/// <summary> /// Based on the highest xpos en ypos off a locationtype we will set the height and with off the hotel /// We do this everytime the hotel is being changed for example being attacked by the godzilla /// </summary> public void InitialiseHotelDimension() { // take the bigges coordinations from the facilities if (Facilities.Count != 0) { LocationType BiggestYPos = Facilities.Aggregate((i1, i2) => i1.Position.Y > i2.Position.Y ? i1 : i2); LocationType BiggestXPos = Facilities.Aggregate((i1, i2) => i1.Position.X > i2.Position.X ? i1 : i2); // set the height and width from the hotel dynamically HotelHeight = (BiggestYPos.Position.Y * BiggestYPos.oneDimensionSize.Height) + ((BiggestYPos.Dimension.Y + 1) * BiggestYPos.oneDimensionSize.Height); HotelWidth = (BiggestXPos.Position.X * BiggestXPos.oneDimensionSize.Width) + ((BiggestXPos.Dimension.X) * BiggestXPos.oneDimensionSize.Width); } }
/// <summary> /// Removing locationtypes when there Dimension is a 0. You can see the Dimension of a locationtype has it's healthbar. /// We take the biggest most right collum of the hotel and send the position and Dimension to all locationtypes that get's notified /// Locationtypes compares those numbers to see if it's health(Dimension) has to be substracted /// When locationtype is being attacked and it's Dimension is at one, he will be deleted because every attacks removes one health(Dimension) /// </summary> public void DestroyLocationTypes() { // setting status on Godzilla so we can define how to interact by this StatusHotel = HotelEventType.GODZILLA; // When there are facilities, it will be attacked by the godzilla if (Facilities.Count != 0) { // Take the biggest locationtype by combining the xPosition and xDimension LocationType Biggest = Facilities.Aggregate((i1, i2) => (i1.Position.X + i1.Dimension.X) > (i2.Position.X + i2.Dimension.X) ? i1 : i2); // Visitor should die foreach (var specificVisitor in lobby.Visitors) { specificVisitor.Die(); } // Cleaner should die foreach (var specificCleaner in lobby.Cleaners) { specificCleaner.Die(); } // Loop trought all facilities to notify them for (int facility = 0; facility < Facilities.Count; facility++) { if (Facilities[facility].Notify(StatusHotel, Biggest.Position.X, Biggest.Dimension.X) == true) { // When locationtypes tells us that his health is at one, he should be deleted because there is no use to set it at zero if (Facilities[facility] is ElevatorShaft) { elevator = null; } Facilities.Remove(Facilities[facility]); facility--; } } // When destroying is done, set status on NONE again StatusHotel = HotelEventType.NONE; } }
/// <summary> /// This is where we create objects by reading a file /// Bases on the AreaType we can dynamically create objects of this Areatype /// We also create objects manually by creating the factory, we can send a string which identifies what kind of object we want to create /// We send the facility model to the being created object which he can initialize /// </summary> /// <param name="file"></param> private void CreateFactoryObjects(string file) { IFactory locationTypeFactory = Factory.AbstractFactory.Instance().Create("LocationType"); // This fileReader object is made to read files and make objects out of it FileReader fileReader = new FileReader(); // This code lets us write the layout into model List <Facility> facilitiesModels = fileReader.ReadLayoutFile(file); // We jump right into the models annd for every mode lwe create an object foreach (var item in facilitiesModels) { // Setting hte of the hte value in the facility model item.Hte = this.hte; // Bases on the areaytype we create items LocationType AreaType = locationTypeFactory.CreateCreatableObject(item.AreaType, item) as LocationType; // We add the item in an list so we can make use of it Facilities.Add(AreaType); } // get the object with the biggest x-position. Now we can add the x position and Dimension * width to give stairs te correct position LocationType biggest = Facilities.Aggregate((i1, i2) => i1.Position.X > i2.Position.X ? i1 : i2); // We need the max y-position from the facility list so we can create the correct amount of stairs and elevatorshafts int maxYposHotel = Facilities.Max(element => element.Position.Y); // We need to know the minimum x-position because if the lowest x-position is zero, then the elevatorshafts has to have a position aswell. int minXposHotel = Facilities.Min(element => element.Position.X); // If the lowest x-position is zero or lower, we subtract 1, now we got minus 1 or even lesser, depends on how low the x-position is. if (minXposHotel <= 0) { minXposHotel -= 1; } // Else we keep it at 0, we now can draw multiple layout files without having to worry about the positions given to us. else { minXposHotel = 0; } // In the method ChangePositionHotel, I will continiue this comment..... // Where we will store information to send to locationtype Facility specs; // Where we will store the created ID. Locationtype will set this as it's ID. int CreatedID = 0; // This is where lobby is created CreatedID = Facilities.Max(element => element.ID) + 1; specs = new Facility() { AreaType = "Lobby", Dimension = new Point(biggest.Position.X + Math.Abs(minXposHotel) + biggest.Dimension.X - 1, 1), Position = new Point(1 + minXposHotel, 0), ID = CreatedID, Hte = this.hte }; LocationType Lobby = locationTypeFactory.CreateCreatableObject("Lobby", specs) as LocationType; lobby = Lobby as Lobby; Facilities.Add(Lobby); // this is the elevatorhall where elevator moves in for (int i = 0; i <= maxYposHotel; i++) { CreatedID = Facilities.Max(element => element.ID) + 1; specs = new Facility() { AreaType = "ElevatorHall", Position = new Point(minXposHotel, i), Dimension = new Point(1, 1), ID = CreatedID, Hte = this.hte }; LocationType elevatorHall = locationTypeFactory.CreateCreatableObject("ElevatorHall", specs) as LocationType; Facilities.Add(elevatorHall); if (i == 0) { specs = new Facility() { ElevatorShaft = elevatorHall, Hte = this.hte }; elevator = locationTypeFactory.CreateCreatableObject("Elevator", specs) as Elevator; } (elevatorHall as ElevatorShaft).Attach(elevator); } // Staircase will be set on the last row of the hotel for (int i = 0; i <= maxYposHotel; i++) { CreatedID = Facilities.Max(element => element.ID) + 1; specs = new Facility() { AreaType = "Staircase", Position = new Point((biggest.Position.X + biggest.Dimension.X), i), Dimension = new Point(1, 1), ID = CreatedID, Hte = this.hte }; LocationType stairCase = locationTypeFactory.CreateCreatableObject("Staircase", specs) as LocationType; Facilities.Add(stairCase); } // Give Lobby the rooms because we see it as the reception, so the reception has to manage visitors. // Visitors dont leave the place so their world is all facilities combined. for (int i = 0; i < Facilities.Count; i++) { if (Facilities[i].AreaType.Equals("Room")) { lobby.GetRoom((Facilities[i] as Room)); } } pathfinding = new PathFinding(Facilities); // Change position from hotel if there are negative coordinations (like position.x = -1) ChangePositionLocationtypes(); InitialiseHotelDimension(); }