public void Yes() { switch (dipstate) { case 0: Diplomacy.DeclareWar(player, select, true); War(); return; case 1: GlobalTrade.MakeDeal(deal); /*if (player.haveDeal(select)) * player.BreakTradeDeal(select); * else * player.SendOfferTradeDeal(select, new TradeDeal(player.state, sellT, sellR, select.state, buyT, buyR)); */ UpdateTradePanel(); return; break; case 2: if (player.haveAccess(select)) { player.ForceAccess(select, false); } else { player.SendOfferForceAccess(select); } break; case 3: player.FabricateCasusBelli(select, !player.fabricatingCasus(select), actionSlider.value); break; case 4: player.Insult(select); break; case 5: player.BeginPatronage(select, !player.havePatronage(select)); break; case 6: player.Uniate(select); break; } that.RecalculArmyPath(); other.RecalculArmyPath(); SchowDiplomacy(); }
void AcceptDeal() { CurDeal = new Deal(CurState, SellT, SellR, BuyT, SellR * GlobalTrade.GetCource(BuyT, SellT)); GlobalTrade.MakeDeal(CurDeal); }