/// <summary> /// Constructs and initializes a graph with a single basebuilding. /// </summary> public Graph(BaseBuilding baseBuilding) : this() { buildings.Add(baseBuilding, defaultWeight); this.baseBuilding = baseBuilding; TotalWeight += defaultWeight; }
public void init() { this.p = new Player(); this.bb = new BaseBuilding("test", 0, 0, new Player(), new LinkedList<Tile>()); this.g = new Graph(bb); this.ua = new UnitAccountant(p); this.p.AddGraph(g); }
/// <summary> /// Constructs a new ResourceBuilding /// </summary> /// <param name="name"></param> /// <param name="posX"></param> /// <param name="posY"></param> /// <param name="maxHealth"></param> /// <param name="owner"></param> /// <param name="baseBuilding"></param> public ResourceBuilding(String name, int posX, int posY, Player owner, BaseBuilding baseBuilding, LinkedList<Tile> controlZone) : base(name, posX, posY, RESOURCE_BUILDING_HEALTH, owner, Globals.BuildingTypes.Resource, baseBuilding,controlZone) { this.rateOfProduction = controlZone.First().GetTerrainType().getResourceModifier() + DEFAULT_PRODUCTION; if (baseBuilding != null) { baseBuilding.RateOfProduction += this.rateOfProduction; } }
public void init() { t1 = new Tile(0,0); t2 = new Tile(1, 1, Globals.TerrainTypes.Slow); p = new Player(); u1 = new Unit(p, Vector2.Zero); u2 = new Unit(p, Vector2.Zero); u3 = new Unit(p, Vector2.Zero); b1 = new BaseBuilding("test", 0, 0, new Player(), new LinkedList<Tile>()); b2 = new BarrierBuilding("TestBuilding1", 1, 1, p, b1, new LinkedList<Tile>()); }
public void Init() { b1 = new BaseBuilding("test", 0, 0, new Player(), new LinkedList<Tile>()); b2 = new TestBuilding(); b3 = new TestBuilding(); ba = new BaseBuilding("test", 0, 0, new Player(), new LinkedList<Tile>()); bb = new TestBuilding(); bc = new TestBuilding(); gc = GraphController.Instance; }
/// <summary> /// Constructs a new BarrierBuilding /// </summary> /// <param name="name"></param> /// <param name="posX"></param> /// <param name="posY"></param> /// <param name="owner"></param> /// <param name="baseBuilding"></param> public BarrierBuilding(String name, int posX, int posY, Player owner, BaseBuilding baseBuilding, LinkedList<Tile> controlZone) : base(name, posX, posY, BARRIER_BUILDING_HEALTH, owner, Globals.BuildingTypes.Barrier, baseBuilding, controlZone) { foreach(Tile t in controlZone) { t.unitsChanged += BarrierBuilding_unitsChanged; foreach(Unit u in t.GetUnits(owner)) { u.Buff = powerBonus; } } }
/// <summary> /// Constructs a new BarrierBuilding /// </summary> /// <param name="name"></param> /// <param name="posX"></param> /// <param name="posY"></param> /// <param name="owner"></param> /// <param name="baseBuilding"></param> public BarrierBuilding(String name, int posX, int posY, Player owner, BaseBuilding baseBuilding, LinkedList <Tile> controlZone) : base(name, posX, posY, BARRIER_BUILDING_HEALTH, owner, Globals.BuildingTypes.Barrier, baseBuilding, controlZone) { foreach (Tile t in controlZone) { t.unitsChanged += BarrierBuilding_unitsChanged; foreach (Unit u in t.GetUnits(owner)) { u.Buff = powerBonus; } } }
/// <summary> /// Constructs a new AgressiveBuilding /// </summary> /// <param name="name"></param> /// <param name="posX"></param> /// <param name="posY"></param> /// <param name="maxHealth"></param> /// <param name="owner"></param> /// <param name="baseBuilding"></param> public AggressiveBuilding(String name, int posX, int posY, Player owner, BaseBuilding baseBuilding, LinkedList <Tile> controlZone) : base(name, posX, posY, AGGRESSIVE_BUILDING_HEALTH, owner, Globals.BuildingTypes.Aggressive, baseBuilding, controlZone) { currentTargets = new List <Unit>(); /*for(int i = 0; i < controlZone.Count; i++) * { * controlZone.ElementAt(i).unitsChanged += AggressiveBuilding_unitsChanged; * }*/ foreach (Tile t in controlZone) { t.unitsChanged += AggressiveBuilding_unitsChanged; } }
