/* * GathererBuilding.cs * Authors: Bradley Blankenship * Copyright (c) 2007-2008 Cornell University This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ using System; using System.Collections.Generic; using System.Text; using Microsoft.Xna.Framework.Content; using System.Xml; namespace ColonySim.Buildings { /// /// Represents a building which is used to gather resources. /// internal class GathererBuilding : Building { #region Fields // String of the types of resources we can gather string mGatheringString; // The types of resources this can gather, with their rates Resource mGatherableResources; #endregion #region Properties /// /// Allows access to the gatherable resources for the Gatherer. /// public Resource GatherableResources { get { return mGatherableResources; } set { mGatherableResources = value; } } #endregion #region Constructs /// /// Base constructor /// public GathererBuilding() { // Initialize the gatherable resource / rate map mGatherableResources = new Resource(); } #endregion #region Initialization /// /// Initialize the building. /// public override void Initialize() { // Base call base.Initialize(); // Split up the string of resources string[] stringArray = mGatheringString.Split(';'); // Now generate the resources based on the pairs foreach (string pair in stringArray) { // Get the string for the resource name and the gathering rate string name = pair.Split(',')[0].Trim(); float value = float.Parse(pair.Split(',')[1].Trim()); // Add the new resource mGatherableResources += new SimpleResource((Resources)Enum.Parse(typeof(Resources), name), value); } } #endregion #region Update /// /// Update the game based on the given time. /// /// The current game time. public override void Update(Microsoft.Xna.Framework.GameTime gameTime) { } #endregion #region Utility /// /// Reads in the base data for a given building into the values. Requires /// that the input text reader is already at the proper position for reading the data. /// /// The reader to read the data. protected override void ReadData(XmlTextReader input) { // Base call base.ReadData(input); // Read the specific building values this.mGatheringString = input.GetAttribute("GatherableResources"); } public override string ToString() { // Get the base value StringBuilder retVal = new StringBuilder(base.ToString()); // State the gatherable resources retVal.Append("Gatherable Resources:"); retVal.Append('\n'); // Now add each of the gatherable resources retVal.Append(mGatherableResources.ToString()); // Return the value return retVal.ToString(); } /// /// Read in a list of gatherer buildings. /// /// The file to read from. /// The list of buildings. public static List Read(string file) { // The return value List retVal = new List(); // Create the XML reader for the XML file XmlTextReader input = new XmlTextReader(file); input.WhitespaceHandling = WhitespaceHandling.None; // Read in the values for the input while (input.Read()) { // If this is the item we need if (input.Name == "Building" && input.NodeType == XmlNodeType.Element && input.HasAttributes) { // Create the building GathererBuilding item = new GathererBuilding(); // Read the building data item.ReadData(input); // Initialize the item item.Initialize(); // Add the item retVal.Add(item); } } // Close the input stream input.Close(); // Return the new entertainment building return retVal; } #endregion } }