public Unit(House owner, UnitType type, bool alive, string name) { Owner = owner; Type = type; Alive = alive; Name = name; }
public static List<Unit> CreateUnits(House h) { List<Unit> units = new List<Unit>(); for (int i = 0; i < 5; i++) { string KnightName = "Knight_" + i.ToString() + "_" + h.HouseCharacter.ToString(); Unit u = new Unit(h, UnitType.Knight, true, KnightName); units.Add(u); } for (int i = 0; i < 10; i++) { string FootmanName = "Footman_" + i.ToString() + "_" + h.HouseCharacter.ToString(); Unit u = new Unit(h, UnitType.Footman, true, FootmanName); units.Add(u); } for (int i = 0; i < 3; i++) { string FootmanName = "Footman_" + i.ToString() + "_" + h.HouseCharacter.ToString(); Unit u = new Unit(h, UnitType.SiegeTower, true, FootmanName); units.Add(u); } for (int i = 0; i < 6; i++) { string FootmanName = "Footman_" + i.ToString() + "_" + h.HouseCharacter.ToString(); Unit u = new Unit(h, UnitType.Ship, true, FootmanName); units.Add(u); } return units; }
public static List<OrderToken> CreateOrderTokens(House h) { List<OrderToken> Tokens = new List<OrderToken>(); //MoveOrders OrderToken Token_A_Star = new OrderToken(h, OrderTokenType.MoveOrder, OrderTokenStrenght.Star); Tokens.Add(Token_A_Star); OrderToken Token_A_Norm = new OrderToken(h, OrderTokenType.MoveOrder, OrderTokenStrenght.Normal); Tokens.Add(Token_A_Norm); OrderToken Token_A_Minus = new OrderToken(h, OrderTokenType.MoveOrder, OrderTokenStrenght.MinusOne); Tokens.Add(Token_A_Minus); //SupportOrders OrderToken Token_S_Star = new OrderToken(h, OrderTokenType.SupportOrder, OrderTokenStrenght.Star); Tokens.Add(Token_S_Star); OrderToken Token_S_Norm1 = new OrderToken(h, OrderTokenType.SupportOrder, OrderTokenStrenght.Normal); Tokens.Add(Token_S_Norm1); OrderToken Token_S_Norm2 = new OrderToken(h, OrderTokenType.SupportOrder, OrderTokenStrenght.Normal); Tokens.Add(Token_S_Norm2); //DefenseOrders OrderToken Token_D_Star = new OrderToken(h, OrderTokenType.DefendOrder, OrderTokenStrenght.Star); Tokens.Add(Token_D_Star); OrderToken Token_D_Norm1 = new OrderToken(h, OrderTokenType.DefendOrder, OrderTokenStrenght.Normal); Tokens.Add(Token_D_Norm1); OrderToken Token_D_Norm2 = new OrderToken(h, OrderTokenType.DefendOrder, OrderTokenStrenght.Normal); Tokens.Add(Token_D_Norm2); //RaidOrders OrderToken Token_R_Star = new OrderToken(h, OrderTokenType.RaidOrder, OrderTokenStrenght.Star); Tokens.Add(Token_R_Star); OrderToken Token_R_Norm1 = new OrderToken(h, OrderTokenType.RaidOrder, OrderTokenStrenght.Normal); Tokens.Add(Token_R_Norm1); OrderToken Token_R_Norm2 = new OrderToken(h, OrderTokenType.RaidOrder, OrderTokenStrenght.Normal); Tokens.Add(Token_R_Norm2); //ConsolidatePower OrderToken Token_C_Star = new OrderToken(h, OrderTokenType.ConsolidatePowerOrder, OrderTokenStrenght.Star); Tokens.Add(Token_C_Star); OrderToken Token_C_Norm1 = new OrderToken(h, OrderTokenType.ConsolidatePowerOrder, OrderTokenStrenght.Normal); Tokens.Add(Token_C_Norm1); OrderToken Token_C_Norm2 = new OrderToken(h, OrderTokenType.ConsolidatePowerOrder, OrderTokenStrenght.Normal); Tokens.Add(Token_C_Norm2); return Tokens; }
