public void ProcessText(string effects) { string[] list = continuous.Split(';'); for (int i = 0; i < list.Length; i++) { string[] effect = list[i].Trim().Split('='); switch (effect[0]) { case "unity": ResourceManager.AddUnity(int.Parse(effect[1], NumberStyles.AllowLeadingSign)); break; case "trust": ResourceManager.AddTrust(int.Parse(effect[1], NumberStyles.AllowLeadingSign)); break; case "unrest": ResourceManager.AddUnrest(int.Parse(effect[1], NumberStyles.AllowLeadingSign)); break; case "unrestChange": ResourceManager.AddUnrestChange(int.Parse(effect[1], NumberStyles.AllowLeadingSign)); break; case "population": ResourceManager.AddPopulation(int.Parse(effect[1], NumberStyles.AllowLeadingSign)); break; case "food": ResourceManager.AddFood(int.Parse(effect[1], NumberStyles.AllowLeadingSign)); break; case "materials": ResourceManager.AddMaterials(int.Parse(effect[1], NumberStyles.AllowLeadingSign)); break; case "machinery": ResourceManager.AddMachinery(int.Parse(effect[1], NumberStyles.AllowLeadingSign)); break; case "foodIncome": ResourceManager.AddFoodIncome(int.Parse(effect[1], NumberStyles.AllowLeadingSign)); break; case "materialsIncome": ResourceManager.AddMaterialsIncome(int.Parse(effect[1], NumberStyles.AllowLeadingSign)); break; case "machineryIncome": ResourceManager.AddMachineryIncome(int.Parse(effect[1], NumberStyles.AllowLeadingSign)); break; } } }
public void FoodTest() { ResourceManager.AddFood(10); }
void ResolveOutcome() { switch (currentOutcome.OutcomeType) { case (OutcomeEnum.AddEquipment): resourceManager.AddEquipment(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.AddFood): resourceManager.AddFood(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.AddGold): resourceManager.AddGold(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.AllStopWorking): workerManager.RemoveFarmer(farmers); workerManager.RemoveMerchant(merchants); workerManager.RemoveBlacksmith(blacksmiths); workerManager.RemoveSoldier(soldiers); break; case (OutcomeEnum.BlacksmithDie): workerManager.RemoveBlacksmith(currentOutcome.OutcomeNumber); workerManager.DecreasePopulation(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.DecreasePop): workerManager.DecreasePopulation(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.FarmerDie): workerManager.RemoveFarmer(currentOutcome.OutcomeNumber); workerManager.DecreasePopulation(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.IdleDie): workerManager.DecreasePopulation(idle); break; case (OutcomeEnum.IncreasePop): workerManager.IncreasePopulation(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.MerchantDie): workerManager.RemoveMerchant(currentOutcome.OutcomeNumber); workerManager.DecreasePopulation(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.RemoveBlacksmith): workerManager.RemoveBlacksmith(currentOutcome.OutcomeNumber); workerManager.DecreasePopulation(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.RemoveEquipment): resourceManager.RemoveEquipment(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.RemoveFarmer): workerManager.RemoveFarmer(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.RemoveFood): resourceManager.RemoveFood(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.RemoveGold): resourceManager.RemoveGold(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.RemoveMerchant): workerManager.RemoveMerchant(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.RemoveSoldier): workerManager.RemoveSoldier(currentOutcome.OutcomeNumber); break; case (OutcomeEnum.SoldierDie): workerManager.RemoveSoldier(currentOutcome.OutcomeNumber); workerManager.DecreasePopulation(currentOutcome.OutcomeNumber); break; default: return; } }
public void GatherResources() { resource.AddFood(20); }