public void OnDeclareWar() { if (Game.Player != this.SelectedCountry && !Diplomacy.IsInWar(Game.Player, this.SelectedCountry)) { Diplomacy.DeclareWar(Game.Player, this.SelectedCountry); Refresh(); } }
public void Yes() { switch (dipstate) { case 0: Diplomacy.DeclareWar(player, select, true); War(); return; case 1: GlobalTrade.MakeDeal(deal); /*if (player.haveDeal(select)) * player.BreakTradeDeal(select); * else * player.SendOfferTradeDeal(select, new TradeDeal(player.state, sellT, sellR, select.state, buyT, buyR)); */ UpdateTradePanel(); return; break; case 2: if (player.haveAccess(select)) { player.ForceAccess(select, false); } else { player.SendOfferForceAccess(select); } break; case 3: player.FabricateCasusBelli(select, !player.fabricatingCasus(select), actionSlider.value); break; case 4: player.Insult(select); break; case 5: player.BeginPatronage(select, !player.havePatronage(select)); break; case 6: player.Uniate(select); break; } that.RecalculArmyPath(); other.RecalculArmyPath(); SchowDiplomacy(); }
public void WhitePeaceButton() { Player.instance.WhitePeace(player.state, select.state); Diplomacy.DeclareWar(player, select, false); SchowDiplomacy(); }
public void AnnexationButton() { player.state.Annexation(select.state); Diplomacy.DeclareWar(player, select, false); ProvinceMenu.instance.UpdateMenu(); }