/*
* Residential.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 Microsoft.Xna.Framework.Content;
namespace ColonySim.Structures
{
///
/// Represents a planet in the game. Planets are the population centers
/// of the game.
///
class Residential : Structure
{
#region Constants
#endregion
#region Fields
// The current population
int mCurrentPopulation;
// The maxiumum population
int mMaximumPopulation = 100;
// The happiness of the population (0 to 100)
float mHappiness = 0.5f;
#endregion
#region Properties
///
/// Allow the viewing of the current population of the planet.
///
public int CurrentPopulation
{
get { return mCurrentPopulation; }
set { mCurrentPopulation = value; }
}
///
/// Allow the viewing of the maximum population of the planet.
///
public int MaximumPopulation
{
get { return mMaximumPopulation; }
set { mMaximumPopulation = value; }
}
///
/// Allows the setting and getting of the structure's happiness.
///
public float Happiness
{
get { return mHappiness; }
set { mHappiness = value; }
}
#endregion
#region Constructs
///
/// Create the given structure.
///
/// The content manager
/// The name of our model
/// The name of our texture
public Residential(ContentManager pContent, string pModelName,
string pTextureName) : base(pContent,pModelName,pTextureName)
{
mDistanceFromResidential = 0;
}
#endregion
#region Behavior
///
/// Update the population because we just ticked on a turn.
///
public override void Tick()
{
// Grow the population
GrowPopulation();
}
///
/// Grow the population based on the rules for altering the population,
/// using the GOP.
///
protected void GrowPopulation()
{
// Find the difference in population
int difference = mMaximumPopulation - mCurrentPopulation;
// Multiply the difference by the happiness to get the approximate value
float increment = difference * (GridReference.StatusInfo.Happiness / 10);
// Now increment the population
mCurrentPopulation += (int)increment;
}
#endregion
#region Utility
///
/// Returns the most basic information about the given structure.
///
/// The information about the given structure.
public override string BuyInformationString()
{
// Create the string builder
System.Text.StringBuilder builder =
new System.Text.StringBuilder(base.BuyInformationString());
// Append the commercial values
builder.Append("\nMax Population: " + mMaximumPopulation);
builder.Append("\nBase Happiness: " + mHappiness);
// Return
return builder.ToString();
}
///
/// Returns a really basic string about the structure.
///
/// The information about the given structure.
public override string SelectInformationString()
{
// Base value
System.Text.StringBuilder builder =
new System.Text.StringBuilder(base.SelectInformationString());
// Append the commercial values
builder.Append("\nPopulation: " + mCurrentPopulation);
builder.Append("\nHappiness: " + mHappiness);
// Return
return builder.ToString();
}
///
/// Returns a clone of this structure.
///
/// The cloned structure.
public override Structure Clone()
{
// Create the return value
Residential retVal = new Residential(Content, ModelPath, TexturePath);
// Set the values to ours
retVal.Name = Name;
retVal.FootPrintSize = FootPrintSize;
retVal.Cost = Cost;
retVal.ResourceCosts = ResourceCosts;
retVal.BuildRadius = BuildRadius;
retVal.MaximumPopulation = MaximumPopulation;
retVal.Happiness = Happiness;
retVal.DrawOrder = DrawOrder;
retVal.TechniqueName = TechniqueName;
retVal.RequiresBuildArea = RequiresBuildArea;
retVal.AlphaMapPath = AlphaMapPath;
// Return the retval
return retVal;
}
public override string ToSaveString()
{
System.Text.StringBuilder returnString = new System.Text.StringBuilder();
if (Name == null)
returnString.Append("null");
else
returnString.Append(Name);
returnString.Append(" ");
returnString.Append(FootPrintSize.X);
returnString.Append(" ");
returnString.Append(FootPrintSize.Y);
returnString.Append(" ");
returnString.Append(Cost);
returnString.Append(" ");
returnString.Append(BuildRadius);
returnString.Append(" ");
returnString.Append(MaximumPopulation);
returnString.Append(" ");
returnString.Append(CurrentPopulation);
returnString.Append(" ");
returnString.Append(DrawOrder);
returnString.Append(" ");
returnString.Append(TechniqueName);
returnString.Append(" ");
returnString.AppendLine();
return returnString.ToString();
}
#endregion
}
}