/// <summary> /// Invokes the command. /// </summary> public override void Invoke() { OnInvoking(); ClientApplication ca = ClientApplication.Instance; IDiplomaticTiePicker picker = (IDiplomaticTiePicker)ca.GetControl(typeof(IDiplomaticTiePicker)); Collection <DiplomaticTie> ties = new Collection <DiplomaticTie>(); foreach (DiplomaticTie t in ca.Player.DiplomaticTies) { //TODO: account for needed improvements if (t.HasEmbassy) { ties.Add(t); } } picker.InitializePicker(ties); picker.ShowSimilizationControl(); this.DiplomaticTie = picker.DiplomaticTie; this.City = this.DiplomaticTie.ForeignCountry.CapitalCity; string text = string.Empty; EspionageResult result = this.DiplomaticTie.StealWorldMap(); switch (result) { case EspionageResult.ImmuneToEspionage: text = ClientResources.GetString("stealworldmap_immune"); text = string.Format( CultureInfo.CurrentCulture, text, this.DiplomaticTie.ForeignCountry.Civilization.Adjective); break; case EspionageResult.Success: text = ClientResources.GetString("stealworldmap_success"); text = string.Format( CultureInfo.CurrentCulture, text, this.DiplomaticTie.ForeignCountry.Civilization.Noun); break; case EspionageResult.Failure: text = ClientResources.GetString("stealworldmap_failure"); text = string.Format( CultureInfo.CurrentCulture, text, this.City.Name); break; case EspionageResult.SpyCaught: text = ClientResources.GetString("stealworldmap_spycaught"); text = string.Format( CultureInfo.CurrentCulture, text, this.City.Name, this.DiplomaticTie.ForeignCountry.Government.LeaderTitle, this.DiplomaticTie.ForeignCountry.LeaderName); break; } OnInvoked(); }
/// <summary> /// Gets the <see cref="McKnight.Similization.Server.City"/>, and if necessary, /// the <see cref="McKnight.Similization.Server.DiplomaticTie"/> from the user. /// </summary> protected virtual void SelectCity(string cityPickerTitle) { ClientApplication ca = ClientApplication.Instance; IDiplomaticTiePicker picker = (IDiplomaticTiePicker)ca.GetControl(typeof(IDiplomaticTiePicker)); picker.PickerTitle = ClientResources.GetString("espionageTiePickerTitle"); Collection <DiplomaticTie> ties = new Collection <DiplomaticTie>(); foreach (DiplomaticTie t in ca.Player.DiplomaticTies) { //TODO: account for needed improvements if (t.HasEmbassy) { ties.Add(t); } } picker.InitializePicker(ties); picker.ShowSimilizationControl(); this.tie = picker.DiplomaticTie; ICityPicker cityPicker = (ICityPicker)ca.GetControl(typeof(ICityPicker)); cityPicker.PickerTitle = cityPickerTitle; cityPicker.InitializePicker(this.DiplomaticTie.ForeignCountry); cityPicker.ShowSimilizationControl(); this.city = cityPicker.City; }
/// <summary> /// Invokes the command. /// </summary> public override void Invoke() { OnInvoking(); ClientApplication ca = ClientApplication.Instance; IDiplomaticTiePicker picker = (IDiplomaticTiePicker)ca.GetControl(typeof(IDiplomaticTiePicker)); picker.PickerTitle = ClientResources.GetString("establishEmbassy_tiePickerTitle"); Collection <DiplomaticTie> ties = new Collection <DiplomaticTie>(); foreach (DiplomaticTie t in ca.Player.DiplomaticTies) { //TODO: account for needed improvements if (!t.HasEmbassy) { ties.Add(t); } } if (ties.Count == 0) { string msg = ClientResources.GetString("establishEmbassy_noTies"); ca.GameWindow.ShowMessageBox(msg, ClientResources.GetString(StringKey.GameTitle)); OnCanceled(); } picker.InitializePicker(ties); picker.ShowSimilizationControl(); this.tie = picker.DiplomaticTie; this.tie.HasEmbassy = true; string text = ClientResources.GetString("establishEmbassy_success"); text = string.Format( CultureInfo.CurrentCulture, text, ca.Player.Government.LeaderTitle, this.tie.ForeignCountry.Civilization.Adjective, ClientResources.GetCitySizeString(this.tie.ForeignCountry.CapitalCity.SizeClass), this.tie.ForeignCountry.CapitalCity.Name ); ca.GameWindow.ShowMessageBox(text, ClientResources.GetString(StringKey.GameTitle)); OnInvoked(); }
/// <summary> /// Invokes the command. /// </summary> public override void Invoke() { OnInvoking(); ClientApplication ca = ClientApplication.Instance; IDiplomaticTiePicker picker = (IDiplomaticTiePicker)ca.GetControl(typeof(IDiplomaticTiePicker)); Collection <DiplomaticTie> ties = new Collection <DiplomaticTie>(); foreach (DiplomaticTie t in ca.Player.DiplomaticTies) { //TODO: account for needed improvements if (t.HasEmbassy) { ties.Add(t); } } picker.InitializePicker(ties); picker.ShowSimilizationControl(); this.DiplomaticTie = picker.DiplomaticTie; IGameWindow gw = ClientApplication.Instance.GameWindow; bool canSteal = CheckForStealableTechnologies(); if (!canSteal) { string msg = ClientResources.GetString("stealtechnology_noneavailable"); msg = string.Format( CultureInfo.CurrentCulture, ClientApplication.Instance.Player.Government.LeaderTitle, this.DiplomaticTie.ForeignCountry.Civilization.Noun); gw.ShowMessageBox(msg, ClientResources.GetString(StringKey.GameTitle)); OnCanceled(); } this.City = this.DiplomaticTie.ForeignCountry.CapitalCity; EspionageResult result = this.DiplomaticTie.StealTechnology(); string text = string.Empty; switch (result) { case EspionageResult.Failure: text = ClientResources.GetString("stealtechnology_failure"); text = string.Format( CultureInfo.CurrentCulture, text, this.City.Name); break; case EspionageResult.ImmuneToEspionage: text = ClientResources.GetString("stealtechnology_immune"); text = string.Format( CultureInfo.CurrentCulture, text, this.DiplomaticTie.ForeignCountry.Civilization.Adjective); break; case EspionageResult.SpyCaught: text = ClientResources.GetString("stealtechnology_spycaught"); text = string.Format( CultureInfo.CurrentCulture, text, this.City.Name, this.DiplomaticTie.ForeignCountry.Government.LeaderTitle, this.DiplomaticTie.ForeignCountry.LeaderName); break; case EspionageResult.Success: text = ClientResources.GetString("stealtechnology_success"); text = string.Format( CultureInfo.CurrentCulture, text, this.DiplomaticTie.ForeignCountry.Civilization.Noun); break; } gw.ShowMessageBox(text, ClientResources.GetString(StringKey.GameTitle)); OnInvoked(); }
/// <summary> /// Invokes the command. /// </summary> public override void Invoke() { ClientApplication ca = ClientApplication.Instance; IDiplomaticTiePicker picker = (IDiplomaticTiePicker)ca.GetControl(typeof(IDiplomaticTiePicker)); picker.PickerTitle = ClientResources.GetString("exposespy_tiePickerTitle"); Collection <DiplomaticTie> ties = new Collection <DiplomaticTie>(); foreach (DiplomaticTie t in ca.Player.DiplomaticTies) { //TODO: account for needed improvements if (t.HasEmbassy) { ties.Add(t); } } picker.InitializePicker(ties); picker.ShowSimilizationControl(); this.DiplomaticTie = picker.DiplomaticTie; IGameWindow gw = ClientApplication.Instance.GameWindow; this.City = this.DiplomaticTie.ForeignCountry.CapitalCity; EspionageResult result = this.DiplomaticTie.ExposeSpy(); string text = string.Empty; switch (result) { case EspionageResult.ImmuneToEspionage: text = ClientResources.GetString("exposespy_immune"); text = string.Format( CultureInfo.CurrentCulture, text, this.DiplomaticTie.ForeignCountry.Government.LeaderTitle, this.DiplomaticTie.ForeignCountry.LeaderName, ClientApplication.Instance.Player.CapitalCity.Name, this.DiplomaticTie.ForeignCountry.Government.LeaderTitle, this.DiplomaticTie.ForeignCountry.LeaderName); break; case EspionageResult.SpyCaught: text = ClientResources.GetString("exposespy_spycaught"); text = string.Format( CultureInfo.CurrentCulture, text, this.City.Name, this.DiplomaticTie.ForeignCountry.Government.LeaderTitle, this.DiplomaticTie.ForeignCountry.LeaderName); break; case EspionageResult.Success: text = ClientResources.GetString("exposespy_success"); text = string.Format( CultureInfo.CurrentCulture, text, this.DiplomaticTie.ForeignCountry.Government.LeaderTitle, this.DiplomaticTie.ForeignCountry.LeaderName, ClientApplication.Instance.Player.CapitalCity.Name); break; case EspionageResult.SuccessWithCapturedSpy: text = ClientResources.GetString("exposespy_success_spycaught"); text = string.Format( CultureInfo.CurrentCulture, text, ClientApplication.Instance.Player.CapitalCity.Name, this.DiplomaticTie.ForeignCountry.Government.LeaderTitle, this.DiplomaticTie.ForeignCountry.LeaderName); break; } gw.ShowMessageBox(text, ClientResources.GetString(StringKey.GameTitle)); OnInvoked(); }
/// <summary> /// Invokes the command. /// </summary> public override void Invoke() { OnInvoking(); ClientApplication ca = ClientApplication.Instance; bool hasValidTies = false; IDiplomaticTiePicker picker = (IDiplomaticTiePicker)ca.GetControl(typeof(IDiplomaticTiePicker)); picker.PickerTitle = ClientResources.GetString("plantSpy_tiePickerTitle"); Collection <DiplomaticTie> ties = new Collection <DiplomaticTie>(); foreach (DiplomaticTie t in ca.Player.DiplomaticTies) { //TODO: account for needed improvements if (t.HasEmbassy) { hasValidTies = true; if (!t.HasSpy) { ties.Add(t); } } } if (ties.Count == 0 && hasValidTies) { //all the valid civs already have spys. string msg = ClientResources.GetString("plantSpy_spysExists"); ca.GameWindow.ShowMessageBox(msg, ClientResources.GetString(StringKey.GameTitle)); OnCanceled(); return; } picker.InitializePicker(ties); picker.ShowSimilizationControl(); this.tie = picker.DiplomaticTie; EspionageResult result = this.DiplomaticTie.PlantSpy(); string text = string.Empty; switch (result) { case EspionageResult.Success: text = ClientResources.GetString("plantspy_success"); text = string.Format( CultureInfo.CurrentCulture, text, this.DiplomaticTie.ForeignCountry.CapitalCity.Name); break; case EspionageResult.Failure: text = ClientResources.GetString("plantspy_failure"); text = string.Format( CultureInfo.CurrentCulture, text, this.DiplomaticTie.ForeignCountry.CapitalCity.Name, this.DiplomaticTie.ForeignCountry.Government.LeaderTitle, this.DiplomaticTie.ForeignCountry.LeaderName); break; } IGameWindow gw = ClientApplication.Instance.GameWindow; gw.ShowMessageBox(text, ClientResources.GetString(StringKey.GameTitle)); OnInvoked(); }