public PlayerBase(Map _map) { map = _map; BuildCapabilitiesBuildings = new Dictionary<string, bool>(); BuildCapabilitiesUnits = new Dictionary<string, bool>(); CountBuildings = new Dictionary<string, int>(); CountUnits = new Dictionary<string, int>(); UIBLC xml = new UIBLC(); xml = XMLWork.XMLDeserialization(); Buildings = new List<AbstractBuilding>(); Units = new List<IUnit>(); Resources = XMLWork.XMLStarting().resources; foreach (string item in xml.BuildingTypes) { BuildCapabilitiesBuildings.Add(item, false); CountBuildings.Add(item, 0); } foreach (string item in xml.UnitTypes) { BuildCapabilitiesUnits.Add(item, false); CountUnits.Add(item, 0); } BuildCapabilitiesBuildings["Farm"] = true; factory = new BuildingFactory(); unitFactory = new UnitFactory(); newOptions = new AddNewOptions(); }
//[XmlInclude(typeof(BuildFarmCapability)), XmlInclude(typeof(BuildBarrackCapability)), XmlInclude(typeof(BuildBowWorkshopCapability)), XmlInclude(typeof(BuildTowerCapability)), XmlInclude(typeof(BuildPeasantCapability)), XmlInclude(typeof(BuildArcherCapability))] public static void Main(string[] args) { var buildingTypes = new string[5] {"Farm", "Barrack","BowWorkshop","Tower","Blacksmith" }; var unitTypes = new string[4] { "Peasant", "Archer", "Clubman", "SwordFighter" }; UIBLC uW = new UIBLC(); uW.BuildingTypes = buildingTypes; uW.UnitTypes = unitTypes; Serialize(uW); Starting s = new Starting(); s.Resources = 200; Serialize(s); NewOptions options = new NewOptions(); options.FarmBuildings = new string[1] { "Barrack" }; options.FarmUnits = new string[1] { "Peasant" }; options.BarrackBuildings = new string[1] { "BowWorkshop" }; //options.BarrackUnits = new string[1] { "Clubman" }; options.BowWorkshopBuildings = new string[1] { "Tower" }; options.BowWorkshopUnits = new string[1] { "Archer" }; //options.TowerBuildings = new string[1] { "Blacksmith" }; //options.BlacksmithUnits = new string[1] { "SwordFighter" }; Serialize(options); //var map = new Map(); //map = map.Run(16, 16); //SerialMap(map); }
public MainWindow() { InitializeComponent(); log.Trace("MainWindow initialized"); denumiri = new Uwarcraft.Units.UIBLC(); denumiri = XMLWork.XMLDeserialization(); g = new Game(new PlayState()); st = (PlayState)g.CurrentState; st.Run(); BuildCommand += st.OnBuildCommand; TrainCommand += st.OnTrainCommand; st.NewUpdate += OnNewUpdate; st.UIMessage += OnMsgUpdate; st.PlayerBase.UIMessage += OnMsgUpdate; Console.ReadLine(); ShowBuildMenu(); ShowTrainMenu(); for (int i = 0; i < st.PlayerBase.Buildings.Count; i++) { TextBlock item = new TextBlock(); item.Name = i.ToString(); item.Text = string.Format("{0} {1} {2} {3} {4}", st.PlayerBase.Buildings[i].Type, st.PlayerBase.Buildings[i].Life, st.PlayerBase.Buildings[i].DamageTaken, st.PlayerBase.Buildings[i].Location.ToString(), st.PlayerBase.Buildings[i].Complete.ToString()); stack3.Children.Add(item); log.Trace("showing Building Options"); } }
public static void Serialize(UIBLC uW) { XmlSerializer serializer = new XmlSerializer(typeof(UIBLC)); // WARNING !!! You might need to change this link in order to make this project work using (TextWriter writer = new StreamWriter(@"C:/Users/Andrei/Source/Repos/uWarcraft/Uwarcraft/Serialization/UIBLC.xml")) { serializer.Serialize(writer, uW); } }