public static IBitmap GovernmentPortrait(IGovernment government, Advisor advisor, bool modern) { string filename; int governmentId; if (government is Monarchy) { governmentId = (modern ? 3 : 2); filename = $"GOVT1" + (modern ? "M" : "A"); } else if (government is Republic || government is Democracy) { governmentId = (modern ? 5 : 4); filename = $"GOVT2" + (modern ? "M" : "A"); } else if (government is Communism) { governmentId = 6; filename = "GOVT3A"; } else // Anarchy or Despotism { governmentId = (modern ? 1 : 0); filename = "GOVT0" + (modern ? "M" : "A"); } if (_governmentPortrait[governmentId, (int)advisor] == null) { _governmentPortrait[governmentId, (int)advisor] = Resources[filename][(40 * (int)advisor), 0, 40, 60]; } return(_governmentPortrait[governmentId, (int)advisor]); }
public override bool HasUpdate(uint gameTick) { if (_update) { _canvas.FillLayerTile(_background); _canvas.AddBorder(1, 1, 0, 0, 123, 38); _canvas.FillRectangle(0, 123, 0, 1, 38); IUnit[] units = _city.Units.Take(14).ToArray(); for (int i = 0; i < units.Length; i++) { int xx = 5 + ((i % 7) * 16); int yy = 1 + (((i - (i % 7)) / 7) * 16); // Diplomat and Caravan units cost nothing. if (!(units[i] is Diplomat) && !(units[i] is Caravan)) { int shields = 0, food = 0; IGovernment government = Game.GetPlayer(_city.Owner).Government; if (government is Anarchy || government is Despotism) { if (i >= _city.Size) { shields++; } if (units[i] is Settlers) { food++; } } else { shields++; if (units[i] is Settlers) { food += 2; } } if (food > 0) { for (int ix = 0; ix < food; ix++) { AddLayer(Icons.Food, xx + (4 * ix), yy + 12); } } if (shields > 0) { AddLayer(Icons.Shield, xx + 8, yy + 12); } } AddLayer(units[i].GetUnit(units[0].Owner, showState: false), xx, yy); } _update = false; } return(true); }
protected override bool HasUpdate(uint gameTick) { if (_update) { this.Tile(Pattern.PanelBlue) .DrawRectangle(colour: 1); IUnit[] units = _city.Units.Take(14).ToArray(); for (int i = 0; i < units.Length; i++) { int xx = 5 + ((i % 7) * 16); int yy = 1 + (((i - (i % 7)) / 7) * 16); // Diplomat and Caravan units cost nothing. if (!(units[i] is Diplomat) && !(units[i] is Caravan)) { int shields = 0, food = 0; IGovernment government = Game.GetPlayer(_city.Owner).Government; if (government is Anarchy || government is Despotism) { if (i >= _city.Size) { shields++; } if (units[i] is Settlers) { food++; } } else { shields++; if (units[i] is Settlers) { food += 2; } } if (food > 0) { for (int ix = 0; ix < food; ix++) { this.AddLayer(Icons.Food, xx + (4 * ix), yy + 12); } } if (shields > 0) { this.AddLayer(Icons.Shield, xx + 8, yy + 12); } } this.AddLayer(units[i].ToBitmap(false), xx, yy); } _update = false; } return(true); }
// Government public async Task <int> GovernmentSaveAsync(IGovernment government) { // Record locally // raise event with data to persistence if (government.GovernmentKey != Guid.Empty) { _dbContext.Entry(government).State = EntityState.Modified; } else { _dbContext.Government.Add((Government)government); } _recordsAffected = await _dbContext.SaveChangesAsync(); return(_recordsAffected); }
public GovernmentalMeeting(IGovernment gov, IBill bill) { this.gov = gov; this.parties = gov.Parties; this.Bill = bill; }
public Nation(string name, IGovernment government) { Name = name; Government = government; }
private void GovernmentChoice(object sender, EventArgs args) { Result = _availableGovernments[(sender as Menu.Item).Value]; CloseMenus(); Cancel(); }
private void GovernmentChoice(object sender, MenuItemEventArgs <IGovernment> args) { Result = args.Value; CloseMenus(); Cancel(); }
/// <summary> /// Initializes a new instance of the <see cref="GovernmentService"/> class from a <see cref="IGovernment"/> /// component. /// </summary> /// <param name="groupService">The component used to represents the state of the government of the Ritimba /// republic.</param> public GovernmentService(IGovernment government) { this.government = government; government.LastScore = 0; Initialise(); }