public GameAction(AgricolaGame game, int id, List <GameActionNotice> resultingNotices, GameEventTrigger[] eventTriggers) { Game = game; Id = id; ResultingNotices = resultingNotices; this.eventTriggers = eventTriggers != null?ImmutableList.Create(eventTriggers) : ImmutableList <GameEventTrigger> .Empty; }
public GameAction(AgricolaGame game, int id, List <GameActionNotice> resultingNotices, GameEventTrigger eventTrigger) { Game = game; Id = id; ResultingNotices = resultingNotices; this.eventTriggers = ImmutableList <GameEventTrigger> .Empty.Add(eventTrigger); }
public RoundAction(AgricolaGame game, int id, AgricolaPlayer Owner, GameEventTrigger[] eventTriggers = null) : base(game, id, new List <GameActionNotice>(), eventTriggers) { this.Owner = Owner; this.Users = new List <AgricolaPlayer>(); CacheResources = new Dictionary <Resource, ResourceCache>(); }
public StartingPlayerAction(AgricolaGame game, Int32 id, Boolean familyMode) : base(game, id) { this.familyMode = familyMode; if (familyMode) { resourcesPerRound = new ResourceCache(Resource.Food, 1); } }
public BuildRoomsAndStablesAction(AgricolaGame game, Int32 id) : base(game, id) { }
public OccupationAction(AgricolaGame game, int id, bool familyGrowth = false) : base(game, id) { this.familyGrowth = familyGrowth; }
public BasicCacheAction(AgricolaGame game, Int32 id, Resource type, Int32 count, GameEventTrigger[] eventTriggers = null) : base(game, id, eventTriggers) { resourcesPerRound = new ResourceCache(type, count); }
public RoundAction(AgricolaGame game, int id) : this(game, id, null) { }
public BuildStableAndBakeAction(AgricolaGame game, int actionId) : base(game, actionId) { }
public PlowAndSowAction(AgricolaGame game, Int32 id, Boolean sowEnabled) : base(game, id) { this.sowEnabled = sowEnabled; }
public BuildingResourcesAction(AgricolaGame game, Int32 id, BuildingResourcesActionMode mode, GameEventTrigger[] eventTriggers = null) : base(game, id, eventTriggers) { Mode = mode; }
public GameAction(AgricolaGame game, int id, List <GameActionNotice> resultingNotices) : this(game, id, resultingNotices, new GameEventTrigger[] { }) { }
public GameAction(AgricolaGame game, int id) : this(game, id, new List <GameActionNotice>()) { }
public RenovationAction(AgricolaGame game, int id, RenovationActionMode mode) : base(game, id) { this.mode = mode; }
public FamilyGrowthAction(AgricolaGame game, int id, FamilyGrowthActionMode mode) : base(game, id) { this.mode = mode; }
public BasicTakeAction(AgricolaGame game, Int32 id, ResourceCache[] caches, GameEventTrigger[] eventTriggers = null) : base(game, id, eventTriggers) { this.Caches = caches; }
public BasicTakeAction(AgricolaGame game, Int32 id, Resource resource, Int32 count, GameEventTrigger[] eventTriggers = null) : base(game, id, eventTriggers) { this.Caches = new ResourceCache[1]; this.Caches[0] = new ResourceCache(resource, count); }
public TakeCacheComboAction(AgricolaGame game, Int32 id, Resource cacheType, Int32 cacheCount, ResourceCache[] takeCaches, GameEventTrigger[] triggers = null) : base(game, id, triggers) { TakeResourceCaches = takeCaches; resourcesPerRound = new ResourceCache(cacheType, cacheCount); }
public SowAndBakeAction(AgricolaGame game, int id) : base(game, id) { }
public ImprovementAction(AgricolaGame game, int id, bool major, bool minor) : base(game, id) { this.major = major; this.minor = minor; }
public DebugAction(AgricolaGame game, Int32 id) : base(game, id) { }
public AnimalCacheAction(AgricolaGame game, int id, Resource resource, GameEventTrigger[] eventTriggers = null) : base(game, id, resource, 1, eventTriggers) { }
public RoundAction(AgricolaGame game, int id, GameEventTrigger[] eventTriggers) : this(game, id, null, eventTriggers) { }
public BuildFencesAction(AgricolaGame game, int id) : base(game, id) { }
public BuildRoomOrTravelingPlayersAction(AgricolaGame game, Int32 actionId, GameEventTrigger[] eventTriggers = null) : base(game, actionId, Resource.Food, 1, eventTriggers) { }
public AnimalChoiceAction(AgricolaGame game, int id) : base(game, id) { }