public int MaxCapacity(Construction construction, int upgradeYear, int currentYear) { if (upgradeYear <= currentYear) { switch (construction) { case Construction.PopulationVillage: return 2500; case Construction.PopulationTown: return 10000; case Construction.PopulationCity: return 100000; case Construction.PopulationMetropolis: return 1000000; } } else { switch (construction) { case Construction.PopulationVillage: return 3000; case Construction.PopulationTown: return 15000; case Construction.PopulationCity: return 150000; case Construction.PopulationMetropolis: return 1500000; } } return 0; }
public override bool Decode(Encoding encoding) { // List<object> encoded = new List<object>(encodings); if (!encoding.Validate( EncodingType.Group, EncodingType.Group )) { Debug.Log ("Could not decode generator \n"+encoding.DebugString()); return false; } Debug.Log ("Decoding Generator: "+encoding.DebugString()); base.Decode(encoding.SubEncoding(0)); if (toGenerateConstruction != null) { ObjectPoolManager.DestroyObject(toGenerateConstruction); toGenerateConstruction = null; } if (encoding.Count > 1) { toGenerateConstruction = Construction.DecodeCreate(encoding.SubEncoding(1)); toGenerateConstruction.ignoreCollisions = true; } return true; }
protected override void MechanismStart () { isSolutionMechanism = false; if (toGenerateConstruction == null) { toGenerateConstruction = Construction.CreateSimpleConstruction(PartType.None); } }
public void OnSaveEvent(Construction construction) { if (saveFunction != null) { saveFunction(construction); SetPreviewedConstructionInternal(construction); } }
public BuildingEvent(Construction construction, Construction.Target target, BuildingBlock bb, bool bNeedsValidPlacement) { Builder = Server.GetPlayer(target.player); BuildingPart = new BuildingPart(bb); Construction = construction; Target = target; NeedsValidPlacement = bNeedsValidPlacement; }
public bool Delete(Construction obj) { using (SQLite.SQLiteConnection conn = new SQLite.SQLiteConnection(App.DB_PATH)) { conn.CreateTable <Construction>(); conn.CreateTable <ConstrucionEmployee>(); return(conn.Delete(obj) > 0); } }
public void PrepareConstruction(ConstructionModel model, Construction item) { //item.Id = model.Id; item.Code = model.Code; item.Name = model.Name; item.Description = model.Description; item.TypeId = model.TypeId; item.CapitalId = model.CapitalId; }
public override void Calculate() { mark = Block.GetPropValue <string>(propMark); length = Block.GetPropValue <int>(propLength); width = Block.GetPropValue <int>(propWidth); desc = Block.GetPropValue <string>(propDesc); construction = GetConstruction(); AddElement(construction); }
public override void Apply(LanguageData language, Construction.LRItem owner) { //Check that owner is not final - we can imply precedence only in shift context var curr = owner.Core.Current; if (curr == null) return; //mark the state, to make sure we do stuff in Term_Shifting event handler only in appropriate states owner.State.CustomFlags |= ImpliedPrecedenceCustomFlag; curr.Shifting += Term_Shifting; }
private IEnumerator Build(Construction construction) { yield return StartCoroutine(MoveTo(new Vector3[1] { construction.transform.position })); while (!construction.IsDone) { construction.Build(properties.unitsBuildedPerSecond); yield return new WaitForSeconds(1); } }
// Start is called before the first frame update void Awake() { //_grid = new BuildindGizmos[GridSize.x, GridSize.y]; _camera = Camera.main; if (_construction == null) { _construction = GetComponent <Construction>(); } }
private static BuildingProximity.ProximityInfo GetProximity( Construction construction1, Vector3 position1, Quaternion rotation1, Construction construction2, Vector3 position2, Quaternion rotation2) { BuildingProximity.ProximityInfo proximityInfo = new BuildingProximity.ProximityInfo(); proximityInfo.hit = false; proximityInfo.connection = false; proximityInfo.line = (Line)null; proximityInfo.sqrDist = float.MaxValue; for (int index1 = 0; index1 < construction1.allSockets.Length; ++index1) { ConstructionSocket allSocket1 = construction1.allSockets[index1] as ConstructionSocket; if (!((PrefabAttribute)allSocket1 == (PrefabAttribute)null)) { for (int index2 = 0; index2 < construction2.allSockets.Length; ++index2) { Socket_Base allSocket2 = construction2.allSockets[index2]; if (allSocket1.CanConnect(position1, rotation1, allSocket2, position2, rotation2)) { proximityInfo.connection = true; return(proximityInfo); } } } } if (!proximityInfo.connection && construction1.allProximities.Length != 0) { for (int index1 = 0; index1 < construction1.allSockets.Length; ++index1) { ConstructionSocket allSocket = construction1.allSockets[index1] as ConstructionSocket; if (!((PrefabAttribute)allSocket == (PrefabAttribute)null) && allSocket.socketType == ConstructionSocket.Type.Wall) { Vector3 selectPivot1 = allSocket.GetSelectPivot(position1, rotation1); for (int index2 = 0; index2 < construction2.allProximities.Length; ++index2) { Vector3 selectPivot2 = construction2.allProximities[index2].GetSelectPivot(position2, rotation2); Line line; ((Line) ref line).\u002Ector(selectPivot1, selectPivot2); Vector3 vector3 = Vector3.op_Subtraction((Vector3)line.point1, (Vector3)line.point0); float sqrMagnitude = ((Vector3) ref vector3).get_sqrMagnitude(); if ((double)sqrMagnitude < (double)proximityInfo.sqrDist) { proximityInfo.hit = true; proximityInfo.line = line; proximityInfo.sqrDist = sqrMagnitude; } } } } } return(proximityInfo); }
public bool UpdateWithChildren(Construction obj) { using (SQLite.SQLiteConnection conn = new SQLite.SQLiteConnection(App.DB_PATH)) { conn.CreateTable <Construction>(); conn.CreateTable <ConstrucionEmployee>(); conn.UpdateWithChildren(obj); return(true); } }
