/* * ColonySimStatusInformation.cs * Authors: Bradley R. 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.Collections.Generic; using Microsoft.Xna.Framework; namespace ColonySim { /// /// Represents the status information for the Colony, which is displayed on the GUI /// and used in for deciding to build buildings, etc. /// public class ColonySimStatusInformation { #region Fields // The current population of the colony private int mCurrentPopulation; // The current amount of money for the colony private int mCurrentMoney; // The current resources that we have avaialable, and their quantities private Dictionary mResources = new Dictionary(); // The current numbers and types of mini game tokens private Dictionary mTokens = new Dictionary(); // The current GOP of the colony private float mGOP; // The current Tier of buildings and resources we have access to private Tier mTier; // The number of mini-games we've played private int mMiniGamesCompleted; #endregion #region Properties /// /// Allow outside access to view and set the population. /// public int Population { get { return mCurrentPopulation; } set { mCurrentPopulation = value; } } /// /// Allows outside access to view and set the money for the player. /// public int Money { get { return mCurrentMoney; } set { mCurrentMoney = value; } } /// /// Allows access to the currently accessible resources in the Colony. /// public Dictionary Resources { get { return mResources; } set { mResources = value; } } /// /// Allows access to the currently accessible tokens for the Colony. /// public Dictionary Tokens { get { return mTokens; } } /// /// Allows outside access to view and set the GOP of the colony. /// public float Happiness { get { return mGOP; } set { mGOP = value; } } /// /// Allows access to the current tier the player has unlocked in the /// Colony Simulation. /// internal Tier Tier { get { return mTier; } set { mTier = value; } } /// /// Allows access to the number of mini-games that were completed. /// public int MiniGamesCompleted { get { return mMiniGamesCompleted; } set { mMiniGamesCompleted = value; } } #endregion #region Behavior /// /// Tells if there are enough resources. /// /// The resource costs to compare. /// Whether there are enough resources to mee the cost. public bool EnoughResources(Dictionary pResourceCosts) { // The return value bool retVal = true; // Go through the resource costs foreach (ResourceCode resource in pResourceCosts.Keys) { // If the it contains it if (!mResources.ContainsKey(resource) || mResources[resource] < pResourceCosts[resource]) { // Set the return value to false retVal = false; // Break break; } } // Return return retVal; } /// /// Spends resources for the given amounts. /// /// The resources costs. public void SpendResources(Dictionary pResourceCosts) { // Go through the resource costs foreach (ResourceCode resource in pResourceCosts.Keys) { // If the it contains it if (mResources.ContainsKey(resource)) { // Spend the resource mResources[resource] = (int)MathHelper.Max(0, mResources[resource] - pResourceCosts[resource]); } } } #endregion } }