/// <summary> /// Constructs a new AgressiveBuilding /// </summary> /// <param name="name"></param> /// <param name="posX"></param> /// <param name="posY"></param> /// <param name="maxHealth"></param> /// <param name="owner"></param> /// <param name="baseBuilding"></param> public AggressiveBuilding(String name, int posX, int posY, Player owner, BaseBuilding baseBuilding, LinkedList<Tile> controlZone) : base(name, posX, posY, AGGRESSIVE_BUILDING_HEALTH, owner, Globals.BuildingTypes.Aggressive, baseBuilding,controlZone) { currentTargets = new List<Unit>(); /*for(int i = 0; i < controlZone.Count; i++) { controlZone.ElementAt(i).unitsChanged += AggressiveBuilding_unitsChanged; }*/ foreach (Tile t in controlZone) { t.unitsChanged += AggressiveBuilding_unitsChanged; } }
/// <summary> /// Creates a fromBuilding with specified parameters, the unit list will /// be initiated but empty and the current health will be set at maxHealth. /// Regarding the controlZone the first tile should be the /// tile the fromBuilding is standing on. /// </summary> /// <param name="name">The name for the fromBuilding TODO Decide if this is /// needded</param> /// <param name="posX">The x tile coordinate</param> /// <param name="posY">The y tile coordinate</param> /// <param name="maxHealth">The max health of this fromBuilding</param> /// <param name="owner">The player that owns the fromBuilding</param> /// <param name="type">The </param> /// <param name="baseBuilding">The Base Building this fromBuilding belongs /// <param name="controlZone">The nine tiles around the fromBuilding /// and the tile the fromBuilding is on.</param> /// to</param> public Building(String name, int posX, int posY, int maxHealth, Player owner, Globals.BuildingTypes type, BaseBuilding baseBuilding, LinkedList<Tile> controlZone) : base(new Vector2(((float)posX) + 0.5f, ((float)posY) + 0.5f), owner) { if (maxHealth <= 0) { throw new ArgumentOutOfRangeException("maxHealth", "The max of health may not be zero or less"); } logger.Trace("Constructing new Building with choosen values"); this.name = name; this.maxHealth = maxHealth; this.currentHealth = maxHealth; this.units = new List<Unit>(); this.incomingUnits = new List<Unit>(); this.type = type; this.IsAggressive = true; this.baseBuilding = baseBuilding; if (baseBuilding != null) { Accept(baseBuilding); } this.controlZone = controlZone; foreach (Tile t in controlZone) { t.unitsChanged += UpdateAggressiveness; } }
/// <summary> /// This function will prevent the real Visit function from being called /// with a base fromBuilding. /// </summary> /// <param name="fromBuilding"></param> public void Visit(BaseBuilding building) { throw new ArgumentException("A BaseBuilding should not be added as a child building to another BaseBuilding"); }
/// <summary> /// Add a fromBuilding to the source buildings owners graph, /// the source fromBuilding will be used to find the correct graph. /// </summary> /// <param name="buildingType">The type of fromBuilding to build.</param> /// <param name="sourceBuilding">The fromBuilding used to build this fromBuilding.</param> /// <param name="targetCoordinate">The tile coordinates where the fromBuilding will be built.</param> /// <param name="world">The world to build the fromBuilding in.