/*
* 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
}
}