public static bool IsActivePlayer(Player P, GameState State) { bool output = false; if (State.ReturnPlayerByBasePlayer(P).OrderNumber == State.ActiveGamePlayer) { output = true; } return(output); }
public static void ToggleMorguage(Player P, GameState State, int ID) { GamePlayer local = State.ReturnPlayerByBasePlayer(P); OwnedProperty mProp = (from h in local.PlayerProperty where h.ID == ID select h).FirstOrDefault(); if (mProp.Morguage) { Morguage(local, ID, true); } else { Morguage(local, ID); } }
public static void TradeAccepted(GameState State) { GamePlayer requester = State.ReturnPlayerByOrder(State.ActiveGamePlayer); GamePlayer accepter = State.ReturnPlayerByBasePlayer(State.PlayerTradeRequested); if (State.PropertyTradeDirection == Direction.indir) { PropertyOwnershipChange(State.PropertyTradeRequested, State, requester, accepter); } else { PropertyOwnershipChange(State.PropertyTradeRequested, State, accepter, requester); } State.PlayerTradeRequested = null; State.PropertyTradeRequested = 0; State.PropertyTradeDirection = Direction.nulled; State.CurrentPhase = TurnState.WaitPhase; }
public static void ToggleMorguage(Player P, GameState State, int ID) { GamePlayer local = State.ReturnPlayerByBasePlayer(P); OwnedProperty mProp = (from h in local.PlayerProperty where h.ID == ID select h).FirstOrDefault(); if (mProp.Morguage) { Morguage(local, ID, true); State.EventNotification = P.PlayerName + " zet " + State.LocalCardData[ID].Name + " in hypoteek"; } else { Morguage(local, ID); State.EventNotification = P.PlayerName + " betaalt de hypoteek op " + State.LocalCardData[ID].Name; } }
public static void TradeAccepted(GameState State) { GamePlayer requester = State.ReturnPlayerByOrder(State.ActiveGamePlayer); GamePlayer accepter = State.ReturnPlayerByBasePlayer(State.PlayerTradeRequested); if (State.PropertyTradeDirection == Direction.indir) { PropertyOwnershipChange(State.PropertyTradeRequested, State, requester, accepter); requester.Cash -= State.PropertyTradeValue; accepter.Cash += State.PropertyTradeValue; } else { PropertyOwnershipChange(State.PropertyTradeRequested, State, accepter, requester); accepter.Cash -= State.PropertyTradeValue; requester.Cash += State.PropertyTradeValue; } State.EventNotification = requester.MyPlayer.PlayerName + " verhandelt " + State.LocalCardData[State.PropertyTradeRequested].Name + " met " + accepter.MyPlayer.PlayerName; State.PlayerTradeRequested = null; State.PropertyTradeRequested = 0; State.PropertyTradeDirection = Direction.nulled; State.CurrentPhase = TurnState.WaitPhase; State.PropertyTradeValue = 0; }
public static void TradeRejected(GameState State) { State.PlayerTradeRequested = null; State.PropertyTradeRequested = 0; State.PropertyTradeDirection = Direction.nulled; State.CurrentPhase = TurnState.WaitPhase; State.PropertyTradeValue = 0; State.EventNotification = State.ReturnPlayerByOrder(State.ActiveGamePlayer).MyPlayer.PlayerName + " weigert te handelen met " + State.ReturnPlayerByBasePlayer(State.PlayerTradeRequested).MyPlayer.PlayerName; }