Examples of execute()


Examples of civquest.group.gameChange.UnmarkAll.execute()

        this.group = group;
    }

    public void actionPerformed(FunctionActionEvent e) {
        UnmarkAll unmark = new UnmarkAll(this.group);
        unmark.execute();
    }
}
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Examples of civquest.group.gameChange.UnmarkAllFields.execute()

    }

    public void actionPerformed(FunctionActionEvent e) {
        UnmarkAllFields unmark = new UnmarkAllFields(this.group,
                this.group.getGameData());
        unmark.execute();
    }
}
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Examples of civquest.group.gameChange.UnmarkAllUnits.execute()

    }

    public void actionPerformed(FunctionActionEvent e) {
        UnmarkAllUnits unmark = new UnmarkAllUnits(this.group,
                this.group.getGameData());
        unmark.execute();
    }
}
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Examples of civquest.group.gameChange.UnmarkField.execute()

            }

            if (group.getFields().contains(wf)) {
                //unmark fields
                UnmarkField unmarkField = new UnmarkField(group, coords, fieldIDs);
                unmarkField.execute();
            } else {
                //mark fields
                MarkField markField = new MarkField(group, coords, fieldIDs);
                markField.execute();
            }
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Examples of civquest.group.gameChange.UnmarkUnit.execute()

                MarkUnit markUnit = new MarkUnit(group, this.units.get(0));
                markUnit.execute();
            } else if (additionally) {
                //unmark unit
                UnmarkUnit unmarkUnit = new UnmarkUnit(group, this.units.get(0));
                unmarkUnit.execute();
            }
            return;
        }

        //show dialog for selection of units
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Examples of civquest.map.combat.gameChange.UnitShot.execute()

        if (attacker instanceof Unit) {
          UnitShot unitShot = new UnitShot(attacker.getID(), shotChanges,
                           damage, target.getPosition(),
                           damageManager, receiveChanges,
                           timeChanges);
          unitShot.execute();
        } else {
          assert false : "Not yet implemented!";
        }
      }
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Examples of civquest.map.gameChange.SetFieldRuledByCity.execute()

            SetFieldRuledByCity change
              = new SetFieldRuledByCity(field.getPosition(),
                            newCityChange.getCity(),
                            false);
            change.execute();           
          } else {
            Messages.getMessages().info("ConstructTestCity", "QMapWarn",
                          "When constructing test city: "
                          + "No active nation!");
          }
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Examples of civquest.map.gameChange.SetPopulation.execute()

                        Game.getGame().getActiveNation());
            newCityChange.execute();

            SetPopulation setPopulation
              = new SetPopulation(field.getPosition(), 1000);
            setPopulation.execute();

            SetFieldRuledByCity change
              = new SetFieldRuledByCity(field.getPosition(),
                            newCityChange.getCity(),
                            false);
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Examples of civquest.map.gameChange.VegetationChange.execute()

                        this.registry, vegName);
                if (paintSize.equals(SMALL_PAINT_SIZE)) {
                    //mode for painting one field
                    VegetationChange fieldChange = new VegetationChange(
                            field, height, vegetation, this.map);
                    fieldChange.execute();
                } else if (paintSize.equals(BIG_PAINT_SIZE)) {
                    //mode for painting nine fields
                    Field[] neighbours = Game.getMapData().getNeighborFields(field);
                    for (int i = 0; i < neighbours.length; i++) {
                        if (neighbours[i] != null) {
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Examples of civquest.map.resource.gameChange.SetDistributionConsumer.execute()

        // all the time in such a loop is not really necessary)

        SetDistributionConsumer change = SetDistributionConsumer
          .constructAddSetDistributionConsumer
          (consumer, resName, amount, distributing);
        change.execute();

//         resourceDistribution.addAmountForConsumer(consumer,
//                               resName, amount);
        resources.subFromThis(resName, amount);
        return true;
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