/*
* Commodities.cs
* Authors: August Zinsser
*
* Copyright Matthew Belmonte 2007
*/
using System.Collections.Generic;
using Astropolis;
namespace Astropolis.ColonySimulator
{
///
/// Extends the basic AstroResources collected throughout the entire game with specific resources and products found and used
/// only within the Colony Simulator itself.
///
public class Commodities : AstroResources
{
private static bool mFilled = false;
///
/// Consumable animal stock
///
public const string Meat = "Meat";
///
/// Consumable plant stock
///
public const string Produce = "Produce";
public const string Temp1 = "Ponies";
public const string Temp2 = "Glue";
new public static List List
{
get
{
if (!mFilled)
{
Fill();
}
return mList;
}
}
new protected static void Fill()
{
mList.Clear();
mUnits.Clear();
AstroResources.Fill();
// Remove resources that the colony does not care about
mList.Remove(Bonus);
mList.Remove(DamageCosts);
// Add colony resources
mList.Add(Meat);
mList.Add(Produce);
mList.Add(Temp1);
mList.Add(Temp2);
// Add unit descriptions as appropriate
mUnits.Add(Meat, " tons of ");
mUnits.Add(Produce, " tons of ");
mFilled = true;
}
}
}