public Territory(string name, House owner,TerritoryType type, bool containscastle, bool containsstronghold, int powericons, int barrels) { Name = name; Owner = owner; Type = type; ContainsCastle = containscastle; ContainsStronghold = containsstronghold; PowerIcons = powericons; Barrels = barrels; }
static void Main(string[] args) { DeclareTerritories.check(DeclareTerritories.MakeTerritories()); List<Territory> AllTerritories = DeclareTerritories.MakeTerritories(); #region Houses are given territories List<Territory> BaratheonTerritory = new List<Territory>(); foreach (Territory T in AllTerritories) { if (T.Name == "Kingswood") { BaratheonTerritory.Add(T); } if (T.Name == "ShipbreakerBay") { BaratheonTerritory.Add(T); } if (T.Name == "Dragonstone") { BaratheonTerritory.Add(T); } if (T.Name == "DragonstoneHarbor") { BaratheonTerritory.Add(T); } } List<Territory> StarkTerritory = new List<Territory>(); foreach (Territory T in AllTerritories) { if (T.Name == "Winterfell") { StarkTerritory.Add(T); } if (T.Name == "WinterfellHarbor") { StarkTerritory.Add(T); } if (T.Name == "WhiteHarbor") { StarkTerritory.Add(T); } if (T.Name == "WhiteHarborHarbor") { StarkTerritory.Add(T); } if (T.Name == "TheShiveringSea") { StarkTerritory.Add(T); } } List<Territory> GreyjoyTerritory = new List<Territory>(); foreach (Territory T in AllTerritories) { if (T.Name == "Pyke") { GreyjoyTerritory.Add(T); } if (T.Name == "PykeHarbor") { GreyjoyTerritory.Add(T); } if (T.Name == "IronmansBay") { GreyjoyTerritory.Add(T); } if (T.Name == "GreywaterWatch") { GreyjoyTerritory.Add(T); } } List<Territory> LannisterTerritory = new List<Territory>(); foreach (Territory T in AllTerritories) { if (T.Name == "TheGoldenSound") { LannisterTerritory.Add(T); } if (T.Name == "Lannisport") { LannisterTerritory.Add(T); } if (T.Name == "LannisportHarbor") { LannisterTerritory.Add(T); } if (T.Name == "StonySept") { LannisterTerritory.Add(T); } } List<Territory> TyrellTerritory = new List<Territory>(); foreach (Territory T in AllTerritories) { if (T.Name == "RedwyneStraits") { TyrellTerritory.Add(T); } if (T.Name == "Highgarden") { TyrellTerritory.Add(T); } if (T.Name == "DornishMarches") { TyrellTerritory.Add(T); } } List<Territory> MartellTerritory = new List<Territory>(); foreach (Territory T in AllTerritories) { if (T.Name == "SeaOfDorne") { MartellTerritory.Add(T); } if (T.Name == "Sunspear") { MartellTerritory.Add(T); } if (T.Name == "SunspearHarbor") { MartellTerritory.Add(T); } if (T.Name == "SaltShore") { MartellTerritory.Add(T); } } #endregion House Stark = new House(HouseCharacter.Stark, StarkTerritory, null, 3, 4, 2, 15, 5); House Baratheon = new House(HouseCharacter.Baratheon, BaratheonTerritory, null, 1,5,4,15,5); House Greyjoy = new House(HouseCharacter.Greyjoy, GreyjoyTerritory, null, 5, 1, 6,15,5); House Lannister = new House(HouseCharacter.Lannister, LannisterTerritory, null, 2,6,1,15,5); House Tyrell = new House(HouseCharacter.Tyrell, TyrellTerritory, null, 6,2,5,15,5); House Martell = new House(HouseCharacter.Martell, MartellTerritory, null, 4, 3, 3, 15, 5); Console.ReadLine(); }
public HouseCard(string name, int combatstrenght, int swords, int fortifications, House owner) { }
public OrderToken(House owner, OrderTokenType type, OrderTokenStrenght strenght) { Owner = owner; Type = type; Strenght = strenght; }