public void AssignMonument(List <string> monumentArgs) { switch (monumentArgs[1]) { case "Fire": var fireMonument = new FireMonument(monumentArgs[2], int.Parse(monumentArgs[3])); nations.FireMonuments.Add(fireMonument); break; case "Air": var airMonument = new AirMonument(monumentArgs[2], int.Parse(monumentArgs[3])); nations.AirMonuments.Add(airMonument); break; case "Water": var waterMonument = new WaterMonument(monumentArgs[2], int.Parse(monumentArgs[3])); nations.WaterMonuments.Add(waterMonument); break; case "Earth": var earthMonument = new EarthMonument(monumentArgs[2], int.Parse(monumentArgs[3])); nations.EarthMonuments.Add(earthMonument); break; } }
public void AssignMonument(List <string> monumentArgs) { switch (monumentArgs[1]) { case "Air": Monument airMonument = new AirMonument(monumentArgs[2], int.Parse(monumentArgs[3])); Airmonuments.Add(airMonument); break; case "Water": Monument waterMonument = new WaterMonument(monumentArgs[2], int.Parse(monumentArgs[3])); Watermonuments.Add(waterMonument); break; case "Fire": Monument fireMonument = new FireMonument(monumentArgs[2], int.Parse(monumentArgs[3])); Firemonuments.Add(fireMonument); break; case "Earth": Monument earthMonument = new EarthMonument(monumentArgs[2], int.Parse(monumentArgs[3])); Earthmonuments.Add(earthMonument); break; } }
private static void InsertMonument(string[] cmdArgs, List <Nation> nations) { var type = cmdArgs[1]; var name = cmdArgs[2]; var affinity = int.Parse(cmdArgs[3]); switch (type) { case "Air": Monument airMonument = new AirMonument(name, affinity); var airNation = nations.FirstOrDefault(n => n.Name == "Air Nation"); airNation.Monuments.Add(airMonument); break; case "Earth": Monument earthMonument = new EarthMonument(name, affinity); var earthNation = nations.FirstOrDefault(n => n.Name == "Earth Nation"); earthNation.Monuments.Add(earthMonument); break; case "Fire": Monument fireMonument = new FireMonument(name, affinity); var fireNation = nations.FirstOrDefault(n => n.Name == "Fire Nation"); fireNation.Monuments.Add(fireMonument); break; case "Water": Monument waterMonument = new WaterMonument(name, affinity); var waterNation = nations.FirstOrDefault(n => n.Name == "Water Nation"); waterNation.Monuments.Add(waterMonument); break; } }
public void AssignMonument(List <string> monumentArgs) { Monument monument = null; switch (monumentArgs[1]) { case "Air": monument = new AirMonument(monumentArgs[2], int.Parse(monumentArgs[3])); break; case "Water": monument = new WaterMonument(monumentArgs[2], int.Parse(monumentArgs[3])); break; case "Fire": monument = new FireMonument(monumentArgs[2], int.Parse(monumentArgs[3])); break; case "Earth": monument = new EarthMonument(monumentArgs[2], int.Parse(monumentArgs[3])); break; default: break; } monuments.Add(monument); }
public void AssignMonument(List <string> monumentArgs) { string type = monumentArgs[0]; string name = monumentArgs[1]; int affinity = int.Parse(monumentArgs[2]); if (type == "Air") { AirMonument airMonument = new AirMonument(name, affinity); monuments.Add(airMonument); } else if (type == "Water") { WaterMonument waterMonument = new WaterMonument(name, affinity); monuments.Add(waterMonument); } else if (type == "Fire") { FireMonument fireMonument = new FireMonument(name, affinity); monuments.Add(fireMonument); } else if (type == "Earth") { EarthMonument earthMonument = new EarthMonument(name, affinity); monuments.Add(earthMonument); } }
public void AssignMonument(List <string> monumentArgs) { var type = monumentArgs[0]; var name = monumentArgs[1]; var affinity = int.Parse(monumentArgs[2]); Monument monument = null; switch (type) { case "Air": monument = new AirMonument(name, affinity); break; case "Earth": monument = new EarthMonument(name, affinity); break; case "Fire": monument = new FireMonument(name, affinity); break; case "Water": monument = new WaterMonument(name, affinity); break; default: throw new ArgumentException(); } nations[type].monuments.Add(monument); }
public Monument CreateMonument(List <string> monumentArgs) { var type = monumentArgs[0]; var name = monumentArgs[1]; var affinity = int.Parse(monumentArgs[2]); Monument newMonument = null; switch (type) { case "Air": newMonument = new AirMonument(name, affinity); break; case "Water": newMonument = new WaterMonument(name, affinity); break; case "Fire": newMonument = new FireMonument(name, affinity); break; case "Earth": newMonument = new EarthMonument(name, affinity); break; default: throw new NotSupportedException(); } return(newMonument); }
public static Monument MakeMonument(string type, string name, int affinity) { Monument monument = null; switch (type) { case "Air": monument = new AirMonument(name, affinity); break; case "Water": monument = new WaterMonument(name, affinity); break; case "Fire": monument = new FireMonument(name, affinity); break; case "Earth": monument = new EarthMonument(name, affinity); break; } return(monument); }