</param> public static bool AddBuilding(Globals.BuildingTypes buildingType, Building sourceBuilding, Vector2 targetCoordinate, World world, Player owner) { if (sourceBuilding != null && buildingType != Globals.BuildingTypes.Base && (Math.Abs(((int)sourceBuilding.position.X) - (int)targetCoordinate.X) > MAX_BUILDING_RANGE || (Math.Abs(((int)sourceBuilding.position.Y) - (int)targetCoordinate.Y) > MAX_BUILDING_RANGE))) { logger.Debug("Building position out of range"); throw new BuildingOutOfRangeException(); } uint price = owner.unitAcc.CalculateBuildingCostInflation(buildingType); if (sourceBuilding != null && (uint)sourceBuilding.CountUnits() < price) { logger.Debug("Building too expensive"); return false; } logger.Info("Building a building at position "+targetCoordinate+" of "+buildingType+"."); lock (owner.GetGraphs()) { LinkedList<Tile> controlZone = CreateControlZone(targetCoordinate, world); //The Base building is handled in another way due to it's nature. if (buildingType == Globals.BuildingTypes.Base) { logger.Trace("Adding a Base Building and also constructing a new graph"); BaseBuilding baseBuilding = new BaseBuilding("Base Buidling", (int)targetCoordinate.X, (int)targetCoordinate.Y, owner, controlZone); world.map.GetTile((int)targetCoordinate.X, (int)targetCoordinate.Y).SetBuilding(baseBuilding); owner.AddGraph(GraphController.Instance.AddBaseBuilding(baseBuilding, sourceBuilding)); } else { //The other buildings constructs in similiar ways but they are constructed //as the specified type. Building newBuilding = null; switch (buildingType) { case Globals.BuildingTypes.Aggressive: logger.Trace("Building a new Aggressive building"); newBuilding = new AggressiveBuilding("Aggresive Building", (int)targetCoordinate.X, (int)targetCoordinate.Y, owner, GraphController.Instance.GetGraph(sourceBuilding).baseBuilding, controlZone); break; case Globals.BuildingTypes.Barrier: logger.Trace("Building a new Barrier building"); newBuilding = new BarrierBuilding("Barrier Building", (int)targetCoordinate.X, (int)targetCoordinate.Y, owner, GraphController.Instance.GetGraph(sourceBuilding).baseBuilding, controlZone); break; case Globals.BuildingTypes.Resource: logger.Trace("Building a new Resource building"); newBuilding = new ResourceBuilding("Resource Building", (int)targetCoordinate.X, (int)targetCoordinate.Y, owner, GraphController.Instance.GetGraph(sourceBuilding).baseBuilding, controlZone); break; } world.map.GetTile((int)targetCoordinate.X, (int)targetCoordinate.Y).SetBuilding(newBuilding); newBuilding.Parent = sourceBuilding; GraphController.Instance.AddBuilding(sourceBuilding, newBuilding); } if (sourceBuilding != null && world.map.GetTile((int)targetCoordinate.X, (int)targetCoordinate.Y).GetBuilding() != null) { logger.Info("The building has " + sourceBuilding.CountUnits() + " and the building costs " + price); owner.unitAcc.DestroyUnits(sourceBuilding.units, (int)price); logger.Info("The source building only got " + sourceBuilding.CountUnits() + " units left."); } else if (world.map.GetTile((int)targetCoordinate.X, (int)targetCoordinate.Y).GetBuilding() == null) { throw new Exception("A building was not placed on the tile even though it should have been."); } SoundsController.playSound("buildingPlacement"); } // Let's update the fog of war! /* for (int i = -3; i <= 3; i++) { for (int j = -3; j <= 3; j++) { try { world.map.GetTile((int)targetCoordinate.X + j, (int)targetCoordinate.Y + i).MakeVisibleTo(owner); } catch(IndexOutOfRangeException e) { } } } */ return true; }
/// <summary> /// Part of visitor pattern /// </summary> /// <param name="visitor">The Base Building this fromBuilding belongs to /// </param> public void Accept(BaseBuilding visitor) { visitor.Visit(this); }