public override bool mouseClick(Territory target, uint Button) { Unit nu; Player me = Game.GetInstance().State.CurrentPlayer; if (target.MapTerritory.isLand) { if ((target.Owner != me) || (target.OriginalOwner != me.CountryID)) return false; nu = new Army(me, target); } else { if (Game.GetInstance().GUI.Map.distanceFromClosestHomeTerritory(target, me) > 1) return false; if (!target.occupiable(me)) return false; nu = new Navy(me, target); } /* Can't use Contains since hash values are different ... search stupidly */ foreach(Unit u in unitsToBuild) { if (u.Name == nu.Name) { unitsToBuild.Remove(u); Game.GetInstance().GUI.writeToLog("Building " + nu.Name); Orig_BuildUnit cmd = new Orig_BuildUnit(nu, target, me); Game.GetInstance().State.Execute(cmd); break; // must break, because another iteration will fault } } displayUnitsLeftToBuild(); return true; }
private void on_DeckDealerFlip_clicked(System.Object obj, EventArgs e) { cardsFlipped++; if (Game.GetInstance().JustShuffledResourceCards) Game.GetInstance().JustShuffledResourceCards = false; else Game.GetInstance().NextResourceCard(); ResourceCard card = Game.GetInstance().CurrentResourceCard; if (card.isResource() && targetIsResource()) { Console.WriteLine("Both Are Resources: " + card.Good.Name + " and " + targetResource.Name); if (card.Good.Name == targetResource.Name) { Console.WriteLine("Found Target Resource"); finished = true; DeckDealerFlip.Sensitive = false; DeckDealerStatus.Text = "Charging " + cardsFlipped*costPerCard; /* Purchase this card */ Orig_ChargeMoney cmd3 = new Orig_ChargeMoney(cardsFlipped*costPerCard, Game.GetInstance().State.CurrentPlayer); Game.GetInstance().State.Execute(cmd3); cardsFlipped = 0; // don't make them double-pay DeckDealerFlip.Sensitive = false; // stop their clicking manias /* Add this card to the player's hand, marked unopened */ card.Active = false; Orig_AddResourceCard cmd4 = new Orig_AddResourceCard(card, Game.GetInstance().State.CurrentPlayer); Game.GetInstance().State.Execute(cmd4); } } else if (!card.isResource() && !targetIsResource()) { Console.WriteLine("Both Are Units"); if (card.Knowledge.Name == targetUnit.Name) { Unit nu = targetUnit.Clone(Game.GetInstance().State.CurrentPlayer); // copy that, rogue two. finished = true; Console.WriteLine("Found Target Unit"); DeckDealerStatus.Text = "Charging " + cardsFlipped*costPerCard; /* Set available */ Game.GetInstance().State.CurrentPlayer.makeUnitAvailable(nu); /* Make an immediate purchase */ Orig_PurchaseUnit cmd = new Orig_PurchaseUnit(nu, Game.GetInstance().State.CurrentPlayer); Game.GetInstance().State.Execute(cmd); Orig_BuildUnit cmd2 = new Orig_BuildUnit(nu, null, Game.GetInstance().State.CurrentPlayer); Game.GetInstance().State.Execute(cmd2); /* Pay for flipped cards */ Orig_ChargeMoney cmd3 = new Orig_ChargeMoney(cardsFlipped*costPerCard, Game.GetInstance().State.CurrentPlayer); Game.GetInstance().State.Execute(cmd3); cardsFlipped = 0; // don't make them double-pay DeckDealerFlip.Sensitive = false; // stop their clicking manias } } on_DeckDealer_exposed(null,null); // evil! Update screen updateStatusBoxes(); //DeckDealer.SendExpose(null); // less evil, but crashes }