Change default intrest rate,

and start adding ranches
This commit is contained in:
SilicaAndPina 2021-02-08 11:26:52 +13:00
parent 02876ec2b4
commit 81440b1814
7 changed files with 1208 additions and 18 deletions

View file

@ -27,20 +27,26 @@ namespace HISP.Game
public static int NewUserStartY;
public static int GetTileId(int x, int y, bool overlay)
{
if ((x > Width || x < 0) || (y > Height || y < 0)) // Outside map?
return 0x1;
int pos = ((x * Height) + y);
if (overlay && Treasure.IsTileBuiredTreasure(x, y))
if (pos >= oMapData.Length && overlay)
return 1;
else if (pos >= MapData.Length && !overlay)
return 1;
else if (overlay && oMapData[pos] != 1)
return oMapData[pos];
else if (overlay && Treasure.IsTileBuiredTreasure(x, y))
return 193; // Burried Treasure tile.
else if (overlay && Treasure.IsTilePotOfGold(x, y))
return 186; // Pot of Gold tile.
if (overlay)
return oMapData[pos];
else
else if (overlay && Ranch.IsRanchHere(x, y))
return 170 + Ranch.GetRanchAt(x, y).Upgraded; // Ranch Tile + Upgraded amount
else if (overlay)
return 1;
else if (!overlay)
return MapData[pos];
else // Not sure how you could even get here.
return 1;
}
public static bool CheckPassable(int x, int y)
{

View file

@ -0,0 +1,59 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace HISP.Game
{
public class Ranch
{
public class RanchBuilding
{
public static List<RanchBuilding> RanchBuildings = new List<RanchBuilding>();
public int Id;
public string Type;
public int Cost;
public string Title;
public string Description;
public int Limit;
}
public static List<Ranch> Ranches = new List<Ranch>();
public int X;
public int Y;
public int Id;
public int Value;
public int OwnerId;
public int Upgraded;
public Ranch(int x, int y, int id, int value)
{
X = x;
Y = y;
Id = id;
Value = value;
Upgraded = 0;
OwnerId = -1;
}
public static bool IsRanchHere(int x, int y)
{
foreach (Ranch ranch in Ranches)
{
if (ranch.X == x && ranch.Y == y)
return true;
}
return false;
}
public static Ranch GetRanchAt(int x, int y)
{
foreach(Ranch ranch in Ranches)
{
if (ranch.X == x && ranch.Y == y)
return ranch;
}
throw new KeyNotFoundException("No Ranch found at x" + x + " y" + y);
}
}
}