示例#1
0
        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();
            
        }
示例#2
0
 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();
     
 }
示例#3
0
        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();
        }
示例#4
0
        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);
        }