public Barracks() { //set build cost to 5 wood and 10 stone buildCostList.Add(new Card(CARDTYPE.WOOD)); buildCostList.Add(new Card(CARDTYPE.WOOD)); buildCostList.Add(new Card(CARDTYPE.WOOD)); buildCostList.Add(new Card(CARDTYPE.WOOD)); buildCostList.Add(new Card(CARDTYPE.WOOD)); buildCostList.Add(new Card(CARDTYPE.STONE)); buildCostList.Add(new Card(CARDTYPE.STONE)); buildCostList.Add(new Card(CARDTYPE.STONE)); buildCostList.Add(new Card(CARDTYPE.STONE)); buildCostList.Add(new Card(CARDTYPE.STONE)); buildCostList.Add(new Card(CARDTYPE.STONE)); buildCostList.Add(new Card(CARDTYPE.STONE)); buildCostList.Add(new Card(CARDTYPE.STONE)); buildCostList.Add(new Card(CARDTYPE.STONE)); buildCostList.Add(new Card(CARDTYPE.STONE)); //set active per default isActive = true; //set needed build space buildPlace.Add(FIELDTYPE.EMPTY); buildPlace.Add(FIELDTYPE.EMPTY); buildPlace.Add(FIELDTYPE.EMPTY); buildPlace.Add(FIELDTYPE.EMPTY); //set effect to recruiting military units BuildingEffect recruitMil = new BuildingEffect(SPECIALBUIDLINGEFFECT.MILITARYUNITS, 1); effects.Add(recruitMil); }
public Street() { //set build cost to 1 stone buildCostList.Add(new Card(CARDTYPE.STONE)); //set active per default isActive = true; //set needed build space //TODO: think of something //set effect to be a street beetween to fields BuildingEffect street = new BuildingEffect(SPECIALBUIDLINGEFFECT.STREET, 0); effects.Add(street); }
public Storage() { //set build cost to 4 stone buildCostList.Add(new Card(CARDTYPE.STONE)); buildCostList.Add(new Card(CARDTYPE.STONE)); buildCostList.Add(new Card(CARDTYPE.STONE)); buildCostList.Add(new Card(CARDTYPE.STONE)); //set active per default isActive = true; //set needed build space buildPlace.Add(FIELDTYPE.EMPTY); //set effect to hold 10 more cards BuildingEffect card10 = new BuildingEffect(SPECIALBUIDLINGEFFECT.CARDCOUNT, 10); effects.Add(card10); }
public Village(int newID) {//settlements are created from the settler unit, thus no cost applies //set influence range range = 2; //set id ID = newID; //set space needed buildPlace.Add(FIELDTYPE.SETTLEMENT); //set active per default isActive = true; //set effect to hold cards, produce civil units and give defence bonus BuildingEffect card7 = new BuildingEffect(SPECIALBUIDLINGEFFECT.CARDCOUNT, 7), recruitCiv = new BuildingEffect(SPECIALBUIDLINGEFFECT.CIVILUNITS, 1), defense = new BuildingEffect(SPECIALBUIDLINGEFFECT.DEFENSE, 15); effects.Add(card7); effects.Add(recruitCiv); effects.Add(defense); }