/* * 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; } } }