/* * EntertainmentBuilding.cs * Authors: Bradley 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 System; using System.Collections.Generic; using System.Text; using Microsoft.Xna.Framework.Content; namespace BuildingSharedContent { /// /// Represents an entertainment building in the colony simulation. /// public class EntertainmentBuilding : Building { #region Fields // The happiness modifier the building has int mHappinessModifier; #endregion #region Properties /// /// Allows access to the happiness modifier for the building. /// public int HappinessModifier { get { return mHappinessModifier; } set { mHappinessModifier = value; } } #endregion #region Initialization /// /// Initialize the building. /// public override void Initialize() { throw new Exception("The method or operation is not implemented."); } #endregion } /// /// The reader for reading in entertianment buildings from file. /// public class EntertainmentBuildingContentReader : ContentTypeReader { /// /// Reads in the given entertainment building. /// /// The content reader. /// The existing instance, if needed. /// The entertainment building protected override EntertainmentBuilding Read( ContentReader input, EntertainmentBuilding existingInstance) { // The return value EntertainmentBuilding retVal; // If the existing instance isn't null if (existingInstance != null) { // Make the retVal us retVal = existingInstance; } else { // Make a new one retVal = new EntertainmentBuilding(); // Get the basic building values retVal.Name = input.ReadString(); retVal.ModelName = input.ReadString(); retVal.FootPrintSize = input.ReadInt32(); retVal.Costs = input.ReadString(); retVal.RequiredUnskilledWorkers = input.ReadInt32(); retVal.RequiredSkilledWorkers = input.ReadInt32(); retVal.Upkeep = input.ReadString(); retVal.Upgrade = input.ReadString(); // Get the entertainment specific values retVal.HappinessModifier = input.ReadInt32(); } // Return the new entertainment building return retVal; } } }