public void PreMergeOperations() { foreach (Player player in Players) { ArgHandler argument = new ArgHandler("CallCrusade" + player.color + "Blocked2", "Crusade now Unavailable"); ListOfArguments.Add(argument); } }
public void Run() { if (!disabled) { ActivePlayer.Gold -= 300; ActivePlayer.Stone -= 150; SelectedNode.NodeType = enmNodeType.Castle; SelectedNode.DefenseLevel = 1; ArgHandler arg1 = new ArgHandler("ReformVillageToCastle" + ActivePlayer.color.ToString() + SelectedNode.Name, SelectedNode.Name); ListOfArguments.Add(arg1); } }
public void Run() { Random rnd = new Random(); foreach (Node node in Map.nodeList) { if (node.NodeType == enmNodeType.Church) { string ID = ActivePlayer.color.ToString() + "Commander" + ActivePlayer.AgentCounter.ToString(); Commander newCommander = new Commander(ID, Constants.commanderGoldUpkeep, Constants.commanderFoodUpkeep, node.Name, ActivePlayer.color); newCommander.army.LightInfantry = rnd.Next(5, 15); newCommander.army.HeavyInfantry = rnd.Next(1, 10); newCommander.army.LightCavalry = rnd.Next(1, 10); newCommander.army.HeavyCavalry = rnd.Next(0, 5); newCommander.army.Archers = rnd.Next(5, 25); newCommander.army.Musketeers = rnd.Next(0, 5); ActivePlayer.addCommander(newCommander); } } ArgHandler argument = new ArgHandler("CallCrusade" + ActivePlayer.color + "Blocked1", "Crusade Already Called"); ListOfArguments.Add(argument); }