public void propaganda() { Console.WriteLine("W dzielnicy " + name + " masz respekt"); GameLog.Add(new Notification("Twój wizerunek w dzielnicy " + name + " znacznie się ocieplił.")); RefreshNotifications(); for (int i = 0; i < numFactions; i++) { Factions[i].Upset(-members[i] * 0.0008f); } CityUpdate(1); }
public void repress() { Console.WriteLine("W dzielnicy " + name + " cie nie lubia"); GameLog.Add(new Notification("Jeśli ktokolwiek w dzielnicy " + name + " myślał o buncie, teraz pomyśli dwa razy")); RefreshNotifications(); for (int i = 0; i < numFactions; i++) { Factions[i].Upset(members[i] * 0.0004f); Factions[i].Tame(members[i] * 0.0015f); } CityUpdate(1); }
public void UpdateEvent() { countdown--; if (countdown == 4) { GameLog.Add(new Notification(this)); } else if (countdown == 0) { ConductEvent(); active = false; GameLog.Add(new Notification(this)); } }
public void TrashFromHand(ISupply supply, Card card) { var cardInHand = Hand.First(x => x == card); var instance = CardFactory.Create(cardInHand); Hand.Remove(cardInHand); GameLog.Add(PlayerName.Substring(0, 1) + " trashes a " + card); supply.AddToTrash(card); if (instance is IOnTrashAbilityHolder abilityHolder) { abilityHolder.ResolveOnTrashAbilities(this); } RunTriggeredAbilities(PlayerAction.Trash, card); }
private void Log(string stage, Player player, int round, string action) { var log = new GameTurn() { Stage = stage, Player = player, Round = round, Action = action, CardsRemaining = player.CardsRemaining, Hand = player.Hand, HasUno = player.Hand != null?player.Hand.Count() == 1 : false, FaceCard = FaceCard }; GameLog.Add(log); OnGameTurnCompleted <GameTurn>(log); }
private void Log(string stage, string action) { var log = new GameTurn() { Stage = stage, Player = null, Round = -1, Action = action, CardsRemaining = -1, Hand = null, HasUno = false, IsWinner = false, FaceCard = null }; GameLog.Add(log); OnGameTurnCompleted <GameTurn>(log); }
public void solve() { difficulty -= 5; if (difficulty < 0) { Factions[suspect].Upset(15f); Factions[victim].Upset(-15f); GameLog.Add(new Notification("Sprawa rozwiązana, ale frakcja " + Factions[suspect].name + " nie jest z tego zadowolona.")); //CrimeScene.Remove(this); isactive = false; } else { GameLog.Add(new Notification("Sprawa wymaga dalszej analizy. Frakcja " + Factions[suspect].name + " krzywo patrzy na twoje zaangażowanie.")); } CityUpdate(1); Mechanics.RefreshNotifications(); }
public void TestSerializeGameLog() { var log = new GameLog(); log.Add(2, 5, 0, new InputParseTest.Spawn()); using (var stream = new MemoryStream()) { var serializer = new Serializer(); stream.Write(serializer.Data, 0, serializer.Length); log.WriteTo(stream); stream.Position = 0; var deserializer = new Deserializer(stream.GetBuffer()); using (var stream2 = new MemoryStream(deserializer.GetRemainingBytes())) { var result = GameLog.ReadFrom(stream2).InputLog; result.Keys.Any(u => u != 2).ShouldBeFalse(); } } }
//GameLog for user public void AddGameLog(string str) { Debug.Log("AddGameLog : " + str); gameLog.Add(str); }
public void Discard(Card card) { GameLog.Add(PlayerName.Substring(0, 1) + " discards a " + card.ToString()); DiscardPile.Add(card); }
public void AddGameLog(string str) { gameLog.Add(str); }