public int Create(Construction obj) { using (SQLite.SQLiteConnection conn = new SQLite.SQLiteConnection(App.DB_PATH)) { conn.CreateTable <Construction>(); conn.CreateTable <ConstrucionEmployee>(); conn.Insert(obj); return(conn.ExecuteScalar <int>("SELECT MAX(Id) FROM Construction")); } }
public CityList( PlayerList player, int city ) { this.player = player; this.city = city; construction = new Construction(); slaves = new citySlavery( player, city ); nonLabor = new peopleNonLabor( player, city ); hatrLastCalcul = -1; }
public void initLine(RectTransform line) { activeConstruct = pManager.pDataManager.pConstructions.Find(construct => construct.getLineName() == line.parent.name); if (null != activeConstruct && !activeConstruct.isEmpty()) { line.Find("lineButton").gameObject.SetActive(false); line.Find("forgeLine").gameObject.SetActive(true); updateStageButtons(line); } }
public void Construct(Node node) { if (!_construction.Build(node)) { return; } _construction = null; SelectContruction(constructionIndex); }
public ActionResult Edit([Bind(Include = "ConstructionId,ConstructionType,Remarks")] Construction construction) { if (ModelState.IsValid) { db.Entry(construction).State = EntityState.Modified; db.SaveChanges(); return(RedirectToAction("Index")); } return(View(construction)); }
public static Construction AddMaterials(this Construction construction, List <IMaterial> materials) { if (construction.Materials == null) { construction.Materials = new List <IMaterial>(); } construction.Materials.AddRange(materials); return(construction); }
private void ConstructBuilding(BuildMenu buildMenu, BuildingDescription buildingDescription) { if (World.StructureManager[buildMenu.TargetNode] != null) { throw new InvalidOperationException("Spot has to be empty"); } var construction = new Construction(buildMenu.TargetNode, buildingDescription, World); World.StructureManager.CreateStrucuture(construction); }
public void Enable(Construction construct) { Enable(); thisConstruction = construct; infoPage.SetActive(thisConstruction.isConstructed); constructionPage.SetActive(!thisConstruction.isConstructed); panelNameLabel.text = thisConstruction.construction.Name.ToString(); UpdateMaterialsCounters(); UpdateTopDonor(); }
public static Panel Panel(PlanarSurface surface, Construction construction = null, FrameEdgeProperty frameEdgeProperty = null, PanelType panelType = PanelType.Undefined, IConstruction openingConstruction = null, FrameEdgeProperty openingFrameEdgeProperty = null, string name = "") { if (surface == null) { BH.Engine.Reflection.Compute.RecordError("Cannot create a panel from a null surface."); return(null); } return(Panel(surface.ExternalBoundary, surface.InternalBoundaries.ToList(), construction, frameEdgeProperty, panelType, openingConstruction, openingFrameEdgeProperty, name)); }
public void ApplyCorrectWallSprite(Construction wall, bool recursive = true) { bool[] borders = new bool[4]; FindNeighbourConstructions(wall, borders, recursive); SpriteRenderer sr = wall.gameObject.GetComponent <SpriteRenderer>(); sr.sprite = GetSpriteBasedOnNeighbours(borders);; sr.color = wallColorFilter; }
public static double Absorptance(this Construction construction) { double absorptance = 0.0; foreach (Layer l in construction.Layers) { absorptance += l.Absorptance(); } return(absorptance); }
public static double Thickness(this Construction construction) { double thickness = 0; foreach (Layer l in construction.Layers) { thickness += l.Thickness; } return(thickness); }
private static void UpdateMissionListAndWinCheck(Construction con) { if (MissionList.Contains(con)) { MissionList.Remove(con); if (MissionList.Count == 0) { youWin = true; } } }
public void OnDestroyConstruction(Construction construction) { if (construction.IsFirecamp()) { return; } foreach (FirecampGroup firecampGroup in this.m_FirecampGroups) { firecampGroup.TryRemoveConstruction(construction); } }
public MilleniumGoalsSet BuildingMilleniumGoalSet(Construction building, int year) { if (year < (int)HistoricalPeriod.HP2_FirstYear) { return(BuildingMilleniumGoalSet_HP1(building)); } else { return(BuildingMilleniumGoalSet_HP2(building)); } }
public static string UniqueConstructionName(this Construction construction) { string name = "construction-"; foreach (Material m in construction.Materials) { name += m.Name + "-"; } return(name); }
void SetPreviewedConstructionInternal(Construction construction) { if (construction == null) { PreviewedConstruction = null; } else { PreviewedConstruction = Construction.DecodeCopy(construction); } }
private ConstructHostel Construct() { var construction = new Construction(new HostelDetail("Baafog", "Onikolobo Abeokuta, Ogun, Nigeria")) .WithFloor("Ground-Floor", "", 20, "", 2, "T", 2, "B", "K") .WithFloor("First-Floor", "1", 22, "1", 3, "T1", 2, "B", "K") .WithFloor("Second-Floor", "1", 23, "1", 3, "T1", 2, "B", "K") .WithSepticTank("Septic", 10, 7) .WithReservoir("Reservoir", 20, 15); return(new ConstructHostel(construction)); }
object CanBuild(Planner plan, Construction prefab) { var player = plan.GetOwnerPlayer(); if (!prefab.hierachyName.StartsWith("sign.") || player.HasPlayerFlag(BasePlayer.PlayerFlags.HasBuildingPrivilege)) { return(null); } Player.Reply(player, lang.GetMessage("NotAllowed", this, player.UserIDString)); return(false); }
public int GetGrabbersHoldingCount(Construction construction) { if (LevelManager.instance.gameState == LevelManager.State.Simulation) { if (grabbedBy.ContainsKey(construction)) { return(grabbedBy[construction].Count); } } return(0); }
public ActionResult Create([Bind(Include = "ConstructionId,ConstructionType,Remarks")] Construction construction) { if (ModelState.IsValid) { db.constructions.Add(construction); db.SaveChanges(); return(RedirectToAction("Index")); } return(View(construction)); }
