hor, ver); players.Add(p); //Load towns foreach (var elem in e.XPathSelectElements("Buildings/Town")) { String _name = elem.Element("Name").Value; int _level = int.Parse(elem.Element("Level").Value); bool _levelChanged = bool.Parse(elem.Element("LevelChanged").Value); String _coverLevel = elem.Element("CoverLevel").Value; String _wallLevel = elem.Element("WallLevel").Value; String _towerLevel = elem.Element("TowerLevel").Value; int _x = int.Parse(elem.Element("X").Value); int _y = int.Parse(elem.Element("Y").Value); String _imgPath = elem.Element("ImagePath").Value; Town t = new Town(_name, _level, _x, _y, _imgPath, name, _coverLevel, _wallLevel, _towerLevel, _levelChanged); if (_x == -1) { newObjects.Add(t); } tm.AddObject(t); p.AddTown(t); } //Load watchtowers foreach (var elem in e.XPathSelectElements("Buildings/Watchtower")) { String _name = elem.Element("Name").Value; int _gs = int.Parse(elem.Element("GarrisonSize").Value); int _x = int.Parse(elem.Element("X").Value); int _y = int.Parse(elem.Element("Y").Value); String _imgPath = elem.Element("ImagePath").Value; Watchtower wt = new Watchtower(_name, _x, _y, name, _imgPath, _gs); if (_x == -1) { newObjects.Add(wt); } tm.AddObject(wt); p.AddWatchtower(wt); } //Load castles foreach (var elem in e.XPathSelectElements("Buildings/Castle")) { String _name = elem.Element("Name").Value; int _level = int.Parse(elem.Element("Level").Value); bool _levelChanged = bool.Parse(elem.Element("LevelChanged").Value); int _x = int.Parse(elem.Element("X").Value); int _y = int.Parse(elem.Element("Y").Value); String _imgPath = elem.Element("ImagePath").Value; String _wallLevel = elem.Element("WallLevel").Value; String _towerLevel = elem.Element("TowerLevel").Value; String _gatehouseLevel = elem.Element("GatehouseLevel").Value; Castle c = new Castle(_name, _level, _levelChanged, _x, _y, _imgPath, name, _wallLevel, _towerLevel, _gatehouseLevel); if (_x == -1) { newObjects.Add(c); } tm.AddObject(c); p.AddCastle(c); } //Load armies foreach (var elem in e.XPathSelectElements("Armies/Army")) { String _name = elem.Element("Name").Value; String _type = elem.Element("Type").Value; int _x = int.Parse(elem.Element("X").Value); int _y = int.Parse(elem.Element("Y").Value); double _moveTotal = double.Parse(elem.Element("MoveTotal").Value); double _moveLeft = double.Parse(elem.Element("MoveLeft").Value); Pen _color = new Pen(Color.FromName(elem.Element("Color").Value)); int _size = int.Parse(elem.Element("Size").Value); bool _canBuild = bool.Parse(elem.Element("CanBuild").Value); String _imgPath = elem.Element("ImgPath").Value; List<Resource> _upkeepCost = new List<Resource>(); elem.Element("Upkeep").Attributes().ToList().ForEach(val => _upkeepCost.Add(new Resource(val.Name.ToString(), int.Parse(val.Value)))); Army a = new Army(_x, _y, _name, _type, _moveTotal, _moveLeft, _color, _size, name, _canBuild, _imgPath, _upkeepCost); if (_x == -1) { newObjects.Add(a); } tm.AddObject(a); p.AddArmy(a); } //Load resources foreach (var elem in e.XPathSelectElements("Resources").Elements()) { String _name = elem.Name.ToString(); int _amt = int.Parse(elem.Value); p.Race.GetResource(_name).Value = _amt; } } //Load battles foreach (var e in playerDoc.XPathSelectElements("Players/Player/Armies/Army[IsInBattle=\"true\" or IsInBattle=\"True\"]")) { Army a = tm.Armies.Find((val) => val.Name == e.Element("Name").Value); MapObject mo = tm.Objects.Find((val) => val.Name == e.Element("UnitAttacked").Value); a.Attack(mo); } //Load sieges foreach (var e in playerDoc.XPathSelectElements("Players/Player/Armies/Army[IsSieging=\"true\" or IsSieging=\"True\"]")) { Army a = tm.Armies.Find((val) => val.Name == e.Element("Name").Value); Castle c = tm.Castles.Find((val) => val.Name == e.Element("UnitAttacked").Value); Town t = tm.Towns.Find((val) => val.Name == e.Element("UnitAttacked").Value); if (c != null) a.Siege(c); if (t != null) a.Siege(t); } //Load turn String _currentPlayer = turnDoc.XPathSelectElement("Turn/CurrentPlayer").Value; int _yearNo = int.Parse(turnDoc.XPathSelectElement("Turn/YearNo").Value); int _monthNo = int.Parse(turnDoc.XPathSelectElement("Turn/MonthNo").Value); bool _isStartOfTurn = bool.Parse(turnDoc.XPathSelectElement("Turn/IsStartOfTurn").Value); turn = new Turn(players, _currentPlayer, _yearNo, _monthNo, _isStartOfTurn); tm.BoardHexes.ForEach((val) => ((TerrainGridHex)val).IsSummer = (_monthNo <= 8)); //New object to be placed logic if (newObjects.Count > 0) newObject = newObjects.First(); }
