/// <summary> /// Add a fromBuilding to the source buildings owners graph, /// the source fromBuilding will be used to find the correct graph. /// </summary> /// <param name="buildingType">The type of fromBuilding to build.</param> /// <param name="sourceBuilding">The fromBuilding used to build this fromBuilding.</param> /// <param name="targetCoordinate">The tile coordinates where the fromBuilding will be built.</param> /// <param name="world">The world to build the fromBuilding in.</param> public static bool AddBuilding(Globals.BuildingTypes buildingType, Building sourceBuilding, Vector2 targetCoordinate, World world, Player owner) { if (sourceBuilding != null && buildingType != Globals.BuildingTypes.Base && (Math.Abs(((int)sourceBuilding.position.X) - (int)targetCoordinate.X) > MAX_BUILDING_RANGE || (Math.Abs(((int)sourceBuilding.position.Y) - (int)targetCoordinate.Y) > MAX_BUILDING_RANGE))) { logger.Debug("Building position out of range"); throw new BuildingOutOfRangeException(); } uint price = owner.unitAcc.CalculateBuildingCostInflation(buildingType); if (sourceBuilding != null && (uint)sourceBuilding.CountUnits() < price) { logger.Debug("Building too expensive"); return false; } logger.Info("Building a building at position "+targetCoordinate+" of "+buildingType+"."); lock (owner.GetGraphs()) { LinkedList<Tile> controlZone = CreateControlZone(targetCoordinate, world); //The Base building is handled in another way due to it's nature. if (buildingType == Globals.BuildingTypes.Base) { logger.Trace("Adding a Base Building and also constructing a new graph"); BaseBuilding baseBuilding = new BaseBuilding("Base Buidling", (int)targetCoordinate.X, (int)targetCoordinate.Y, owner, controlZone); world.map.GetTile((int)targetCoordinate.X, (int)targetCoordinate.Y).SetBuilding(baseBuilding); owner.AddGraph(GraphController.Instance.AddBaseBuilding(baseBuilding, sourceBuilding)); } else { //The other buildings constructs in similiar ways but they are constructed //as the specified type. Building newBuilding = null; switch (buildingType) { case Globals.BuildingTypes.Aggressive: logger.Trace("Building a new Aggressive building"); newBuilding = new AggressiveBuilding("Aggresive Building", (int)targetCoordinate.X, (int)targetCoordinate.Y, owner, GraphController.Instance.GetGraph(sourceBuilding).baseBuilding, controlZone); break; case Globals.BuildingTypes.Barrier: logger.Trace("Building a new Barrier building"); newBuilding = new BarrierBuilding("Barrier Building", (int)targetCoordinate.X, (int)targetCoordinate.Y, owner, GraphController.Instance.GetGraph(sourceBuilding).baseBuilding, controlZone); break; case Globals.BuildingTypes.Resource: logger.Trace("Building a new Resource building"); newBuilding = new ResourceBuilding("Resource Building", (int)targetCoordinate.X, (int)targetCoordinate.Y, owner, GraphController.Instance.GetGraph(sourceBuilding).baseBuilding, controlZone); break; } world.map.GetTile((int)targetCoordinate.X, (int)targetCoordinate.Y).SetBuilding(newBuilding); newBuilding.Parent = sourceBuilding; GraphController.Instance.AddBuilding(sourceBuilding, newBuilding); } if (sourceBuilding != null && world.map.GetTile((int)targetCoordinate.X, (int)targetCoordinate.Y).GetBuilding() != null) { logger.Info("The building has " + sourceBuilding.CountUnits() + " and the building costs " + price); owner.unitAcc.DestroyUnits(sourceBuilding.units, (int)price); logger.Info("The source building only got " + sourceBuilding.CountUnits() + " units left."); } else if (world.map.GetTile((int)targetCoordinate.X, (int)targetCoordinate.Y).GetBuilding() == null) { throw new Exception("A building was not placed on the tile even though it should have been."); } SoundsController.playSound("buildingPlacement"); } // Let's update the fog of war! /* for (int i = -3; i <= 3; i++) { for (int j = -3; j <= 3; j++) { try { world.map.GetTile((int)targetCoordinate.X + j, (int)targetCoordinate.Y + i).MakeVisibleTo(owner); } catch(IndexOutOfRangeException e) { } } } */ return true; }
/// <summary> /// Counts how many graphs a player has, if it is zero /// the player has lost. /// /// Condition: when a graph is empty it is /// deleted or a empty graph is not counted. /// </summary> /// <param name="player">The player which might have lost</param> /// <returns>True if the player has no graphs false other vice</returns> private Boolean HasLost(Player player) { if (player.GetGraphs().Count == 0) { return true; } else { return false; } }
/// <summary> /// Let all Aggressive Buildings for the player Acquire Target(s) /// </summary> /// <param name="player">The Player</param> public static void AggressiveBuildingAct(Player player) { logger.Trace("Searching for aggressive buildings"); foreach (Graph g in player.GetGraphs()) { foreach (Building b in g.GetBuildings()) { if (b.type == Globals.BuildingTypes.Aggressive) { AttackTargets((AggressiveBuilding)b); } } } }