/// <summary> /// Will remove /// </summary> /// <param name="construction"></param> void HandleList(Construction construction) { _constructions.Remove(construction); Structure st = Brain.GetStructureFromKey(construction.Key); //is the main BuildersManager if (_building == null) { AddBuildingToClosestBuildingOffice(st, construction); } }
public void ApplyToConfiguration() { var c = Utility.Configuration.Config; Expedition.ApplyToConfiguration(c.NotifierExpedition); Construction.ApplyToConfiguration(c.NotifierConstruction); Repair.ApplyToConfiguration(c.NotifierRepair); Condition.ApplyToConfiguration(c.NotifierCondition); Damage.ApplyToConfiguration(c.NotifierDamage); AnchorageRepair.ApplyToConfiguration(c.NotifierAnchorageRepair); }
void OnRightClickItemRoom(Framework.States.StateObject state) { BurntimeClassic classic = app as BurntimeClassic; Item item = state as Item; IItemCollection right = (classic.InventoryRoom == null) ? (IItemCollection)classic.PickItems : classic.InventoryRoom.Items; // eat if (item.FoodValue != 0) { int left = group.Eat(leader, item.FoodValue); // remove item only if somebody actually ate if (left < item.FoodValue) { if (item.Type.Empty != null) { item.MakeEmpty(); grid.Update(item); } else { right.Remove(item); grid.Remove(item); } } } // drink else if (item.WaterValue != 0) { int left = group.Drink(leader, item.WaterValue); // remove item only if somebody actually drank if (left < item.WaterValue) { if (item.Type.Empty != null) { item.MakeEmpty(); grid.Update(item); } else { right.Remove(item); grid.Remove(item); } } } else //if (inventory.ActiveCharacter.Class == CharClass.Technician) { construction = classic.Game.Constructions.GetConstruction(inventory.ActiveCharacter, right, item); this.item = item; dialog.SetCharacter(inventory.ActiveCharacter, construction.Dialog); dialog.Show(); } }
/// <summary> /// Will remove /// </summary> /// <param name="construction"></param> private void HandleList(Construction construction) { construction.WasGreenlit = true; Structure st = Brain.GetStructureFromKey(construction.Key); //is the main BuildersManager if (_building == null) { AddBuildingToClosestBuildingOffice(st, construction); } }
private void ReturnMaterials(Construction current) { if (!current.WasGreenlit) { return; } var st = Brain.GetStructureFromKey(current.Key); st.ReturnMaterialsCostNoQuestion(); }
public Reservation(int year, int d, Construction constructionName) { startingYear = year; duration = d; construction = constructionName; upgradeYear = 0; isUpgraded = false; isPopulationUpgraded = false; isDestroyed = false; buildingProperties = new BuildingsBaseProperties(); constructionStatus = ConstructionStatus.None; }
public override void Apply(LanguageData language, Construction.LRItem owner) { //Create custom action and put it into state.Actions table var state = owner.State; var action = new CustomParserAction(language, state, _executeMethod); if (_previewMethod != null) _previewMethod(action); if (!state.BuilderData.IsInadequate) // adequate state, with a single possible action which is DefaultAction state.DefaultAction = action; else if (owner.Core.Current != null) //shift action state.Actions[owner.Core.Current] = action; else foreach (var lkh in owner.Lookaheads) state.Actions[lkh] = action; //We consider all conflicts handled by the action state.BuilderData.Conflicts.Clear(); }//method
//public BuildingProperties this[Construction building] //{ // //!! Destruction Period always = 1 // //lifetime, constructing period, destruction period, cost // get { return new BuildingProperties(50, 4, 1, 1000); } // set { } //} public BuildingProperties BuildingBaseProperties(Construction building, int ConstructionYear, int UpgradeYear, int YearOrInterest) { if ((ConstructionYear < (int)HistoricalPeriod.HP2_FirstYear) &&//is constructed in HP1 (YearOrInterest < (int)HistoricalPeriod.HP2_FirstYear)) //year of interest in HP1 { return BuildingBaseProperties(building, 1); } if ((ConstructionYear < (int)HistoricalPeriod.HP2_FirstYear) &&//is constructed in HP1 (YearOrInterest >= (int)HistoricalPeriod.HP2_FirstYear)) //year of interest in HP2 { if (UpgradeYear >= (int)HistoricalPeriod.HP2_FirstYear) //is upgraded return BuildingBaseProperties(building, 2); else //not upgraded return BuildingBaseProperties(building, 1); } if ((ConstructionYear >= (int)HistoricalPeriod.HP2_FirstYear) &&//is constructed in HP2 (YearOrInterest >= (int)HistoricalPeriod.HP2_FirstYear)) //year of interest in HP2 { return BuildingBaseProperties(building, 2); } return null; }
public override void Apply(LanguageData language, Construction.LRItem owner) { var state = owner.State; if (!state.BuilderData.IsInadequate) return; //the state is adequate, we don't need to do anything var conflicts = state.BuilderData.Conflicts; // Note that we remove lookaheads from the state conflicts set at the end of this method - to let parser builder know // that this conflict is taken care of. // On the other hand we may call this method multiple times for different LRItems if we have multiple hints in the same state. // Since we remove lookahead from conflicts on the first call, on the consequitive calls it will not be a conflict - // but we still need to add a new conditional entry to a conditional parser action for this lookahead. // Thus we process the lookahead anyway, even if it is not a conflict. // if (conflicts.Count == 0) return; -- this is a wrong thing to do switch (_actionType) { case PreferredActionType.Reduce: if (!owner.Core.IsFinal) return; //it is reduce action; find lookaheads in conflict var lkhs = owner.Lookaheads; if (lkhs.Count == 0) return; //if no conflicts then nothing to do var reduceAction = new ReduceParserAction(owner.Core.Production); var reduceCondEntry = new ConditionalEntry(CheckCondition, reduceAction, _description); foreach (var lkh in lkhs) { AddConditionalEntry(state, lkh, reduceCondEntry); if (conflicts.Contains(lkh)) conflicts.Remove(lkh); } break; case PreferredActionType.Shift: var curr = owner.Core.Current as Terminal; if (curr == null) return; //it is either reduce item, or curr is a NonTerminal - we cannot shift it var shiftAction = new ShiftParserAction(owner); var shiftCondEntry = new ConditionalEntry(CheckCondition, shiftAction, _description); AddConditionalEntry(state, curr, shiftCondEntry); if (conflicts.Contains(curr)) conflicts.Remove(curr); break; } }//method
