/*
* 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;
}
}
}