/* Sequence of events: Start Game OnBeforeGameStart OnGameStarted * OnBeforeRoundStart OnRoundStarted OnBeforeNextTurn OnNextTurn OnBeforePhaseStart OnPhaseStart OnBeforePhaseEnd OnPhaseEnd OnBeforePhaseStart... OnBeforeTurnEnd OnTurnEnded OnBeforeNextTurn... OnBeforeRoundEnd OnRoundEnded OnBeforeRoundStart... * OnBeforeGameEnd OnGameEnded */ public TurnedGameServerGame(Game g) : base(g) { m_GamePhaseSequencer = new GameSequencer(this); m_GamePhaseSequencer.ItemExecuted += new Action<IGameSequencerItem, bool, string>(GamePhaseSequencer_ItemExecuted); m_GamePhaseSequencer.ItemResponseTimerStarted += new Action<IGameSequencerItem>(GamePhaseSequencer_ItemResponseTimerStarted); }
/* Sequence of events: * * Start Game * OnBeforeGameStart * OnGameStarted * * OnBeforeRoundStart * OnRoundStarted * OnBeforeNextTurn * OnNextTurn * OnBeforePhaseStart * OnPhaseStart * OnBeforePhaseEnd * OnPhaseEnd * OnBeforePhaseStart... * OnBeforeTurnEnd * OnTurnEnded * OnBeforeNextTurn... * OnBeforeRoundEnd * OnRoundEnded * OnBeforeRoundStart... * * OnBeforeGameEnd * OnGameEnded * */ public TurnedGameServerGame(Game g) : base(g) { m_GamePhaseSequencer = new GameSequencer(this); m_GamePhaseSequencer.ItemExecuted += new Action <IGameSequencerItem, bool, string>(GamePhaseSequencer_ItemExecuted); m_GamePhaseSequencer.ItemResponseTimerStarted += new Action <IGameSequencerItem>(GamePhaseSequencer_ItemResponseTimerStarted); }