public void MakeReservation(int year, int duration, Construction building) { Reservation newRes = new Reservation(year, duration, building); for (int i = 0; i < reservationList.Count; i++) { if (newRes.OverlapsReservation(reservationList[i])) { reservationList.Remove(reservationList[i]); i--; } } reservationList.Add(newRes); }
public void CreateBuilding(Slot slot, Construction building, int year) { BuildingsBaseProperties properties = new BuildingsBaseProperties(); BaseConstruction newBuilding; if (slot.ConstructionType != ConstructionType.Population) newBuilding = new BaseConstruction(this.Game, slot.XSlotCenter, slot.YSlotCenter, false, false); else newBuilding = new BaseConstruction(this.Game, slot.XSlotCenter, slot.YSlotCenter, true, false); newBuilding.ConstructionName = building; newBuilding.ConstructionYear = year; newBuilding.ConstructionType = slot.ConstructionType; newBuilding.ConstructionLifetime = properties.BuildingBaseProperties(building, year, 0, year).Lifetime; newBuilding.ConstructingPeriod = properties.BuildingBaseProperties(building, year, 0, year).ConstructingPeriod; newBuilding.DegradationPeriod = properties.BuildingBaseProperties(building, year, 0, year).DestructionPeriod; newBuilding.StackOrder = stackOrder_slots + 1; newBuilding.ChangeGraphics(); newBuilding.Slot = slot; AddChild(newBuilding); slot.CurrentConstruction = newBuilding; slot.MakeReservation(year, newBuilding.ConstructionLifetime, building); changesMade = true; GUI.ClearSelectedBuildingIcon(); newBuilding.OnSelected += new EventHandler(Building_OnSelected); RemoveConstructionPanel(); }
private BuildingProperties BuildingBaseProperties(Construction building, int HP) { BuildingProperties bp = new BuildingProperties(); switch (HP) { case 1: //HP1 switch (building) { case Construction.EnergySolar: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(0, 0, 0, 0); break; case Construction.EnergySolid: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(0, 0, 0, 0);//al 3-lea param = 1 (distruction period) break; case Construction.EnergyWind: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(0, 0, 0, 0); break; case Construction.EnergyGeo: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(0, 0, 0, 0); break; case Construction.EnergyNuclear: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(0, 0, 0, 0); break; case Construction.FoodCropFarm: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(40, 4, 1, 850); break; case Construction.FoodAnimalFarm: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(40, 4, 1, 900); break; case Construction.FoodOrchard: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(30, 4, 1, 600); break; case Construction.FoodFarmedFisherie: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(30, 4, 1, 800); break; case Construction.FoodWildFisherie: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(0, 0, 0, 0); break; case Construction.HealthClinic: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(30, 4, 1, 700); break; case Construction.HealthHospital: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(45, 6, 1, 1200); break; case Construction.HealthLaboratory: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(0, 0, 0, 0); break; case Construction.EnvironmentNursery: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(0, 0, 0, 0); break; case Construction.EnvironmentWaterPurification: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(0, 0, 0, 0); break; case Construction.EnvironmentRecycling: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(0, 0, 0, 0); break; case Construction.EducationSchool: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(30, 4, 1, 650); break; case Construction.EducationHighSchool: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(45, 4, 1, 1200); break; case Construction.EducationUniversity: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(65, 6, 1, 2500); break; case Construction.EducationResearch: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(0, 0, 0, 0); break; case Construction.EconomyMine: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(45, 6, 1, 1650); break; case Construction.EconomyFactory: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(70, 6, 1, 1400); break; case Construction.EconomyOilWell: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(0, 0, 0, 0); break; case Construction.EconomySawMill: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(30, 4, 1, 900); break; case Construction.PopulationVillage: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(500, 6, 1, 3000); break; case Construction.PopulationTown: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(500, 8, 1, 15000); break; case Construction.PopulationCity: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(500, 10, 1, 150000); break; case Construction.PopulationMetropolis: //LifeTime, ConstructionPeriod, DestructionPeriod, Price bp = new BuildingProperties(500, 14, 1, 1000000); break; default: bp = new BuildingProperties(0,0,0,0); break; } break; case 2: //HP2 switch (building) { case Construction.EnergySolar: bp = new BuildingProperties(50, 