private void FirstTurn() { everything_random = new Random(); selected_user = null; ActionPanel.Visible = false; the_cast = new TheCast(); the_state = new TheState(); //creating the opposition the_cast.the_opposition.Add(new Opposition(OppositionNames.Cato)); the_cast.the_opposition.Add(new Opposition(OppositionNames.Curio)); the_cast.the_opposition.Add(new Opposition(OppositionNames.Lucius)); //creating the tribes the_cast.the_tribes.Add(new Tribes(new TribeName(TribeNameEnum.Collina))); the_cast.the_tribes.Add(new Tribes(new TribeName(TribeNameEnum.Esquilana))); the_cast.the_tribes.Add(new Tribes(new TribeName(TribeNameEnum.Palatina))); the_cast.the_tribes.Add(new Tribes(new TribeName(TribeNameEnum.Suburra))); foreach(var tribe in the_cast.the_tribes) { foreach(var op in the_cast.the_opposition) { tribe.relationships.Add(op.name_en, everything_random.Next(0,100)); } } UpdatePage(); }
void palatinePanel_MouseClick(object sender, MouseEventArgs e) { if(palatinePanel.BackgroundImage != null) { palatinePanel.BackgroundImage = null; selected_user = null; } else { palatinePanel.BackgroundImage = Properties.Resources.romemap_palatina; selected_user = the_cast.the_tribes.Last(x => x.name.tribe_name_enum == TribeNameEnum.Palatina); } UpdatePage(); }
private void NewTurn() { //player actions var action = the_cast.the_player.turns_actions.Last(x => x.turn_number == the_state.turn_number); if(action != null) { var tribe = the_cast.the_tribes.Last(x => x.name == action.tribe); if(action.action_name == ActionNameEnum.Bribe) { tribe.relation_with_player += 10; } else if (action.action_name == ActionNameEnum.Orate) { tribe.relation_with_player += 5; } else if(action.action_name == ActionNameEnum.Thugs) { tribe.relation_with_player += 20; } } //opponents actions ActionPanel.Visible = false; the_state.turn_number++; selected_user = null; UpdatePage(); }
private void InitiateTribes() { //create the Palatina TribeName tribe_name_temp; tribe_name_temp = new TribeName(TribeNameEnum.Palatina); Tribes palatina; //A description for display when clicking on the district. Possibly put in an observation check later. string Tribe_Palatina_Description = "In the South-West of the city, from the Palatium hill and beyond.These traditionalists consider themselves the original romans, everyone else is just new blood to them."; //Each district is loyal to one of the four houses, and more likely to be influenced by their favours. // public Tribe_Palatina_House_Loyalty Familynames int Tribe_Palatina_Patrician_population = 10; int Tribe_Palatina_Equite_population = 100; int Tribe_Palatina_PlebisNobilis_population = 2000; int Tribe_Palatina_Pleb_population = 10000; int Tribe_Palatina_Proletarii_population = 5000; //The total population who can vote, for determining election outcomes. int Tribe_Palatina_Proposal_Support = 50; int Tribe_Palatina_Proposal_Oppose = 50; palatina = new Tribes(tribe_name_temp); palatina.patrician_population = Tribe_Palatina_Patrician_population; palatina.equite_population = Tribe_Palatina_Equite_population; palatina.plebisnobilis_population = Tribe_Palatina_PlebisNobilis_population; palatina.pleb_population = Tribe_Palatina_Pleb_population; palatina.proletarii_population = Tribe_Palatina_Proletarii_population; palatina.proposal_support = Tribe_Palatina_Proposal_Support; palatina.proposal_oppose = Tribe_Palatina_Proposal_Oppose; palatina.description = Tribe_Palatina_Description; the_cast.the_tribes.Add(palatina); //create the Colinna tribe_name_temp = new TribeName(TribeNameEnum.Collina); Tribes Collina; //A description for display when clicking on the district. Possibly put in an observation check later. Tribe_Palatina_Description = "These are Collinas"; //Each district is loyal to one of the four