Exemplo n.º 1
0
        public int buildGranary(int buildTime)
        {
            Consts.writeEnteringMethodToDebugLog(System.Reflection.MethodBase.GetCurrentMethod().ReflectedType + "." + System.Reflection.MethodBase.GetCurrentMethod().Name);

            int buildingID = -1;
            if (Treasury.haveEnoughToWithdraw(Consts.granary_costtobuild))
            {
                Job granaryKeeperJob;
                int[] granaryJobs = new int[Consts.numberOfGranaryKeepersPerGranary];
                LinkedList<InventoryItem> granaryInventory = new LinkedList<InventoryItem>();

                buildingID = Program._aStronghold._buildingsList.Count + 1;

                for (int i = 0; i < Consts.numberOfGranaryKeepersPerGranary; i++)
                {
                    granaryKeeperJob = Job_creater.createGranaryKeeper(buildingID);
                    granaryJobs[i] = granaryKeeperJob.JobID;
                    _allJobs.AddLast(granaryKeeperJob);
                } //creates jobs for the Granary Keeper

                BuildingWithJobsAndInventory granary =
                    new BuildingWithJobsAndInventory(buildingID, //building ID
                                                     _leader._id, //owner ID
                                                     Consts.granary, //type
                                                     Consts.granary_name, //name
                                                     Consts.granary_hp, //hp
                                                     Consts.granary_costtobuild, //cost to build
                                                     new Status(1, Consts.granary_maxlevel), //level
                                                     Program._gametime, //start build time
                                                     buildTime,  //build time
                                                     granaryJobs,//jobs
                                                     granaryInventory,//inventory
                                                     Consts.buildingState.Planned,
                                                     new Status(0, Consts.granaryMaxInventory));

                Program._aStronghold._buildingsList.AddLast(granary);
                Treasury.withdrawGold(Consts.granary_costtobuild);
            }//have enough money to build farm
            else
            {
                Consts.globalEvent.writeEvent("Not enough money in Treasury to build a granary. Treasury currently has " + _treasury.Gold + " gold.", Consts.eventType.Stronghold, Consts.EVENT_DEBUG_NORMAL);
                Consts.writeToDebugLog("Not enough money to build granary.");
            }
            Consts.writeExitingMethodToDebugLog(System.Reflection.MethodBase.GetCurrentMethod().ReflectedType + "." + System.Reflection.MethodBase.GetCurrentMethod().Name);
            return buildingID;
        }
Exemplo n.º 2
0
        public int buildEmploymentOffice(int buildTime)
        {
            Consts.writeEnteringMethodToDebugLog(System.Reflection.MethodBase.GetCurrentMethod().ReflectedType + "." + System.Reflection.MethodBase.GetCurrentMethod().Name);
            int buildingID = -1;

            Job builderJob;
            int[] builderJobs = new int[Consts.numberOfInitialBuilders];

            buildingID = Program._aStronghold._buildingsList.Count + 1;

            if (Treasury.haveEnoughToWithdraw(Consts.employmentoffice_costtobuild))
            {
                for (int i = 0; i < Consts.numberOfInitialBuilders; i++)
                {
                    builderJob = Job_creater.createBuilderJob(buildingID);
                    builderJobs[i] = builderJob.JobID;
                    _allJobs.AddLast(builderJob);
                } //creates jobs for builders

                BuildingWithJobsAndInventory employmentoffice =
                    new BuildingWithJobsAndInventory(buildingID,
                                                     _leader._id,
                                                     Consts.employmentoffice,
                                                     Consts.employmentoffice_name,
                                                     Consts.employmentoffice_hp,
                                                     Consts.employmentoffice_costtobuild,
                                                     new Status(1, Consts.employmentoffice_maxlevel),
                                                     Program._gametime,
                                                     buildTime,
                                                     builderJobs,
                                                     null,
                                                     Consts.buildingState.Planned,
                                                     new Status(0, 0));
                Program._aStronghold._buildingsList.AddFirst(employmentoffice);
                Treasury.withdrawGold(Consts.employmentoffice_costtobuild);
            }//have enough money to build employment office
            Consts.writeExitingMethodToDebugLog(System.Reflection.MethodBase.GetCurrentMethod().ReflectedType + "." + System.Reflection.MethodBase.GetCurrentMethod().Name);
            return buildingID;
        }
Exemplo n.º 3
0
        public int buildFarm(int buildTime)
        {
            Consts.writeEnteringMethodToDebugLog(System.Reflection.MethodBase.GetCurrentMethod().ReflectedType + "." + System.Reflection.MethodBase.GetCurrentMethod().Name);

            int buildingID = -1;
            if (Treasury.haveEnoughToWithdraw(Consts.farm_costtobuild))
            {
                Job farmerJob;
                int[] farmJobs = new int[Consts.numberOfFarmersPerFarm];

                buildingID = Program._aStronghold._buildingsList.Count + 1;

                for (int i = 0; i < Consts.numberOfFarmersPerFarm; i++)
                {
                    farmerJob = Job_creater.createFarmerJob(buildingID);
                    farmJobs[i] = farmerJob.JobID;
                    _allJobs.AddLast(farmerJob);
                } //creates jobs for the farmer

                BuildingWithJobsAndInventory farm =
                    new BuildingWithJobsAndInventory(buildingID, //building ID
                                                     _leader._id, //owner ID
                                                     Consts.farm, //type
                                                     Consts.farm_name, //name
                                                     Consts.farm_hp, //hp
                                                     Consts.farm_costtobuild, //cost to build
                                                     new Status(1, Consts.farm_maxlevel), //level
                                                     Program._gametime, //start build time
                                                     buildTime,  //build time
                                                     farmJobs,//jobs
                                                     null,//inventory
                                                     Consts.buildingState.Planned,
                                                     new Status(0, 0));

                Program._aStronghold._buildingsList.AddLast(farm);
                Treasury.withdrawGold(Consts.farm_costtobuild);
            }//have enough money to build farm
            else
            {
                Consts.globalEvent.writeEvent("Not enough money in Treasury to build a farm. Treasury currently has " + _treasury.Gold + " gold.", Consts.eventType.Stronghold, Consts.EVENT_DEBUG_NORMAL);
                Consts.writeToDebugLog("Not enough money to build farm.");
            }
            Consts.writeExitingMethodToDebugLog(System.Reflection.MethodBase.GetCurrentMethod().ReflectedType + "." + System.Reflection.MethodBase.GetCurrentMethod().Name);
            return buildingID;
        }