2, 1, 1800); break; case Construction.EnergySolid: bp = new BuildingProperties(60, 4, 1, 2000);//al 3-lea param = 1 (distruction period) break; case Construction.EnergyWind: bp = new BuildingProperties(50, 2, 1, 1600); break; case Construction.EnergyGeo: bp = new BuildingProperties(60, 4, 1, 3000); break; case Construction.EnergyNuclear: bp = new BuildingProperties(70, 6, 1, 5000); break; case Construction.FoodCropFarm: bp = new BuildingProperties(50, 2, 1, 900); break; case Construction.FoodAnimalFarm: bp = new BuildingProperties(50, 2, 1, 1000); break; case Construction.FoodOrchard: bp = new BuildingProperties(50, 2, 1, 700); break; case Construction.FoodFarmedFisherie: bp = new BuildingProperties(50, 2, 1, 950); break; case Construction.FoodWildFisherie: bp = new BuildingProperties(0, 0, 0, 0); break; case Construction.HealthClinic: bp = new BuildingProperties(50, 2, 1, 700); break; case Construction.HealthHospital: bp = new BuildingProperties(70, 4, 1, 1200); break; case Construction.HealthLaboratory: bp = new BuildingProperties(0, 0, 0, 0); break; case Construction.EnvironmentNursery: bp = new BuildingProperties(50, 2, 1, 600); break; case Construction.EnvironmentWaterPurification: bp = new BuildingProperties(50, 4, 1, 1200); break; case Construction.EnvironmentRecycling: bp = new BuildingProperties(50, 4, 1, 1200); break; case Construction.EducationSchool: bp = new BuildingProperties(50, 2, 1, 900); break; case Construction.EducationHighSchool: bp = new BuildingProperties(60, 2, 1, 1400); break; case Construction.EducationUniversity: bp = new BuildingProperties(75, 4, 1, 3000); break; case Construction.EducationResearch: bp = new BuildingProperties(0, 0, 0, 0); break; case Construction.EconomyMine: bp = new BuildingProperties(50, 4, 1, 2000); break; case Construction.EconomyFactory: bp = new BuildingProperties(80, 4, 1, 1700); break; case Construction.EconomyOilWell: bp = new BuildingProperties(70, 2, 1, 2500); break; case Construction.EconomySawMill: bp = new BuildingProperties(40, 2, 1, 1000); break; case Construction.PopulationVillage: bp = new BuildingProperties(500, 4, 1, 3500); break; case Construction.PopulationTown: bp = new BuildingProperties(500, 6, 1, 20000); break; case Construction.PopulationCity: bp = new BuildingProperties(500, 8, 1, 200000); break; case Construction.PopulationMetropolis: bp = new BuildingProperties(500, 12, 1, 1500000); break; default: bp = new BuildingProperties(0, 0, 0, 0); break; } break; } return bp; }
private void SetGraphics(Construction value) { switch (value) { case Construction.EnergySolar: Set_HP2_ConstructionSprite("Energy_SolarPowerPlant_Construction_P2"); Set_HP2_AspectSprite("Energy_SolarPowerPlant_Aspect_P2"); Set_HP2_DegradationSprite("Energy_SolarPowerPlant_Degradation_P2"); break; case Construction.EnergySolid: Set_HP2_ConstructionSprite("Energy_SolidFuelPowerPlant_Construction_P2"); Set_HP2_AspectSprite("Energy_SolidFuelPowerPlant_Aspect_P2"); HP2_Aspect_ExtraAnimationSpeed = 8; Set_HP2_AspectExtraAnimationSprite("Energy_SolidFuelPowerPlant_AspectExtraAnimation_P2"); Set_HP2_DegradationSprite("Energy_SolidFuelPowerPlant_Degradation_P2"); break; case Construction.EnergyWind: Set_HP2_ConstructionSprite("Energy_WindPowerPlant_Construction_P2"); HP2_Aspect_AnimationSpeed = 25; //in this order! (before setting the sprite) Set_HP2_AspectSprite("Energy_WindPowerPlant_Aspect_P2"); Set_HP2_DegradationSprite("Energy_WindPowerPlant_Degradation_P2"); break; case Construction.EnergyGeo: Set_HP2_ConstructionSprite("Energy_GeothermalPowerPlant_Construction_P2"); Set_HP2_AspectSprite("Energy_GeothermalPowerPlant_Aspect_P2"); Set_HP2_DegradationSprite("Energy_GeothermalPowerPlant_Degradation_P2"); break; case Construction.EnergyNuclear: Set_HP2_ConstructionSprite("Energy_NuclearPowerPlant_Construction_P2"); Set_HP2_AspectSprite("Energy_NuclearPowerPlant_Aspect_P2"); HP2_Aspect_ExtraAnimationSpeed = 8; Set_HP2_AspectExtraAnimationSprite("Energy_NuclearPowerPlant_AspectExtraAnimation_P2"); Set_HP2_DegradationSprite("Energy_NuclearPowerPlant_Degradation_P2"); break; case Construction.FoodCropFarm: Set_HP1_ConstructionSprite("Food_CropFarm_Construction_P1"); Set_HP1_AspectSprite("Food_CropFarm_Aspect_P1"); Set_HP1_DegradationSprite("Food_CropFarm_Degradation_P1"); Set_HP2_ConstructionSprite("Food_CropFarm_Construction_P2"); HP2_Aspect_AnimationSpeed = 5; Set_HP2_AspectSprite("Food_CropFarm_Aspect_P2"); Set_HP2_DegradationSprite("Food_CropFarm_Degradation_P2"); break; case Construction.FoodAnimalFarm: Set_HP1_ConstructionSprite("Food_AnimalFarm_Construction_P1"); Set_HP1_AspectSprite("Food_AnimalFarm_Aspect_P1"); Set_HP1_DegradationSprite("Food_AnimalFarm_Degradation_P1"); Set_HP2_ConstructionSprite("Food_AnimalFarm_Construction_P2"); Set_HP2_AspectSprite("Food_AnimalFarm_Aspect_P2"); Set_HP2_DegradationSprite("Food_AnimalFarm_Degradation_P2"); break; case Construction.FoodOrchard: Set_HP1_ConstructionSprite("Food_Orchard_Construction_P1"); Set_HP1_AspectSprite("Food_Orchard_Aspect_P1"); Set_HP1_DegradationSprite("Food_Orchard_Degradation_P1"); Set_HP2_ConstructionSprite("Food_Orchard_Construction_P2"); Set_HP2_AspectSprite("Food_Orchard_Aspect_P2"); Set_HP2_DegradationSprite("Food_Orchard_Degradation_P2"); break; case Construction.FoodFarmedFisherie: Set_HP1_ConstructionSprite("Food_FarmedFisherie_Construction_P1"); Set_HP1_AspectSprite("Food_FarmedFisherie_Aspect_P1"); Set_HP1_DegradationSprite("Food_FarmedFisherie_Degradation_P1"); Set_HP2_ConstructionSprite("Food_FarmedFisherie_Construction_P2"); Set_HP2_AspectSprite("Food_FarmedFisherie_Aspect_P2"); Set_HP2_DegradationSprite("Food_FarmedFisherie_Degradation_P2"); break; case Construction.FoodWildFisherie: