/// <summary> /// Apply action-related changes to the world. /// </summary> /// <returns> Returns <see cref="System.Collections.Concurrent.ConcurrentBag"/> class with the affected region./></returns> public override ConcurrentBag <Core.Models.Region> Do() { var action = (Core.Models.Action)Model; var entityPosition = (PositionI)action.Parameters[CREATE_POSITION]; var region = Controller.Instance.RegionManagerController.GetRegion(entityPosition.RegionPosition); var entityCellPostion = entityPosition.CellPosition; var type = (long)action.Parameters[CREATION_TYPE]; var entityDef = Controller.Instance.DefinitionManagerController.DefinitionManager.GetDefinition((EntityType)type); var entityHealth = ((UnitDefinition)entityDef).Health; var entityMoves = ((UnitDefinition)entityDef).Moves; // create the new entity and link to the correct account var entity = new Core.Models.Entity( IdGenerator.GetId(), entityDef, action.Account, entityPosition, entityHealth, entityMoves); entity.Position = entityPosition; region.AddEntity(action.ActionTime, entity); // link the headquarter to the current account and claim territory, , enable build options if (m_type.SubType == EntityType.Headquarter && action.Account != null) { action.Account.TerritoryBuildings.Add(entity.Position, type); LogicRules.EnableBuildOptions(type, action.Account); region.ClaimTerritory(LogicRules.GetSurroundedPositions(entityPosition, m_drawArea), action.Account, region.RegionPosition, Controller.Instance.RegionManagerController.RegionManager); LogicRules.IncreaseWholeStorage(action.Account); LogicRules.GatherResources(action.Account, action.ActionTime, Controller.Instance.RegionManagerController, Constants.HEADQUARTER_TERRITORY_RANGE); LogicRules.SetCurrentMaxPopulation(action.Account); LogicRules.SetCurrentMaxEnergy(action.Account); } else if (action.Account != null) { action.Account.TerritoryBuildings.Add(entity.Position, type); region.ClaimTerritory(LogicRules.GetSurroundedPositions(entityPosition, m_drawArea), action.Account, region.RegionPosition, Controller.Instance.RegionManagerController.RegionManager); } LogicRules.ConsumeResource(action.Account, action.ActionTime, entityDef); return(new ConcurrentBag <Core.Models.Region>() { region }); }
/// <summary> /// Returns if the action is even possible. /// </summary> /// <returns> True if the Building is buildable at the current position, otherwise false.</returns> public override bool Possible() { var action = (Core.Models.Action)Model; var entityPosition = (PositionI)action.Parameters[CREATE_POSITION]; var entityCellPostion = entityPosition.CellPosition; var region = Controller.Instance.RegionManagerController.GetRegion(entityPosition.RegionPosition); var type = (long)action.Parameters[CREATION_TYPE]; m_type = Controller.Instance.DefinitionManagerController.DefinitionManager.GetDefinition((EntityType)type); var account = action.Account; if (type != null || account != null) { // Filter for territory buildings if (type == (long)Models.Definitions.EntityType.Headquarter) { m_drawArea = Constants.HEADQUARTER_TERRITORY_RANGE; } else if (type == (long)Models.Definitions.EntityType.GuardTower) { m_drawArea = Constants.GUARDTOWER_TERRITORY_RANGE; } if (!action.Account.TerritoryBuildings.ContainsValue((long)Core.Models.Definitions.EntityType.Headquarter) && m_type.SubType == Models.Definitions.EntityType.Headquarter && region.GetEntity(entityCellPostion) == null && region.GetClaimedTerritory(entityPosition) == null) { // terrain check var td = (TerrainDefinition)region.GetTerrain(entityCellPostion); var list = LogicRules.GetSurroundedPositions(entityPosition, m_drawArea); bool territoryFlag = true; // check the map for enemy territory if there is a enemy territory to close at new borders a territory building cant be build foreach (var position in list) { var tile = region.GetClaimedTerritory(position); if (tile != null) { territoryFlag = false; } } if (territoryFlag) { return(td.Buildable && LogicRules.CheckResource(account, action.ActionTime, m_type)); } } else if (region.GetEntity(entityCellPostion) == null && m_type.SubType != Models.Definitions.EntityType.Headquarter && region.GetClaimedTerritory(entityPosition) == account) { // check for free tile and the terrain is possesed from the current player var td = (TerrainDefinition)region.GetTerrain(entityCellPostion); var list = LogicRules.GetSurroundedPositions(entityPosition, m_drawArea); bool territoryFlag = true; // check the map for enemy territory if there is a enemy territory to close at new borders a territory building cant be build foreach (var position in list) { var tile = region.GetClaimedTerritory(position); if (tile != account && tile != null) { territoryFlag = false; } } if (territoryFlag) { return(td.Buildable && LogicRules.CheckResource(account, action.ActionTime, m_type)); } } } return(false); }