public void AssignMonument(List <string> monumentArgs) { var monumentType = monumentArgs[1]; var monumentName = monumentArgs[2]; var affinity = int.Parse(monumentArgs[3]); Monument currMonument = null; switch (monumentType) { case "Air": currMonument = new AirMonument(monumentName, affinity); airNation.Add(currMonument); break; case "Fire": currMonument = new FireMonument(monumentName, affinity); fireNation.Add(currMonument); break; case "Water": currMonument = new WaterMonument(monumentName, affinity); waterNation.Add(currMonument); break; case "Earth": currMonument = new EarthMonument(monumentName, affinity); earthNation.Add(currMonument); break; } }
public void AssignMonument(List <string> monumentArgs) { var nation = monumentArgs[1]; var name = monumentArgs[2]; var affinity = int.Parse(monumentArgs[3]); switch (nation) { case "Air": Monument airMonument = new AirMonument(name, affinity); monumentsOfNation[nation].Add(airMonument); break; case "Water": Monument waterMonument = new WaterMonument(name, affinity); monumentsOfNation[nation].Add(waterMonument); break; case "Fire": Monument fireMonument = new FireMonument(name, affinity); monumentsOfNation[nation].Add(fireMonument); break; case "Earth": Monument earthMonument = new EarthMonument(name, affinity); monumentsOfNation[nation].Add(earthMonument); break; } }
}//Done public void AssignMonument(List <string> monumentArgs) { var type = monumentArgs[0]; var name = monumentArgs[1]; var affinity = int.Parse(monumentArgs[2]); switch (type) { case "Air": Monument monument = new AirMonument(name, affinity); this.nations[type].AddMonument(monument); break; case "Water": monument = new WaterMonument(name, affinity); this.nations[type].AddMonument(monument); break; case "Fire": monument = new FireMonument(name, affinity); this.nations[type].AddMonument(monument); break; case "Earth": monument = new EarthMonument(name, affinity); this.nations[type].AddMonument(monument); break; } } //Done
public void AssignMonument(List <string> monumentArgs) { var type = monumentArgs[0]; var name = monumentArgs[1];; var affinity = int.Parse(monumentArgs[2]); switch (type) { case "Air": var airMonument = new AirMonument(name, affinity); this.AddMonumentToNation(type, airMonument); break; case "Earth": var earthMonument = new EarthMonument(name, affinity); this.AddMonumentToNation(type, earthMonument); break; case "Fire": var fireMonument = new FireMonument(name, affinity); this.AddMonumentToNation(type, fireMonument); break; case "Water": var waterMonument = new WaterMonument(name, affinity); this.AddMonumentToNation(type, waterMonument); break; } }
public void AssignMonument(List <string> monumentArgs) { var monumentType = monumentArgs[1]; var name = monumentArgs[2]; var affinity = int.Parse(monumentArgs[3]); switch (monumentType) { case "Air": var airMonument = new AirMonument(name, affinity); airNation.AddAirMonument(airMonument); break; case "Water": var waterMonument = new WaterMonument(name, affinity); waterNation.AddWaterMonument(waterMonument); break; case "Fire": var fireMonument = new FireMonument(name, affinity); fireNation.AddFireMonument(fireMonument); break; case "Earth": var eartMonument = new EarthMonument(name, affinity); earthNation.AddEartMonument(eartMonument); break; } }
public void AssignMonument(List <string> monumentArgs) { var typeOfMonument = monumentArgs[1]; var monumentName = monumentArgs[2]; var affinity = int.Parse(monumentArgs[3]); switch (typeOfMonument) { case "Air": Monument airMonument = new AirMonument(monumentName, affinity); nations[typeOfMonument].AddMonument(airMonument); break; case "Water": Monument waterMonument = new WaterMonument(monumentName, affinity); nations[typeOfMonument].AddMonument(waterMonument); break; case "Fire": Monument fireMonument = new FireMonument(monumentName, affinity); nations[typeOfMonument].AddMonument(fireMonument); break; case "Earth": Monument earthMonument = new EarthMonument(monumentName, affinity); nations[typeOfMonument].AddMonument(earthMonument); break; } }
public void AssignMonument(List <string> monumentArgs) { string type = monumentArgs[0]; string name = monumentArgs[1]; int affinity = int.Parse(monumentArgs[2]); switch (type) { case "Air": Monument airMonument = new AirMonument(name, affinity); this.nations[type].AddMonument(airMonument); break; case "Water": Monument waterMonument = new WaterMonument(name, affinity); this.nations[type].AddMonument(waterMonument); break; case "Fire": Monument fireMonument = new FireMonument(name, affinity); this.nations[type].AddMonument(fireMonument); break; case "Earth": EarthMonument earthMonument = new EarthMonument(name, affinity); this.nations[type].AddMonument(earthMonument); break; } }