Set_HP1_ConstructionSprite("Food_WildFisherie_Construction_P1"); Set_HP1_AspectSprite("Food_WildFisherie_Aspect_P1"); Set_HP1_DegradationSprite("Food_WildFisherie_Degradation_P1"); Set_HP2_ConstructionSprite("Food_WildFisherie_Construction_P2"); Set_HP2_AspectSprite("Food_WildFisherie_Aspect_P2"); Set_HP2_DegradationSprite("Food_WildFisherie_Degradation_P2"); break; case Construction.HealthClinic: Set_HP1_ConstructionSprite("Health_Clinic_Construction_P1"); Set_HP1_AspectSprite("Health_Clinic_Aspect_P1"); Set_HP1_DegradationSprite("Health_Clinic_Degradation_P1"); Set_HP2_ConstructionSprite("Health_Clinic_Construction_P2"); Set_HP2_AspectSprite("Health_Clinic_Aspect_P2"); Set_HP2_DegradationSprite("Health_Clinic_Degradation_P2"); break; case Construction.HealthHospital: Set_HP1_ConstructionSprite("Health_Hospital_Construction_P1"); Set_HP1_AspectSprite("Health_Hospital_Aspect_P1"); Set_HP1_DegradationSprite("Health_Hospital_Degradation_P1"); Set_HP2_ConstructionSprite("Health_Hospital_Construction_P2"); Set_HP2_AspectSprite("Health_Hospital_Aspect_P2"); HP2_Aspect_ExtraAnimationSpeed = 36;//in this order! (before setting the sprite) Set_HP2_AspectExtraAnimationSprite("Health_Hospital_AspectExtraAnimation_P2"); Set_HP2_DegradationSprite("Health_Hospital_Degradation_P2"); break; case Construction.HealthLaboratory: break; case Construction.EnvironmentNursery: Set_HP2_ConstructionSprite("Environment_Nursery_Construction_P2"); Set_HP2_AspectSprite("Environment_Nursery_Aspect_P2"); Set_HP2_DegradationSprite("Environment_Nursery_Degradation_P2"); break; case Construction.EnvironmentWaterPurification: Set_HP2_ConstructionSprite("Environment_WaterPurificationCenter_Construction_P2"); Set_HP2_AspectSprite("Environment_WaterPurificationCenter_Aspect_P2"); Set_HP2_DegradationSprite("Environment_WaterPurificationCenter_Degradation_P2"); break; case Construction.EnvironmentRecycling: Set_HP2_ConstructionSprite("Environment_RecyclingCenter_Construction_P2"); HP2_Aspect_AnimationSpeed = 9; //in this order! (before setting the sprite) Set_HP2_AspectSprite("Environment_RecyclingCenter_Aspect_P2"); Set_HP2_DegradationSprite("Environment_RecyclingCenter_Degradation_P2"); break; case Construction.EducationSchool: Set_HP1_ConstructionSprite("Education_School_Construction_P1"); Set_HP1_AspectSprite("Education_School_Aspect_P1"); Set_HP1_DegradationSprite("Education_School_Degradation_P1"); Set_HP2_ConstructionSprite("Education_School_Construction_P2"); Set_HP2_AspectSprite("Education_School_Aspect_P2"); Set_HP2_DegradationSprite("Education_School_Degradation_P2"); break; case Construction.EducationHighSchool: Set_HP1_ConstructionSprite("Education_HighSchool_Construction_P1"); Set_HP1_AspectSprite("Education_HighSchool_Aspect_P1"); Set_HP1_DegradationSprite("Education_HighSchool_Degradation_P1"); Set_HP2_ConstructionSprite("Education_HighSchool_Construction_P2"); Set_HP2_AspectSprite("Education_HighSchool_Aspect_P2"); Set_HP2_DegradationSprite("Education_HighSchool_Degradation_P2"); break; case Construction.EducationUniversity: Set_HP1_ConstructionSprite("Education_University_Construction_P1"); Set_HP1_AspectSprite("Education_University_Aspect_P1"); Set_HP1_DegradationSprite("Education_University_Degradation_P1"); Set_HP2_ConstructionSprite("Education_University_Construction_P2"); Set_HP2_AspectSprite("Education_University_Aspect_P2"); Set_HP2_DegradationSprite("Education_University_Degradation_P2"); break; case Construction.EducationResearch: break; case Construction.EconomyFactory: Set_HP1_ConstructionSprite("Economy_Factory_Construction_P1"); Set_HP1_AspectSprite("Economy_Factory_Aspect_P1"); Set_HP1_DegradationSprite("Economy_Factory_Degradation_P1"); Set_HP2_ConstructionSprite("Economy_Factory_Construction_P2"); Set_HP2_AspectSprite("Economy_Factory_Aspect_P2"); Set_HP2_DegradationSprite("Economy_Factory_Degradation_P2"); break; case Construction.EconomyMine: Set_HP1_ConstructionSprite("Economy_Mine_Construction_P1"); HP1_Aspect_AnimationSpeed = 10; //in this order! (before setting the sprite) Set_HP1_AspectSprite("Economy_Mine_Aspect_P1"); Set_HP1_DegradationSprite("Economy_Mine_Degradation_P1"); Set_HP2_ConstructionSprite("Economy_Mine_Construction_P2"); Set_HP2_AspectSprite("Economy_Mine_Aspect_P2"); HP2_Aspect_ExtraAnimationSpeed = 25; //in this order! (before setting the sprite) Set_HP2_AspectExtraAnimationSprite("Economy_Mine_AspectExtraAnimation_P2"); Set_HP2_DegradationSprite("Economy_Mine_Degradation_P2"); break; case Construction.EconomyOilWell: Set_HP2_ConstructionSprite("Economy_OilProbe_Construction_P2"); HP2_Aspect_AnimationSpeed = 15; //in this order! (before setting the sprite) Set_HP2_AspectSprite("Economy_OilProbe_Aspect_P2"); Set_HP2_DegradationSprite("Economy_OilProbe_Degradation_P2"); break; case Construction.EconomySawMill: Set_HP1_ConstructionSprite("Economy_SawMill_Construction_P1"); HP1_Aspect_AnimationSpeed = 25; //in this order! (before setting the sprite) Set_HP1_AspectSprite("Economy_SawMill_Aspect_P1"); Set_HP1_DegradationSprite("Economy_SawMill_Degradation_P1"); Set_HP2_ConstructionSprite("Economy_SawMill_Construction_P2"); HP2_Aspect_AnimationSpeed = 25; //in this order! (before setting the sprite) Set_HP2_AspectSprite("Economy_SawMill_Aspect_P2"); Set_HP2_DegradationSprite("Economy_SawMill_Degradation_P2"); break; case Construction.PopulationVillage: Set_HP1_ConstructionSprite("Population_Village_Construction_P1"); Set_HP1_AspectSprite("Population_Village_Aspect_P1"); Set_HP2_ConstructionSprite("Population_Village_Construction_P2"); Set_HP2_AspectSprite("Population_Village_Aspect_P2"); break; case Construction.PopulationTown: Set_HP1_ConstructionSprite("Population_Town_Construction_P1"); Set_HP1_AspectSprite("Population_Town_Aspect_P1"); Set_HP2_ConstructionSprite("Population_Town_Construction_P2"); Set_HP2_AspectSprite("Population_Town_Aspect_P2"); break; case Construction.PopulationCity: Set_HP1_ConstructionSprite("Population_City_Construction_P1"); Set_HP1_AspectSprite("Population_City_Aspect_P1"); Set_HP2_ConstructionSprite("Population_City_Construction_P2"); Set_HP2_AspectSprite("Population_City_Aspect_P2"); break; case Construction.PopulationMetropolis: Set_HP1_ConstructionSprite("Population_Metropolis_Construction_P1"); Set_HP1_AspectSprite("Population_Metropolis_Aspect_P1"); Set_HP2_ConstructionSprite("Population_Metropolis_Construction_P2"); Set_HP2_AspectSprite("Population_Metropolis_Aspect_P2"); break; default: break; } }
