/// <Summary> /// Generate a new turn, if able, and update the Nova Console UI /// </Summary> private void GenerateTurn() { /* FIXME (priority 5) This gives a flase negative indication, i.e. GameInProgress is false even when a game is in progress. * if (ServerState.Data.GameInProgress == false) * { * Report.Error("There is no game in progress. Open a current game or create a new game."); * return; * } */ if (!File.Exists(serverState.StatePathName)) { Report.Error("There is no game open. Open a current game or create a new game."); return; } TurnGenerator turn = new TurnGenerator(serverState); turn.Generate(); newGameMenuItem.Enabled = false; generateTurnMenuItem.Enabled = false; AddStatusMessage("New turn generated for year " + serverState.TurnYear); turnYearLabel.Text = serverState.TurnYear.ToString(); serverState.Save(); SetPlayerList(); }
public void processTurn() { Settings.instance.SetNoSelected(); TurnGenerator tg = new TurnGenerator(game.getGame(), fc, pc); // do turn processing tg.generate(); }
private void GenerateIntel() { TurnGenerator firstTurn = new TurnGenerator(serverState); firstTurn.AssembleEmpireData(); Scores scores = new Scores(serverState); IntelWriter intelWriter = new IntelWriter(serverState, scores); intelWriter.WriteIntel(); }
public void processTurn() { blockerPanel.SetActive(true); TurnGenerator tg = new TurnGenerator(game.getGame(), fc, pc); // do turn processing tg.generate(); //write the game files writeGameToJson(); //save the game files to a zip saveGameToZip(); //upload the game files uploadGameFiles(); //takes the turn, passing a reference to the uploaded game file //takeTurn(); }