// Constructor public NormalTurn(RiskGame g) { Game = g; Player.NewTroopsReset(); State = new ReinforceState(this); DidConquer = false; }
private void InitializeGame() { Game = new RiskGame(Server.MapPath("Risk.xml")); Game.AiMoving += BeforeAiMove; Game.AiMoved += AfterAiMove; /// Test script Game.AddPlayer("Joe"); Game.AddAiPlayer("Buddy"); Game.AddAiPlayer("Gus"); Game.AssignTerritoriesRandomly(new Random()); AiCheck(); UpdateLabels(); }
// UI Events #region <game setup, simple calls to the RiskGame object> protected void NewGame(object sender, EventArgs e) { Game = new RiskGame(Server.MapPath("Risk.xml")); }
public NormalTurnsGameState(RiskGame g) { Game = g; Turn = new NormalTurn(Game); /// Start a normal turn }
public NotStarted(RiskGame game) { Game = game; }
/// Costructor /// public RiskPlayer(string name, RiskGame g, Color c) { Name = name; Game = g; color = c; Hand = new RiskHand(); }
// Constructor public RiskAiPlayer(string name, RiskGame g, Color c) : base(name, g, c) { Strategy = new RandomStrategy(this); }