private void btnReset_Click(object sender, EventArgs e) { tm.Objects = new List<MapObject>(); newObject = null; newObjects = new List<MapObject>(); playerDoc.XPathSelectElements("Players/Player").Remove(); playerDoc.Save(Player.SavePath); tileDoc.XPathSelectElements("Tiles/Tile").Remove(); tileDoc.Save(TerrainGridHex.SavePath); players = new List<Player>(); String password = Player.EncryptPassword("a"); players.Add(new Player("Red Player", 1, "Ogres", password, true, 0, 0)); players.Add(new Player("Blue Player", 2, "High Elves", password, true, 0, 0)); List<Resource> res1 = new List<Resource>() { new Resource("Food", 60), new Resource("Magic", 1) }; List<Resource> res2 = new List<Resource>() { new Resource("Gold", 50), new Resource("Magic", 1) }; Army a1, a2, a3, a4; a1 = new Army(25, 5, "Army 1", "Builder", 4, Pens.Red, 0, "Red Player", true, @"Races\Ogres\builder.png", null); tm.AddObject(a1); a2 = new Army(8, 8, "Army 2", "Flying", 10, Pens.Blue, 2000, "Blue Player", false, @"Races\HighElves\flying.png", res2); tm.AddObject(a2); a3 = new Army(14, 3, "Army 3", "Monstrous", 6, Pens.Red, 1500, "Red Player", false, @"Races\Ogres\monstrous.png", res1); tm.AddObject(a3); a4 = new Army(3, 14, "Army 4", "Builder", 5, Pens.Blue, 0, "Blue Player", true, @"Races\HighElves\builder.png", null); tm.AddObject(a4); players.ElementAt(0).AddArmy(a1); players.ElementAt(1).AddArmy(a2); players.ElementAt(0).AddArmy(a3); players.ElementAt(1).AddArmy(a4); Town t1 = new Town("Town 1", 3, 12, @"Terrain\Possible Buildings or Encampments\human-tile.png", "Red Player"); t1.Upgrade(10); t1.LevelChanged = false; tm.AddObject(t1); players.ElementAt(0).AddTown(t1); Town t2 = new Town("Town 2", 8, 12, @"Terrain\Possible Buildings or Encampments\human-tile.png", "Blue Player"); t2.Upgrade(5); t2.LevelChanged = false; tm.AddObject(t2); players.ElementAt(1).AddTown(t2); Watchtower wt1 = new Watchtower("Tower 1", 5, 7, "Blue Player", @"Terrain\Possible Buildings or Encampments\elven-tile.png"); tm.AddObject(wt1); players.ElementAt(1).AddWatchtower(wt1); Castle c1 = new Castle("Castle 1", 20, 13, @"Terrain\Possible Buildings or Encampments\keep-tile.png", "Blue Player"); c1.Upgrade(6); tm.AddObject(c1); players.ElementAt(1).AddCastle(c1); hexgridPanel1.MapBuffer = null; ((TerrainGridHex)tm.BoardHexes[HexCoords.NewUserCoords(5, 7)]).SpecialType = "Road"; ((TerrainGridHex)tm.BoardHexes[HexCoords.NewUserCoords(6, 6)]).SpecialType = "Road"; ((TerrainGridHex)tm.BoardHexes[HexCoords.NewUserCoords(7, 6)]).SpecialType = "Road"; ((TerrainGridHex)tm.BoardHexes[HexCoords.NewUserCoords(8, 5)]).SpecialType = "Road"; ((TerrainGridHex)tm.BoardHexes[HexCoords.NewUserCoords(9, 5)]).SpecialType = "Road"; ((TerrainGridHex)tm.BoardHexes[HexCoords.NewUserCoords(10, 4)]).SpecialType = "Road"; ((TerrainGridHex)tm.BoardHexes[HexCoords.NewUserCoords(11, 4)]).SpecialType = "Road"; ((TerrainGridHex)tm.BoardHexes[HexCoords.NewUserCoords(12, 3)]).SpecialType = "Road"; ((TerrainGridHex)tm.BoardHexes[HexCoords.NewUserCoords(13, 3)]).SpecialType = "Road"; ((TerrainGridHex)tm.BoardHexes[HexCoords.NewUserCoords(14, 3)]).SpecialType = "Road"; turn = new Turn(players); tm.SelectedArmy = null; clickCoords = HexCoords.NewUserCoords(-1, -1); Refresh(); playerDoc = XDocument.Load(Player.SavePath); playerDoc.Save(Player.UndoPath); UpdateResources(); UpdateSummary(); UpdateLos(); }