public BuildingIcon(Game game, ConstructionType category, Construction building) : base(game) { this.building = building; this.category = category; #region Choose Graphics switch (building) { case Construction.EnergySolar: visual = new Sprite(game, GraphicsCollection.GetPack("icon-energy-solar")); AddChild(visual); break; case Construction.EnergySolid: visual = new Sprite(game, GraphicsCollection.GetPack("icon-energy-oil")); AddChild(visual); break; case Construction.EnergyWind: visual = new Sprite(game, GraphicsCollection.GetPack("icon-energy-wind")); AddChild(visual); break; case Construction.EnergyGeo: visual = new Sprite(game, GraphicsCollection.GetPack("icon-energy-geo")); AddChild(visual); break; case Construction.EnergyNuclear: visual = new Sprite(game, GraphicsCollection.GetPack("icon-energy-nuclear")); AddChild(visual); break; case Construction.EducationSchool: visual = new Sprite(game, GraphicsCollection.GetPack("icon-education-school")); AddChild(visual); break; case Construction.EducationHighSchool: visual = new Sprite(game, GraphicsCollection.GetPack("icon-education-highschool")); AddChild(visual); break; case Construction.EducationUniversity: visual = new Sprite(game, GraphicsCollection.GetPack("icon-education-university")); AddChild(visual); break; case Construction.FoodAnimalFarm: visual = new Sprite(game, GraphicsCollection.GetPack("icon-food-animalFarm")); AddChild(visual); break; case Construction.FoodCropFarm: visual = new Sprite(game, GraphicsCollection.GetPack("icon-food-cropFarm")); AddChild(visual); break; case Construction.FoodOrchard: visual = new Sprite(game, GraphicsCollection.GetPack("icon-food-orchard")); AddChild(visual); break; case Construction.FoodFarmedFisherie: visual = new Sprite(game, GraphicsCollection.GetPack("icon-food-farmedFisherie")); AddChild(visual); break; case Construction.PopulationVillage: visual = new Sprite(game, GraphicsCollection.GetPack("icon-population-village")); AddChild(visual); break; case Construction.PopulationTown: visual = new Sprite(game, GraphicsCollection.GetPack("icon-population-town")); AddChild(visual); break; case Construction.PopulationCity: visual = new Sprite(game, GraphicsCollection.GetPack("icon-population-city")); AddChild(visual); break; case Construction.PopulationMetropolis: visual = new Sprite(game, GraphicsCollection.GetPack("icon-population-metropolis")); AddChild(visual); break; case Construction.HealthHospital: visual = new Sprite(game, GraphicsCollection.GetPack("icon-health-hospital")); AddChild(visual); break; case Construction.HealthClinic: visual = new Sprite(game, GraphicsCollection.GetPack("icon-health-clinic")); AddChild(visual); break; case Construction.EconomyFactory: visual = new Sprite(game, GraphicsCollection.GetPack("icon-economy-factory")); AddChild(visual); break; case Construction.EconomyOilWell: visual = new Sprite(game, GraphicsCollection.GetPack("icon-economy-oilWell")); AddChild(visual); break; case Construction.EconomyMine: visual = new Sprite(game, GraphicsCollection.GetPack("icon-economy-mine")); AddChild(visual); break; case Construction.EconomySawMill: visual = new Sprite(game, GraphicsCollection.GetPack("icon-economy-sawMill")); AddChild(visual); break; case Construction.EnvironmentNursery: visual = new Sprite(game, GraphicsCollection.GetPack("icon-environment-nursery")); AddChild(visual); break; case Construction.EnvironmentRecycling: visual = new Sprite(game, GraphicsCollection.GetPack("icon-environment-recycling")); AddChild(visual); break; case Construction.EnvironmentWaterPurification: visual = new Sprite(game, GraphicsCollection.GetPack("icon-environment-waterPurification")); AddChild(visual); break; default: break; } #endregion RefreshTooltip(); }
/// <summary> /// Create a new building. /// </summary> /// <param name="slot">The slot on which to create the building.</param> /// <param name="building">The building type.</param> public void CreateBuilding(Slot slot, Construction building) { CreateBuilding(slot, building, GameManager.CurrentYear); RemoveConstructionPanel(); }
public ShiftParserAction(Construction.LRItem item) : this(item.Core.Current, item.ShiftedItem.State) { }
void SetPreviewedConstructionInternal(Construction construction) { if (construction == null) { PreviewedConstruction = null; } else { PreviewedConstruction = Construction.DecodeCopy(construction); } }
public void SetPreviewedConstruction(Construction construction, ConstructionSavedDelegate saveDelegate) { SetPreviewedConstructionInternal(construction); saveFunction = PreviewedConstruction == null ? null : saveDelegate; }
/// <summary> /// Called from <c>Construction.CreateConstruction(Construction.Target, bool)</c> . /// </summary> public static BaseEntity On_Placement(Construction construction, Construction.Target target, bool needsValidPlacement) { try { GameObject gameObject = GameManager.server.CreatePrefab(construction.fullName, default(Vector3), default(Quaternion), true); BuildingBlock component = gameObject.GetComponent<BuildingBlock>(); bool flag = construction.UpdatePlacement(gameObject.transform, construction, target); if (needsValidPlacement && !flag) { UnityEngine.Object.Destroy(gameObject); return null; } BuildingEvent be = null; if (component != null) { be = new BuildingEvent(construction, target, component, needsValidPlacement); OnNext("On_Placement", be); } if (be != null && be.DoDestroy) { be.Builder.Message(be.DestroyReason); UnityEngine.Object.Destroy(gameObject); return null; } return gameObject.GetComponent<BaseEntity>(); } catch (Exception ex) { Logger.LogException(ex); return null; } }
