/// <summary> /// Check's if the player has enough resources to build the Building /// </summary> /// <param name="b">Building to be built</param> /// <param name="p">Player that is building</param> /// <returns>True if the player has enough resources, false if else</returns> public bool checkResources(Building b, ZRTSModel.Player.Player p) { if (b.stats.waterCost > p.player_resources[0]) { return(false); } if (b.stats.lumberCost > p.player_resources[1]) { return(false); } if (b.stats.foodCost > p.player_resources[2]) { return(false); } if (b.stats.metalCost > p.player_resources[3]) { return(false); } return(true); }
/// <summary> /// This function will determine if a Player meets the requirements to produce a Building. /// </summary> /// <param name="player">Playe being tested.</param> /// <param name="bstats">BuildingStats defining the Building.</param> /// <returns>true if the player meets the requirements, false if the player does not.</returns> public bool playerMeetsRequirements(Player.Player player, BuildingStats bstats) { ReqList reqList = buildingReqs[bstats]; return reqList.playerMeetsReqs(player); }
/// <summary> /// This function will deterimine if a Player meets the requirements to produce a Unit. /// </summary> /// <param name="player">Player being tested</param> /// <param name="ustats">UnitStats defining the Unit</param> /// <returns>true if the player meets the requirements, false if the player does not.</returns> public bool playerMeetsRequirements(Player.Player player, UnitStats ustats) { ReqList reqList = unitReqs[ustats]; return reqList.playerMeetsReqs(player); }
public VisibilityMapLogic(GameWorld gw, Player humanPlayer) { this.gw = gw; this.map = gw.map; this.humanPlayer = humanPlayer; }
private bool playerHasUnit(Player.Player player, UnitStats ustats) { List<Entity> entities = player.getEntities(); foreach (Entity e in entities) { if (e.entityType == Entity.EntityType.Unit) { Unit u = (Unit)e; if (u.stats.type == ustats.type) { return true; } } } return false; }
private bool playerHasBuilding(Player.Player player, BuildingStats bstats) { List<Entity> entities = player.getEntities(); foreach (Entity e in entities) { if (e.entityType == Entity.EntityType.Building) { Building b = (Building)e; if (b.stats.buildingType == bstats.buildingType) { return true; } } } return false; }
/// <summary> /// Given a Player, this function will check if that player meets the requirements to produce the Unit or Building. /// </summary> /// <param name="player"></param> /// <returns></returns> public bool playerMeetsReqs(Player.Player player) { foreach (UnitStats ustats in unitReqs) { if(!playerHasUnit(player, ustats)) { return false; } } foreach(BuildingStats bstats in buildingReqs) { if (!playerHasBuilding(player, bstats)) { return false; } } return true; }
public void removeEnemy(Player enemy) { enemies.Remove(enemy); }
public bool isEnemy(Player enemy) { return enemies.Contains(enemy); }
public void addEnemy(Player enemy) { enemies.Add(enemy); }