protected GameMenu.Item MenuPillage() { GameMenu.Item item = new GameMenu.Item("Pillage", "P"); item.Enabled = false; // TODO: Add action return(item); }
private GameMenu.Item MenuBuildFortress() { GameMenu.Item item = new GameMenu.Item("Build fortress", "f"); if (!Game.CurrentPlayer.HasAdvance <Construction>()) { item.Enabled = false; } else { item.Selected += (s, a) => GameTask.Enqueue(Orders.BuildFortress(this)); } return(item); }
private GameMenu.Item MenuBuildMines() { GameMenu.Item item; if ((Map[X, Y] is Jungle) || (Map[X, Y] is Grassland) || (Map[X, Y] is Plains) || (Map[X, Y] is Swamp)) { item = new GameMenu.Item("Change to Forest", "m"); } else { item = new GameMenu.Item("Build Mines", "m"); } item.Selected += (s, a) => GameTask.Enqueue(Orders.BuildMines(this)); return(item); }
private GameMenu.Item MenuBuildRoad() { GameMenu.Item item; if (Map[X, Y].Road) { item = new GameMenu.Item("Build RailRoad", "r"); } else { item = new GameMenu.Item("Build Road", "r"); } item.Selected += (s, a) => BuildRoad(); return(item); }
private GameMenu.Item MenuFoundCity() { GameMenu.Item item; if (Map[X, Y].City == null) { item = new GameMenu.Item("Found New City", "b"); } else { item = new GameMenu.Item("Add to City", "b"); } item.Selected += (s, a) => GameTask.Enqueue(Orders.FoundCity(this)); return(item); }
private GameMenu.Item MenuBuildIrrigation() { GameMenu.Item item; if (Map[X, Y] is Forest) { item = new GameMenu.Item("Change to Plains", "i"); } else if ((Map[X, Y] is Jungle) || (Map[X, Y] is Swamp)) { item = new GameMenu.Item("Change to Grassland", "i"); } else { item = new GameMenu.Item("Build Irrigation", "i"); } item.Selected += (s, a) => GameTask.Enqueue(Orders.BuildIrrigation(this)); return(item); }
protected GameMenu.Item MenuDisbandUnit() { GameMenu.Item item = new GameMenu.Item("Disband Unit", "D"); item.Selected += (s, a) => Game.DisbandUnit(this); return(item); }
protected GameMenu.Item MenuHomeCity() { GameMenu.Item item = new GameMenu.Item("Home City", "h"); item.Selected += (s, a) => SetHome(); return(item); }
protected GameMenu.Item MenuGoTo() { GameMenu.Item item = new GameMenu.Item("GoTo"); item.Selected += (s, a) => GameTask.Enqueue(Show.Goto); return(item); }
protected GameMenu.Item MenuSentry() { GameMenu.Item item = new GameMenu.Item("Sentry", "s"); item.Selected += (s, a) => Sentry = true; return(item); }
protected GameMenu.Item MenuWait() { GameMenu.Item item = new GameMenu.Item("Wait", "w"); item.Selected += (s, a) => Game.UnitWait(); return(item); }
protected GameMenu.Item MenuFortify() { GameMenu.Item item = new GameMenu.Item("Fortify", "f"); item.Selected += (s, a) => Fortify = true; return(item); }
protected GameMenu.Item MenuNoOrders() { GameMenu.Item item = new GameMenu.Item("No Orders", "space"); item.Selected += (s, a) => SkipTurn(); return(item); }
private GameMenu.Item MenuUnload() { GameMenu.Item item = new GameMenu.Item("Unload", "u"); item.Selected += (s, a) => Unload(); return(item); }