public void DisplayConstruction(Construction construction) { constructionGUI.Enable(construction); EnterGUIState(UIState.construction); }
/// <summary> /// Initializes private variables. /// </summary> /// <param name="construction">Construction</param> public ConstructionWrapper(Construction construction) { m_construction = construction; }
Stream(ArrayList data, Construction construct) { data.Add(new Snoop.Data.ClassSeparator(typeof(Construction))); data.Add(new Snoop.Data.String("Id", construct.Id)); data.Add(new Snoop.Data.String("Name", construct.Name)); }
/*= new Rectangle( lbPossibilities.Right - 70 - 10 + 5, 0, 70 - 5, 50 - 10 );*/ public frmBuild(byte owner1, int city1, int cityProd1) /* { frmBuild( owner1, city1, cityProd1 ); } public frmBuild( CityList city, int cityProd1 )*/ { // // Required for Windows Form Designer support // InitializeComponent(); // // TODO: Add any constructor code after InitializeComponent call // this.pictureBox2.Size = new System.Drawing.Size(240, 296); this.ControlBox = false; owner = owner1; // this.city= city; city = city1; cityProd = cityProd1; r = new Rectangle( lbPossibilities.Right - 70 - 10, 2, 70, 50 - 8 ); construction = new Construction(); construction.list = new Stat.Construction[ Form1.game.playerList[ owner ].cityList[ city ].construction.list.Length ]; for ( int i = 0; i < construction.list.Length; i ++ ) construction.list[ i ] = Form1.game.playerList[ owner ].cityList[ city ].construction.list[ i ]; construction.points = Form1.game.playerList[ owner ].cityList[ city ].construction.points; background = new Bitmap( this.Width, this.Height ); g = Graphics.FromImage( background ); Color transparentColor = Statistics.terrains[0].bmp.GetPixel(0,0); // ia.SetColorKey(transparentColor, transparentColor); int pos = 0; list = ai.whatCanBeBuilt( owner, city ); for ( int i = 0; i < list.Length; i ++ ) lbPossibilities.Items.Add( list[ i ].name ); /*new structures.constructionList[ Statistics.units.Length + Statistics.buildings.Length + 1 ]; for ( byte i = 0; i < Statistics.units.Length ; i ++ ) //units if ( Form1.game.playerList[ 0 ].technos[ Statistics.units[i ].disponibility ].researched && ( Statistics.units[ i ].obselete == 0 || !Form1.game.playerList[ 0 ].technos[ Statistics.units[ Statistics.units[ i ].obselete ].disponibility ].researched ) && ( Statistics.units[ i ].terrain == 1 || Statistics.units[ i ].terrain == 2 || Statistics.units[ i ].terrain == 3 || Form1.game.radius.isNextToWater( Form1.game.playerList[ owner ].cityList[ city ].X, Form1.game.playerList[ owner ].cityList[ city ].Y ) ) ) { list[ pos ].type = 1; list[ pos ].ind = i; lbPossibilities.Items.Add( Statistics.units[i ].name ); if ( Form1.game.playerList[ owner1 ].cityList[ city1 ].construction.list[ 0 ].type == (byte)enums.constructionType.unit && Form1.game.playerList[ owner1 ].cityList[ city1 ].construction.list[ 0 ].ind == i ) lbPossibilities.SelectedIndex = pos; pos ++; } if ( !Form1.game.playerList[ 0 ].technos[ 0 ].researched ) { list[ pos ].type = 1; list[ pos ].ind = 0; lbPossibilities.Items.Add( Statistics.units[ 0 ].name ); if ( Form1.game.playerList[ owner1 ].cityList[ city1 ].construction.list[ 0 ].type == (byte)enums.constructionType.unit && Form1.game.playerList[ owner1 ].cityList[ city1 ].construction.list[ 0 ].ind == 0 ) lbPossibilities.SelectedIndex = pos; pos ++; } for ( byte i = 0; i < Statistics.buildings.Length; i ++ ) //buildings if ( Statistics.buildings[i ].disponibility == 0 && Form1.game.playerList[ owner ].cityList[ city ].buildingList[ i ] != true) { list[ pos ].type = 2; list[ pos ].ind = i; lbPossibilities.Items.Add( Statistics.buildings[i ].name ); if ( Form1.game.playerList[ owner1 ].cityList[ city1 ].construction.list[ 0 ].type == (byte)enums.constructionType.building && Form1.game.playerList[ owner1 ].cityList[ city1 ].construction.list[ 0 ].ind == i ) lbPossibilities.SelectedIndex = pos; pos ++; } list[ pos ].type = 3; list[ pos ].ind = 0; lbPossibilities.Items.Add( "Wealth" );*/ // byte aaa = (byte)enums.constructionType.wealth; // if ( Form1.game.playerList[ owner1 ].cityList[ city1 ].construction.list[ 0 ].type == (byte)enums.constructionType.wealth ) if ( Form1.game.playerList[ owner1 ].cityList[ city1 ].construction.list[ 0 ] is Stat.Wealth ) lbPossibilities.SelectedIndex = pos; else if ( lbPossibilities.Items.Count > 0 ) lbPossibilities.SelectedIndex = 0; platformSpec.resolution.set( this.Controls ); platformSpec.manageWindows.setDialogSize( this ); populateLBlist(); enableButtons(); // pos ++; }
/// <summary> /// Sets the Status, a text indicating what is currently loading /// </summary> private string GetDescription(Construction construction) { string text = ""; FieldInfo fi = construction.GetType().GetField(construction.ToString()); DescriptionAttribute[] attributes = (DescriptionAttribute[])fi.GetCustomAttributes(typeof(DescriptionAttribute), false); if (attributes.Length > 0) text = attributes[0].Description; return text; }
public virtual void ActionCallback(Construction target) { }
public void UpgradePopulationConstruction(Slot slot, Construction populationConstruction) { Reservation reservation = new Reservation(GameManager.CurrentYear, 500, populationConstruction); reservation.IsPopulationUpgraded = true; slot.MakeReservation(reservation); }