Ejemplo n.º 1
0
    /* private void buildNavy()
     * {
     *   App app = UnityEngine.Object.FindObjectOfType<App>();
     *   int playerIndex = app.GetHumanIndex();
     *   Nation player = State.getNations()[playerIndex];
     *   if (player.GetTechnologies().Contains("oil_powered_ships"))
     *   {
     *       PlayerPayer.PayDreadnought(player);
     *       player.seaForces.dreadnought.addUnit();
     *   }
     *
     *   else if (player.GetTechnologies().Contains("ironclad"))
     *   {
     *       PlayerPayer.PayIronClad(player);
     *       player.seaForces.ironclad.addUnit();
     *   }
     *   else
     *   {
     *       PlayerPayer.PayFrigate(player);
     *       player.seaForces.frigate.addUnit();
     *   }
     *   uiUpdater.updateUI();
     *
     * } */

    private void getCultureCards()
    {
        selfProvince.SetActive(false);
        otherProvince.SetActive(false);
        progressPanel.SetActive(false);
        coordinator.progressFlag = false;

        App    app    = UnityEngine.Object.FindObjectOfType <App>();
        Nation player = State.getNations()[app.GetHumanIndex()];

        PlayerPayer.payForDevelopmentAction(player, 1);

        MyEnum.cultCard newCard = PlayerReceiver.collectCultureCard(player);

        uiUpdater.updateUI();

        Stack <CultureCard>   remainingCultCards = State.getCultureDeck();
        HashSet <CultureCard> cultDeckSet        = new HashSet <CultureCard>(remainingCultCards);

        List <MyEnum.cultCard> playerCultHand = new List <MyEnum.cultCard>(player.getCultureCards());
        HashSet <CultureCard>  playerCultSet  = new HashSet <CultureCard>(remainingCultCards);

        foreach (MyEnum.cultCard cardName in playerCultHand)
        {
            CultureCard card = State.getCultureCardByName(cardName);
            playerCultSet.Add(card);
        }

        updateCultureCardBook(newCard);
        showCultureHandPanel();
    }
Ejemplo n.º 2
0
    public void adjustDevelopmentPriorityInLightOfPotential(Nation player)
    {
        if (player.getIP() < 1 && State.era == MyEnum.Era.Early)
        {
            if (PlayerCalculator.canMakeDevelopmentAction(player))
            {
                PlayerPayer.payForDevelopmentAction(player, 1);
                player.addIP(2);
            }
            else
            {
                this.progressPriorities[MyEnum.progressPriorities.investment]++;
            }
        }

        if (player.getIP() < 2 && State.era != MyEnum.Era.Early)
        {
            if (PlayerCalculator.canMakeDevelopmentAction(player))
            {
                PlayerPayer.payForDevelopmentAction(player, 1);
                player.addIP(2);
            }
            else
            {
                this.progressPriorities[MyEnum.progressPriorities.investment]++;
            }
        }
    }
Ejemplo n.º 3
0
    /* private void IncreasePOP()
     * {
     *   App app = UnityEngine.Object.FindObjectOfType<App>();
     *   Nation player = State.getNations()[app.GetHumanIndex()];
     *   PlayerPayer.payForMorePOP(player);
     *   uiUpdater.updateUI();
     * } */

    private void IncreaseIP()
    {
        App    app    = UnityEngine.Object.FindObjectOfType <App>();
        Nation player = State.getNations()[app.GetHumanIndex()];

        PlayerPayer.payForDevelopmentAction(player, 1);
        Debug.Log("Increasing AP");
        PlayerReceiver.receiveIP(player);
        uiUpdater.updateUI();
    }
Ejemplo n.º 4
0
    /* private void openMilitaryTab()
     * {
     *   App app = UnityEngine.Object.FindObjectOfType<App>();
     *   Nation player = State.getNations()[app.GetHumanIndex()];
     *   armyTab.SetActive(true);
     *   if(PlayerCalculator.canExpandArmy(player) == false)
     *   {
     *       expandArmyButton.interactable = false;
     *   }
     *   else
     *   {
     *       expandArmyButton.interactable = true;
     *   }
     *
     *   Text size = armyTable.Rows[0].Cells[1].GetComponentInChildren<Text>();
     *   size.text = player.landForces.Strength.ToString();
     *   Text attack = armyTable.Rows[1].Cells[1].GetComponentInChildren<Text>();
     *   attack.text = player.landForces.Attack.ToString();
     *   Text defense = armyTable.Rows[2].Cells[1].GetComponentInChildren<Text>();
     *   defense.text = player.landForces.Defense.ToString();
     *   Text morale = armyTable.Rows[3].Cells[1].GetComponentInChildren<Text>();
     *   morale.text = player.landForces.Morale.ToString();
     *   Text shock = armyTable.Rows[4].Cells[1].GetComponentInChildren<Text>();
     *   shock.text = player.landForces.Shock.ToString();
     *   Text maneuver = armyTable.Rows[5].Cells[1].GetComponentInChildren<Text>();
     *   maneuver.text = player.landForces.Maneuver.ToString();
     *   Text recon = armyTable.Rows[6].Cells[1].GetComponentInChildren<Text>();
     *   recon.text = player.landForces.Recon.ToString();
     *   Text prediction = armyTable.Rows[7].Cells[1].GetComponentInChildren<Text>();
     *   prediction.text = player.landForces.Prediction.ToString();
     * } */

    private void fightCorruption()
    {
        App    app    = UnityEngine.Object.FindObjectOfType <App>();
        Nation player = State.getNations()[app.GetHumanIndex()];

        PlayerPayer.payForDevelopmentAction(player, 1);
        // PlayerReceiver.reduceCorruption(player);
        player.decreaseCorruption();
        uiUpdater.updateUI();
    }
Ejemplo n.º 5
0
    private void addResearchPoints()
    {
        Debug.Log("Doing Research");

        App    app    = UnityEngine.Object.FindObjectOfType <App>();
        Nation player = State.getNations()[app.GetHumanIndex()];

        PlayerPayer.payForDevelopmentAction(player, 1);
        PlayerReceiver.CollectResearchPoints(player);
        uiUpdater.updateUI();
    }