/// <summary> /// Serialises a Kingdom object /// </summary> /// <returns>Kingdom_Serialised object</returns> /// <param name="k">Kingdom to be converted</param> public static Kingdom_Serialised Kingdom_serialise(Kingdom k) { Kingdom_Serialised kingOut = null; kingOut = new Kingdom_Serialised(k); return(kingOut); }
/// <summary> /// Constructor for Province using Province_Serialised object. /// For use when de-serialising. /// </summary> /// <param name="ps">Province_Serialised object to use as source</param> public Province(Province_Serialised ps) : base(ps: ps) { this.taxRate = ps.taxRate; // kingdom to be inserted later this.kingdom = null; }
public ClientKingdom(Kingdom k) { this.id = k.id; this.name = k.name; this.rank = k.rank.id; this.nat = k.nationality.natID; }
/// <summary> /// Constructor for Place_Serialised. /// For use when serialising. /// </summary> /// <param name="k">Kingdom object to be used as source</param> public Place_Serialised(Kingdom k = null, Province p = null, Fief f = null) { Place placeToUse = null; if (k != null) { placeToUse = k; } else if (p != null) { placeToUse = p; } else if (f != null) { placeToUse = f; } if (placeToUse != null) { this.id = placeToUse.id; this.name = placeToUse.name; this.owner = placeToUse.owner.charID; this.titleHolder = placeToUse.titleHolder; this.rank = placeToUse.rank.id; } }
/// <summary> /// Gets the province's rightful kingdom (i.e. the kingdom that it traditionally belongs to) /// </summary> /// <returns>The kingdom</returns> public Kingdom GetRightfulKingdom() { Kingdom thisKingdom = null; if (this.kingdom != null) { thisKingdom = this.kingdom; } return(thisKingdom); }
/// <summary> /// Constructor for Province /// </summary> /// <param name="otax">Double holding province tax rate</param> /// <param name="king">Province's Kingdom object</param> public Province(String id, String nam, Double otax, String tiHo = null, PlayerCharacter own = null, Kingdom king = null, Rank r = null) : base(id, nam, tiHo, own, r) { // VALIDATION // OTAX if (!Utility_Methods.ValidatePercentage(otax)) { throw new InvalidDataException("Province taxrate must be a double between 0 and 100"); } this.taxRate = otax; this.kingdom = king; }
/// <summary> /// Gets the province's current kingdom (i.e. the kingdom of the current owner) /// </summary> /// <returns>The kingdom</returns> public Kingdom GetCurrentKingdom() { Kingdom thisKingdom = null; foreach (KeyValuePair <string, Kingdom> kingdomEntry in Globals_Game.kingdomMasterList) { if (kingdomEntry.Value.nationality == this.owner.nationality) { thisKingdom = kingdomEntry.Value; break; } } return(thisKingdom); }
/// <summary> /// Writes a Kingdom or Kingdom_Serialised object to the database /// </summary> /// <returns>bool indicating success</returns> /// <param name="gameID">Game (bucket) to write to</param> /// <param name="k">Kingdom to write</param> /// <param name="ks">Kingdom_Serialised to write</param> public static bool DatabaseWrite_Kingdom(string gameID, Kingdom k = null, Kingdom_Serialised ks = null) { if (k != null) { // convert Kingdom into Kingdom_Serialised ks = DatabaseWrite.Kingdom_serialise(k); } var rKing = new RiakObject(gameID, ks.id, ks); var putKingResult = Globals_Server.rClient.Put(rKing); if (!putKingResult.IsSuccess) { Globals_Server.logError("Write failed: Kingdom " + rKing.Key + " to bucket " + rKing.Bucket); } return(putKingResult.IsSuccess); }
/// <summary> /// Constructor for Kingdom_Serialised. /// For use when serialising. /// </summary> /// <param name="king">Kingdom object to be used as source</param> public Kingdom_Serialised(Kingdom king) : base(k: king) { this.nationality = king.nationality.natID; }
public Province(SerializationInfo info, StreamingContext context) : base(info, context) { var tmpKing = info.GetString("king"); this.kingdom = Globals_Game.kingdomMasterList[tmpKing]; }