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using System;
using Microsoft.Xna.Framework;
using V3.Data;
namespace V3.Objects
{
// ReSharper disable once ClassNeverInstantiated.Global
public sealed class CreatureFactory
{
private readonly IBasicCreatureFactory mFactory;
private readonly Random mRnd = new Random();
public CreatureFactory(IBasicCreatureFactory factory)
{
mFactory = factory;
}
public ICreature CreateCreature(CreatureType type, int id)
{
IdGenerator.SetIdOnce(id);
switch (type)
{
case CreatureType.FemalePeasant:
return mFactory.CreateFemalePeasant();
case CreatureType.King:
return mFactory.CreateKing();
case CreatureType.KingsGuard:
return mFactory.CreateKingsGuard();
case CreatureType.Knight:
return mFactory.CreateKnight();
case CreatureType.MalePeasant:
return mFactory.CreateMalePeasant();
case CreatureType.Meatball:
return mFactory.CreateMeatball();
case CreatureType.Necromancer:
return mFactory.CreateNecromancer();
case CreatureType.Prince:
return mFactory.CreatePrince();
case CreatureType.Skeleton:
return mFactory.CreateSkeleton();
case CreatureType.Zombie:
return mFactory.CreateZombie();
default:
IdGenerator.ClearIdOnce();
return null;
}
}
public MalePeasant CreateMalePeasant(Vector2 position, MovementDirection movementDirection)
{
return CreateCreature(mFactory.CreateMalePeasant(), position, movementDirection);
}
public FemalePeasant CreateFemalePeasant(Vector2 position, MovementDirection movementDirection)
{
return CreateCreature(mFactory.CreateFemalePeasant(), position, movementDirection);
}
public Necromancer CreateNecromancer(Vector2 position, MovementDirection movementDirection)
{
return CreateCreature(mFactory.CreateNecromancer(), position, movementDirection);
}
public Skeleton CreateSkeleton(Vector2 position, MovementDirection movementDirection)
{
return CreateCreature(mFactory.CreateSkeleton(), position, movementDirection);
}
public SkeletonElite CreateSkeletonElite(Vector2 position, MovementDirection movementDirection)
{
return CreateCreature(mFactory.CreateSkeletonElite(), position, movementDirection);
}
public Zombie CreateZombie(Vector2 position, MovementDirection movementDirection)
{
return CreateCreature(mFactory.CreateZombie(), position, movementDirection);
}
public Knight CreateKnight(Vector2 position, MovementDirection movementDirection)
{
Knight knight = CreateCreature(mFactory.CreateKnight(), position, movementDirection);
if (mRnd.Next(3) == 0)
{
knight.MakeFemale();
}
return knight;
}
public KingsGuard CreateKingsGuard(Vector2 position, MovementDirection movementDirection)
{
KingsGuard guard = CreateCreature(mFactory.CreateKingsGuard(), position, movementDirection);
if (mRnd.Next(3) == 0)
{
guard.MakeFemale();
}
return guard;
}
public SkeletonHorse CreateSkeletonHorse(Vector2 position, MovementDirection movementDirection)
{
return CreateCreature(mFactory.CreateSkeletonHorse(), position, movementDirection);
}
public Meatball CreateMeatball(Vector2 position, MovementDirection movementDirection)
{
return CreateCreature(mFactory.CreateMeatball(), position, movementDirection);
}
public Prince CreatePrince(Vector2 position, MovementDirection movementDirection)
{
return CreateCreature(mFactory.CreatePrince(), position, movementDirection);
}
public King CreateKing(Vector2 position, MovementDirection movementDirection)
{
return CreateCreature(mFactory.CreateKing(), position, movementDirection);
}
private T CreateCreature<T>(T creature, Vector2 position, MovementDirection movementDirection) where T: ICreature
{
creature.Position = position;
creature.InitialPosition = position;
creature.MovementDirection = movementDirection;
return creature;
}
}
}
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