private void moveTypeChange(Enums.MoveType mt) { if (_CurrentPlayer.getMoveType() != MoveType.SPECIAL) { _CurrentPlayer.CmdSetMoveType(mt); } }
/// <summary> /// Converts GamePHase enum /// </summary> /// <param name="p_GamePhase">P game phase.</param> private string convert(Enums.MoveType p_MoveType) { string rString = ""; switch (p_MoveType) { case Enums.MoveType.ACTIVATE_KNIGHT: rString = "Activate Knight"; break; case Enums.MoveType.BUILD_CITY: rString = "Build City"; break; case Enums.MoveType.BUILD_CITY_WALL: rString = "Build City Wall"; break; case Enums.MoveType.BUILD_KNIGHT: rString = "Build Knight"; break; case Enums.MoveType.BUILD_ROAD: rString = "Build Road"; break; case Enums.MoveType.BUILD_SETTLEMENT: rString = "Build Settlement"; break; case Enums.MoveType.BUILD_SHIP: rString = "Build Ship"; break; case Enums.MoveType.CHASE_ROBBER: rString = "Chase Robber"; break; case Enums.MoveType.DISPLACE_KNIGHT: rString = "Displace Knight"; break; case Enums.MoveType.MOVE_KNIGHT: rString = "Move Knight"; break; case Enums.MoveType.MOVE_SHIP: rString = "Move Ship"; break; case Enums.MoveType.NONE: rString = "NONE"; break; case Enums.MoveType.PLACE_INITIAL_CITY: rString = "Place Initial City"; break; case Enums.MoveType.PLACE_INITIAL_ROAD: rString = "Place Initial Road"; break; case Enums.MoveType.PLACE_INITIAL_SETTLEMENT: rString = "Place Initial Settlement"; break; case Enums.MoveType.PLACE_INITIAL_SHIP: rString = "Place Initial Ship"; break; case Enums.MoveType.SPECIAL: rString = "Special"; break; case Enums.MoveType.UPGRADE_KNIGHT: rString = "Upgrade Knight"; break; case Enums.MoveType.UPGRADE_DEVELOPMENT_CHART: rString = "Upgrade Development Chart"; break; default: break; } return(rString); }