public StrategyGameData() { Rules = new StrategyGameRules(); TerrainHeight = 300; TerrainWidth = 300; terrain = new TerrainMap(TerrainWidth, TerrainHeight); Fog = new WrappingFogMap(new FogMap(TerrainWidth, TerrainHeight), GridNavigation.CreateNavigator(RenderType.Grid).Wrap(TerrainWidth, TerrainHeight)); Settlements = new SettlementManager(); Players = new List <Player> { new Player("Barbarian", PlayerColor.Red, Culture.Celtic), new Player("Player A", PlayerColor.Green, Culture.Classical), new Player("Player B", PlayerColor.Blue, Culture.Celtic) }; var r = new MapReader(Rules); r.Map = terrain; r.ReadTerrain(new StringReader(MapData.TerrainData), 0, 0, TerrainWidth, TerrainHeight); r.ReadRoads(new StringReader(MapData.RoadData), 0, 0, TerrainWidth, TerrainHeight); r.ReadRivers(new StringReader(MapData.RiverData), 0, 0, TerrainWidth, TerrainHeight); r.ReadImprovement(new StringReader(MapData.ImprovementData), 0, 0, TerrainWidth, TerrainHeight); r.ReadResources(new StringReader(MapData.ResourceData), 0, 0, TerrainWidth, TerrainHeight); AddSettlement(new Settlement("Capital City", new MapCoordinate(7, 13), 1, 4000, true)); AddSettlement(new Settlement("Satellite Settlement", new MapCoordinate(20, 14), 2, 2000, false)); // Explicitly set the initial visible tracker to the location of one of the cities // here so that the visibility marking works correctly. Fog.MarkRangeVisible(0, 0, 2); MousePosition = new MapCoordinate(7, 13); }
private void SpeichernToolStripMenuItem_Click(object sender, EventArgs e) { SettlementManager.GetInstance().Save(); }
public SettlementManagerTest() { settleManager = new SettlementManager(); bookManager = new BookVenueManager(); }