public Conversation_Box(Patricians Family, TheCast cast)
        {
            InitializeComponent();
            family = Family;
            the_cast = cast;

        }
Beispiel #2
0
        private void FirstTurn()
        {
            everything_random = new Random();

            selected_user = null;

            ActionPanel.Visible = false;
            the_cast = new TheCast();
            the_state = new TheState();
                       
            //creating the opposition
            the_cast.the_opposition.Add(new Opposition(OppositionNames.Cato));
            the_cast.the_opposition.Add(new Opposition(OppositionNames.Curio));
            the_cast.the_opposition.Add(new Opposition(OppositionNames.Lucius));

            //creating the tribes
            the_cast.the_tribes.Add(new Tribes(new TribeName(TribeNameEnum.Collina)));
            the_cast.the_tribes.Add(new Tribes(new TribeName(TribeNameEnum.Esquilana)));
            the_cast.the_tribes.Add(new Tribes(new TribeName(TribeNameEnum.Palatina)));
            the_cast.the_tribes.Add(new Tribes(new TribeName(TribeNameEnum.Suburra)));

            foreach(var tribe in the_cast.the_tribes)
            {
                foreach(var op in the_cast.the_opposition)
                {
                    tribe.relationships.Add(op.name_en, everything_random.Next(0,100));
                }
            }

            UpdatePage();
            
        }
Beispiel #3
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        public LoanRequest(Patricians fam, TheCast cast, TheState state)
        {
            family = fam;
            the_cast = cast;
            the_state = state;

            InitializeComponent();

            moneyRadioGroup.SelectedIndex = 0;
            promiseRadioGroup.SelectedIndex = 0;
        }
        public PatricianInteract(Patricians Family, TheCast the_cast, TheState state)
        {
            family = Family;
            InitializeComponent();
            PatricianNamelabel.Text = family.name.family_name_string;
            feelingLabel.Text = "";
            feelingLabel.AutoSize = true;
            cast = the_cast;
            the_state = state;

            this.Text = family.name.family_name_string + "'s Estate";

            PlayerPerception();
        }
        public Promise_Interaction(Patricians family, TheCast cast, TheState state)
        {
            this_family = family;
            the_cast = cast;
            the_state = state;

            InitializeComponent();

            var mm = Mechanics.EnumToList();
            for(int i = 1; i < mm.Count; i++)
            {
                if (i != this_family.name.family_id)
                {
                    radioGroup2.Properties.Items.Add(new RadioGroupItem(i, mm[i]));
                }
            }
            
            radioGroup2.Properties.EndUpdate();
            radioGroup2.SelectedIndex = 0;
        }
Beispiel #6
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        private void FirstTurn()
        {

            the_cast = new TheCast();
            the_state = new TheState();

            character_names = new List<string>();

            button2.Enabled = true;
            button3.Enabled = true;
            

           // panel1.BackgroundImage = Properties.Resources.ancient_rome_background;
           
            everythingRandom = new Random();
            
            turnsLeftLabel.Text = "Turn " + the_state.turn_number.ToString();
            gameOverLabel.Text = "";

            
            //create the families
            InitiatePatricians();

            //create the tribes
            InitiateTribes();
            

            MainCharacter open = new MainCharacter(the_cast.the_player);
            open.ShowDialog();

            UpdatePage();

            

            
        }
Beispiel #7
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 public Canvass(TheCast cast)
 {
     the_cast = cast;
     InitializeComponent();
 }