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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
namespace V3.Objects
{
public abstract class AbstractBuilding : IBuilding
{
private readonly string mTextureName;
private Texture2D mTexture;
private readonly BuildingFace mFacing;
private Rectangle mTilesetRectangle;
public Vector2 Position { get; set; }
protected abstract int MaxRobustness { get; }
public abstract int Robustness { get; protected set; }
public abstract string Name { get; }
public virtual int MaxGivesWeapons { get; protected set; }
private bool mIsDestroyed;
public Rectangle BoundaryRectangle { get; }
public int Id { get; }
protected AbstractBuilding(Vector2 position, Rectangle size, string textureName, BuildingFace facing)
{
Position = position;
Id = IdGenerator.GetNextId();
// TODO: Hella ugly code
mTilesetRectangle = size;
// Boundary rectangle is smaller than the texture size:
if (this is Castle)
{
BoundaryRectangle = new Rectangle(size.X + 96, size.Y + 296, 900, 500);
}
else
{
BoundaryRectangle = new Rectangle(size.X, size.Y + size.Height / 2, size.Width * 4 / 5, size.Height / 2);
}
mTextureName = textureName;
mFacing = facing;
}
public void Draw(SpriteBatch spriteBatch)
{
int status = 0;
if (mIsDestroyed)
{
status = 2;
}
else if (Robustness < MaxRobustness / 2)
{
status = 1;
}
Rectangle source = new Rectangle(status * mTilesetRectangle.Width, (mFacing == BuildingFace.SW ? 0 : 1) * mTilesetRectangle.Height + (this is Forge ? 384 : 0), mTilesetRectangle.Width, mTilesetRectangle.Height);
spriteBatch.Draw(mTexture, mTilesetRectangle, source, Color.White);
}
public void LoadContent(ContentManager contentManager)
{
mTexture = contentManager.Load<Texture2D>("Textures/" + mTextureName);
//mOnePixelTexture = contentManager.Load<Texture2D>("Sprites/WhiteRectangle");
}
public void TakeDamage(int damage)
{
if (Robustness > 0)
{
Robustness -= damage;
}
if (Robustness <= 0)
{
Destroyed();
}
}
public void UpgradeCounter()
{
MaxGivesWeapons -= 1;
}
private void Destroyed()
{
mIsDestroyed = true;
}
public IGameObject GetSelf()
{
return this;
}
public override bool Equals(Object obj)
{
if (obj == null)
return false;
if (obj == this)
return true;
if (!(obj is IGameObject))
return false;
return Id.Equals(((IGameObject) obj).Id);
}
public override int GetHashCode()
{
return Id;
}
}
}
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