void ResolveOutcome() { switch (currentOutcome.OutcomeType) { case (OutcomeEnum.AddEquipment): resourceManager.AddEquipment(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.AddFood): resourceManager.AddFood(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.AddGold): resourceManager.AddGold(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.AllStopWorking): workerManager.RemoveFarmer(farmers); workerManager.RemoveMerchant(merchants); workerManager.RemoveBlacksmith(blacksmiths); workerManager.RemoveSoldier(soldiers); break; case (OutcomeEnum.BlacksmithDie): workerManager.RemoveBlacksmith(currentOutcome.OutcomeNumber); workerManager.DecreasePopulation(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.DecreasePop): workerManager.DecreasePopulation(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.FarmerDie): workerManager.RemoveFarmer(currentOutcome.OutcomeNumber); workerManager.DecreasePopulation(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.IdleDie): workerManager.DecreasePopulation(idle); break; case (OutcomeEnum.IncreasePop): workerManager.IncreasePopulation(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.MerchantDie): workerManager.RemoveMerchant(currentOutcome.OutcomeNumber); workerManager.DecreasePopulation(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.RemoveBlacksmith): workerManager.RemoveBlacksmith(currentOutcome.OutcomeNumber); workerManager.DecreasePopulation(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.RemoveEquipment): resourceManager.RemoveEquipment(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.RemoveFarmer): workerManager.RemoveFarmer(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.RemoveFood): resourceManager.RemoveFood(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.RemoveGold): resourceManager.RemoveGold(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.RemoveMerchant): workerManager.RemoveMerchant(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.RemoveSoldier): workerManager.RemoveSoldier(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.SoldierDie): workerManager.RemoveSoldier(currentOutcome.OutcomeNumber); workerManager.DecreasePopulation(currentOutcome.OutcomeNumber); break; default: return; } }