public static Monument CreateMonument(List <string> monumentArgs) { var type = monumentArgs[1]; var name = monumentArgs[2]; int affinity = int.Parse(monumentArgs[3]); Monument monument; switch (type) { case "Air": monument = new AirMonument(name, affinity); return(monument); case "Water": monument = new WaterMonument(name, affinity); return(monument); case "Fire": monument = new FireMonument(name, affinity); return(monument); default: monument = new EarthMonument(name, affinity); return(monument); } }
public void AssignMonument(List <string> monumentArgs) { string type = monumentArgs[1]; switch (type) { case "Air": AirMonument airMonument = new AirMonument(monumentArgs[2], int.Parse(monumentArgs[3])); this.nations["Air"].Monuments.Add(airMonument); break; case "Earth": EarthMonument earthMonument = new EarthMonument(monumentArgs[2], int.Parse(monumentArgs[3])); this.nations["Earth"].Monuments.Add(earthMonument); break; case "Fire": FireMonument fireMonument = new FireMonument(monumentArgs[2], int.Parse(monumentArgs[3])); this.nations["Fire"].Monuments.Add(fireMonument); break; case "Water": WaterMonument waterMonument = new WaterMonument(monumentArgs[2], int.Parse(monumentArgs[3])); this.nations["Water"].Monuments.Add(waterMonument); break; } }
public static Monument CreateMonument(List <string> monumentArgs) { Monument monument = null; string name = monumentArgs[2]; int affinity = int.Parse(monumentArgs[3]); switch (monumentArgs[1]) { case "Air": monument = new AirMonument(name, affinity); break; case "Water": monument = new WaterMonument(name, affinity); break; case "Fire": monument = new FireMonument(name, affinity); break; case "Earth": monument = new EarthMonument(name, affinity); break; } return(monument); }
public void AssignMonument(List <string> monumentArgs) { string type = monumentArgs[0]; string name = monumentArgs[1]; int affinity = int.Parse(monumentArgs[2]); Monument monument = null; switch (type) { case "Air": monument = new AirMonument(name, affinity); break; case "Water": monument = new WaterMonument(name, affinity); break; case "Fire": monument = new FireMonument(name, affinity); break; case "Earth": monument = new EarthMonument(name, affinity); break; } monuments.Add(new KeyValuePair <string, Monument>(type, monument)); }
private void CreateMonument(string type, string name, long affinity) { switch (type) { case "Fire": FireMonument fireMonument = new FireMonument(name, affinity); this.fireNation.FireMonuments.Add(fireMonument); break; case "Water": WaterMonument waterMonument = new WaterMonument(name, affinity); this.waterNation.WaterMonuments.Add(waterMonument); break; case "Air": AirMonument airMonument = new AirMonument(name, affinity); this.airNation.AirMonuments.Add(airMonument); break; case "Earth": EarthMonument earthMonument = new EarthMonument(name, affinity); this.earthNation.EarthMonuments.Add(earthMonument); break; } }
public void AssignMonument(string type, string name, int affinity) { if (type == "Air") { var airMonument = new AirMonument(name, affinity); airMonuments.Add(airMonument); } else if (type == "Water") { var waterMonument = new WaterMonument(name, affinity); waterMonuments.Add(waterMonument); } else if (type == "Fire") { var fireMonument = new FireMonument(name, affinity); fireMonuments.Add(fireMonument); } else if (type == "Earth") { var earthMonument = new EarthMonument(name, affinity); earthMonuments.Add(earthMonument); } }
public void AssignMonument(List <string> monumentArgs) { switch (monumentArgs[0]) { case "Air": AirMonument airMonument = new AirMonument(monumentArgs[1], int.Parse(monumentArgs[2])); if (nations.Any(x => x.Name == "Air Nation")) { nations.Find(n => n.Name == "Air Nation").Monuments.Add(airMonument); } break; case "Water": WaterMonument waterMonument = new WaterMonument(monumentArgs[1], int.Parse(monumentArgs[2])); if (nations.Any(x => x.Name == "Water Nation")) { nations.Find(n => n.Name == "Water Nation").Monuments.Add(waterMonument); } break; case "Fire": FireMonument fireMonument = new FireMonument(monumentArgs[1], int.Parse(monumentArgs[2])); if (nations.Any(x => x.Name == "Fire Nation")) { nations.Find(n => n.Name == "Fire Nation").Monuments.Add(fireMonument); } break; case "Earth": EarthMonument earthMonument = new EarthMonument(monumentArgs[1], int.Parse(monumentArgs[2])); if (nations.Any(x => x.Name == "Earth Nation")) { nations.Find(n => n.Name == "Earth Nation").Monuments.Add(earthMonument); } break; } }
public void AddAirMonument(AirMonument airMonument) { this.AirMonuments.Add(airMonument); }