houses, and more likely to be influenced by their favours. // public Tribe_Palatina_House_Loyalty Familynames Tribe_Palatina_Patrician_population = 20; Tribe_Palatina_Equite_population = 100; Tribe_Palatina_PlebisNobilis_population = 2000; Tribe_Palatina_Pleb_population = 10000; Tribe_Palatina_Proletarii_population = 5000; //The total population who can vote, for determining election outcomes. Tribe_Palatina_Proposal_Support = 50; Tribe_Palatina_Proposal_Oppose = 50; Collina = new Tribes(tribe_name_temp); Collina.patrician_population = Tribe_Palatina_Patrician_population; Collina.equite_population = Tribe_Palatina_Equite_population; Collina.plebisnobilis_population = Tribe_Palatina_PlebisNobilis_population; Collina.pleb_population = Tribe_Palatina_Pleb_population; Collina.proletarii_population = Tribe_Palatina_Proletarii_population; Collina.proposal_support = Tribe_Palatina_Proposal_Support; Collina.proposal_oppose = Tribe_Palatina_Proposal_Oppose; Collina.description = Tribe_Palatina_Description; the_cast.the_tribes.Add(Collina); //create the Suburra tribe_name_temp = new TribeName(TribeNameEnum.Suburra); Tribes Suburra; //A description for display when clicking on the district. Possibly put in an observation check later. Tribe_Palatina_Description = "These are Suburras."; //Each district is loyal to one of the four houses, and more likely to be influenced by their favours. // public Tribe_Palatina_House_Loyalty Familynames Tribe_Palatina_Patrician_population = 30; Tribe_Palatina_Equite_population = 100; Tribe_Palatina_PlebisNobilis_population = 2000; Tribe_Palatina_Pleb_population = 10000; Tribe_Palatina_Proletarii_population = 5000; //The total population who can vote, for determining election outcomes. Tribe_Palatina_Proposal_Support = 50; Tribe_Palatina_Proposal_Oppose = 50; Suburra = new Tribes(tribe_name_temp); Suburra.patrician_population = Tribe_Palatina_Patrician_population; Suburra.equite_population = Tribe_Palatina_Equite_population; Suburra.plebisnobilis_population = Tribe_Palatina_PlebisNobilis_population; Suburra.pleb_population = Tribe_Palatina_Pleb_population; Suburra.proletarii_population = Tribe_Palatina_Proletarii_population; Suburra.proposal_support = Tribe_Palatina_Proposal_Support; Suburra.proposal_oppose = Tribe_Palatina_Proposal_Oppose; Suburra.description = Tribe_Palatina_Description; the_cast.the_tribes.Add(Suburra); //create the Esquilana tribe_name_temp = new TribeName(TribeNameEnum.Esquilana); Tribes Esquilana; //A description for display when clicking on the district. Possibly put in an observation check later. Tribe_Palatina_Description = "These are Esquilana."; //Each district is loyal to one of the four houses, and more likely to be influenced by their favours. // public Tribe_Palatina_House_Loyalty Familynames Tribe_Palatina_Patrician_population = 40; Tribe_Palatina_Equite_population = 100; Tribe_Palatina_PlebisNobilis_population = 2000; Tribe_Palatina_Pleb_population = 10000; Tribe_Palatina_Proletarii_population = 5000; //The total population who can vote, for determining election outcomes. Tribe_Palatina_Proposal_Support = 50; Tribe_Palatina_Proposal_Oppose = 50; Esquilana = new Tribes(tribe_name_temp); Esquilana.patrician_population = Tribe_Palatina_Patrician_population; Esquilana.equite_population = Tribe_Palatina_Equite_population; Esquilana.plebisnobilis_population = Tribe_Palatina_PlebisNobilis_population; Esquilana.pleb_population = Tribe_Palatina_Pleb_population; Esquilana.proletarii_population = Tribe_Palatina_Proletarii_population; Esquilana.proposal_support = Tribe_Palatina_Proposal_Support; Esquilana.proposal_oppose = Tribe_Palatina_Proposal_Oppose; Esquilana.description = Tribe_Palatina_Description; the_cast.the_tribes.Add(Esquilana); }