Пример #1
0
        private void DoAction()
        {
            bool   bSuccess   = false;
            string OutMessage = "";

            Engine.Action SelectedAction = null;

            // Update FromObj and FromLoc
            // Look into getting rid of this code - I don't think FromObj and FromLoc
            // are used anymore.

/*            FromObj = false;
 *          if (i != null)
 *          {
 *              if (i.oContainerObject != null)
 *              {
 *                  FromLoc = false;
 *                  FromObj = true;
 *              }
 *          } */

            // Still a bit kludgy.
            // There are some old and nonstandard actions that need to be checked for and run in
            // their own way.
            if (lbAction.SelectedItem == _Report_hiOwner)
            {
                richTextBox1.AppendText("Owner of " + i.sName + " is " + i.hiOwner.sName + "\n");
            }

            else
            // OK so by this point we've weeded out all the nonstandard actions.
            // Time for the SelectedAction.DoAction polymorphism I've been wanting to do ever
            // since this project started!
            // (This project started 13 Aug 2016 (ish) and writing this comment 29 Aug 2016)
            {
                SelectedAction = (Engine.Action)lbAction.SelectedItem;

                OutMessage = "";
                SelectedAction.DoAction(i, i2, false, ref OutMessage, ref bSuccess);
                richTextBox1.AppendText(OutMessage);
            }
        }
Пример #2
0
        private void InitialiseValues()
        {
            // A lot of things are initialised by the World static class (see the Engine namespace)

            // The UI needs to know what an action is if it's a nonstandard action.
            // report hiOwner is a reporting action used in debugging

            // Create player
            _player = World._player;

            // Define actions
            _Report_hiOwner = World._Report_hiOwner;

            // UI - put the beginning text in, and get the UI ready for use

            if ((World._BeginningText != "") && (World._BeginningText != null))
            {
                richTextBox1.AppendText(World._BeginningText + "\n");
            }
            _player.DetermineActions(ref ActionList);
            UpdateUIAfterTurn();
        }