public void buildConstruction( Form1 form1 ) // Building( Stat.Building building ) { bool keepGoing = true; if ( population == 1 && construction.list[ 0 ] == Statistics.units[ (byte)Form1.unitType.colon ] ) { if ( player.player == player.game.curPlayerInd ) { Stat.Construction[] ib = ai.whatCanBeBuilt( player.player, city ); string[] choices = uiWrap.buildingListStrings( player.player, city, ib ); form1.zoomOnCity( player.player, city ); userChoice ui = new userChoice( language.getAString( language.order.uiNewConstrution ), String.Format( language.getAString( language.order.uiNewConstrution ), name ), choices, 0, language.getAString( language.order.ok ), language.getAString( language.order.uiGoToCity ) ); ui.ShowDialog(); int res = ui.result; if ( res == -1 ) { form1.openCityFrm( player.player, city ); keepGoing = false; } else if ( res == 0 ) { keepGoing = true; /* construction.points -= Statistics.units[ construction.list[ 0 ].ind ].cost; Form1.game.curPlayer.createUnit ( X, Y, (byte)construction.list[ 0 ].ind ); Form1.game.curPlayerInd.cityList[ i ].kill(); continue;*/ } else { // si non construction.list[0] = ib[res]; keepGoing = false; /* Form1.construction.list[ 0 ].ind = ib[ res ].info; Form1.construction.list[ 0 ].type = ib[ res ].type;*/ } } else ai.chooseConstruction( player.player, city ); } // else if ( keepGoing ) { construction.points -= construction.list[ 0 ].cost; //Statistics.units[ construction.list[ 0 ].ind ].cost; if ( construction.list[ 0 ] is Stat.Unit ) // construction.list[ 0 ].type == 1 ) { // units player.createUnit( X, Y, (byte)construction.list[ 0 ].type ); if ( construction.list[ 0 ] == Statistics.units[ (byte)Form1.unitType.colon ] ) //construction.list[ 0 ].ind == (byte)Form1.unitType.colon ) { if ( population > 1 ) { labor.autoRemoveLabor( player.player, city, true ); population --; } else { kill(); } } } else if ( construction.list[ 0 ] is Stat.Building ) { // buildings buildingList[ construction.list[ 0 ].type ] = true; aiPref.setBuildingUpkeep( player.player ); #region special buildings #endregion } else if ( construction.list[ 0 ] is Stat.SmallWonder ) { // buildings // buildingList[ construction.list[ 0 ].type ] = true; /// aiPref.setBuildingUpkeep( player.player ); player.smallWonderList.buildWonder( construction.list[ 0 ] ); #region special #endregion } else if ( construction.list[ 0 ] is Stat.Wonder ) { // buildings // buildingList[ construction.list[ 0 ].type ] = true; // aiPref.setBuildingUpkeep( player.player ); player.game.wonderList.buildWonder( construction.list[ 0 ] ); #region special switch ( construction.list[ 0 ].type ) { case (int)Stat.Wonder.list.chinaWall: break; } #endregion } if ( !dead ) { if ( player.isCurPlayer ) { if ( construction.list[ 1 ] != null ) { construction.removeFirst(); } else { form1.zoomOnCity( player.player, city ); uiWrap.choseConstruction( player.player, city, false ); } } else { ai.chooseConstruction( player.player, city ); } } } }