private EClientTextID Convert_Game_Action_Failure_To_Text_ID( EGameActionFailure action ) { switch ( action ) { case EGameActionFailure.Cannot_Play_More_Than_One_Card: return EClientTextID.Client_Game_Action_Cannot_Play_More_Than_One_Card; case EGameActionFailure.Cannot_Play_A_Card_After_Passing_Cards: return EClientTextID.Client_Game_Action_Cannot_Play_A_Card_After_Passing_Cards; case EGameActionFailure.Turn_Is_Already_Complete: return EClientTextID.Client_Game_Action_Turn_Is_Already_Complete; case EGameActionFailure.You_Must_Play_A_Card_Before_Drawing: return EClientTextID.Client_Game_Action_You_Must_Play_A_Card_Before_Drawing; case EGameActionFailure.Can_Only_Pass_One_Set_Of_Cards: return EClientTextID.Client_Game_Action_Can_Only_Pass_One_Set_Of_Cards; case EGameActionFailure.Can_Only_Pass_Cards_In_A_Four_Player_Game: return EClientTextID.Client_Game_Action_Can_Only_Pass_Cards_In_A_Four_Player_Game; case EGameActionFailure.Card_Is_Not_In_Your_Hand: return EClientTextID.Client_Game_Action_Card_Is_Not_In_Your_Hand; case EGameActionFailure.A_Higher_Card_Already_Exists: return EClientTextID.Client_Game_Action_A_Higher_Card_Already_Exists; case EGameActionFailure.Deck_Is_Empty: return EClientTextID.Client_Game_Action_Deck_Is_Empty; case EGameActionFailure.Discard_Pile_Is_Empty: return EClientTextID.Client_Game_Action_Discard_Pile_Is_Empty; case EGameActionFailure.Not_Enough_Cards_In_Hand_To_Pass: return EClientTextID.Client_Game_Action_Not_Enough_Cards_In_Hand_To_Pass; case EGameActionFailure.Not_In_Match: return EClientTextID.Client_Game_Action_Not_In_Match; case EGameActionFailure.Match_Halted: return EClientTextID.Client_Game_Action_Match_Halted; case EGameActionFailure.Not_Your_Turn: return EClientTextID.Client_Game_Action_Not_Your_Turn; case EGameActionFailure.Turn_Is_Incomplete: return EClientTextID.Client_Game_Action_Turn_Is_Incomplete; case EGameActionFailure.Invalid_Turn: return EClientTextID.Client_Game_Action_Invalid_Turn; case EGameActionFailure.Play_Card_Must_Be_First_Action: return EClientTextID.Client_Game_Action_Play_Card_Must_Be_First_Action; case EGameActionFailure.Discard_Card_Must_Be_First_Action: return EClientTextID.Client_Game_Action_Discard_Card_Must_Be_First_Action; case EGameActionFailure.Passing_Cards_Must_Be_Only_Action: return EClientTextID.Client_Game_Action_Passing_Cards_Must_Be_Only_Action; case EGameActionFailure.Two_Distinct_Cards_Must_Be_Passed: return EClientTextID.Client_Game_Action_Two_Distinct_Cards_Must_Be_Passed; case EGameActionFailure.Not_A_Player: return EClientTextID.Client_Game_Action_Not_A_Player; default: return EClientTextID.Invalid; } }
// Construction public CMatchTakeTurnResponse( EMessageRequestID request_id, EGameActionFailure error ) : base(request_id) { Error = error; }