/* * Obstacle.cs * Authors: * 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 Microsoft.Xna.Framework.Content; namespace ColonySim.Structures { /// /// Represents an obstacle within the Colony Simulation. These cannot be /// built on top of. Hence, they force the player to build around them or /// to find some means to cross or get rid of them. /// class Obstacle : Structure { #region Enums /// /// The types of obstacles available. /// public enum ObstacleTypes { ASTEROID } #endregion #region Fields // The type of the obstacle ObstacleTypes mType = ObstacleTypes.ASTEROID; #endregion #region Properties /// /// Allow getting and setting of the type of the obstacle. /// public ObstacleTypes Type { get { return mType; } set { mType = value; } } #endregion #region Constructs /// /// Create the given structure. /// /// The content manager /// The name of our model /// The name of our texture public Obstacle(ContentManager pContent, string pModelName, string pTextureName) : base(pContent,pModelName,pTextureName) { } #endregion #region Utility /// /// Returns a clone of this structure. /// /// The cloned structure. public override Structure Clone() { // Create the return value Obstacle retVal = new Obstacle(Content, ModelPath, TexturePath); // Set the values to ours retVal.Name = Name; retVal.FootPrintSize = FootPrintSize; retVal.Cost = Cost; retVal.DrawOrder = DrawOrder; retVal.TechniqueName = TechniqueName; retVal.Type = Type; // Return the retval return retVal; } #endregion } }