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Parlay.cs
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using LavishScriptAPI;
namespace Vanguard.ISXVG
{
///<summary>
///</summary>
public class Parlay : LavishScriptObject
{
/// <summary>
/// Initializes a new instance of the <see cref="Parlay"/> class.
/// </summary>
public Parlay() : base(LavishScript.Objects.GetObject("Parlay")) {}
/// <summary>
/// Initializes a new instance of the <see cref="Parlay"/> class.
/// </summary>
/// <param name="Copy">The copy.</param>
public Parlay(LavishScriptObject Copy) : base(Copy) {}
/// <summary>
/// Gets a value indicating whether [in parlay].
/// </summary>
/// <value><c>true</c> if [in parlay]; otherwise, <c>false</c>.</value>
public bool InParlay { get { return (new VG()).IsInParlay; } }
/// <summary>
/// Gets a value indicating whether this <seealso cref="Parlay"/> is my turn.
/// </summary>
/// <value>
/// <c>true</c> if this <seealso cref="Parlay"/> is my turn; otherwise, <c>false</c>.
/// </value>
public bool IsMyTurn { get { return GetMember<bool>("IsMyTurn"); } }
/// <summary>
/// Gets a value indicating whether this <seealso cref="Parlay"/> is opponent turn.
/// </summary>
/// <value>
/// <c>true</c> if this <seealso cref="Parlay"/> is opponent turn; otherwise, <c>false</c>.
/// </value>
public bool IsOpponentTurn { get { return GetMember<bool>("IsOpponentTurn"); } }
/// <summary>
/// Gets the status of this <see cref="Parlay"/>. Values will be -10 to 10. Zero is the center.
/// </summary>
/// <value>The status.</value>
public int Status { get { return GetMember<int>("Status"); } }
/// <summary>
/// Gets the name of the opponent.
/// </summary>
/// <value>The name of the opponent.</value>
public string OpponentName { get { return GetMember<string>("OpponentName"); } }
/// <summary>
/// Gets the inspire of this <see cref="Parlay"/>. Values will be multiplied by 10.
/// </summary>
/// <value>The inspire.</value>
public int Inspire { get { return GetMember<int>("Inspire"); } }
/// <summary>
/// Gets the opponent inspire of this <see cref="Parlay"/>. Values will be multiplied by 10.
/// </summary>
/// <value>The opponent inspire.</value>
public int OpponentInspire { get { return GetMember<int>("OpponentInspire"); } }
/// <summary>
/// Gets the reason of this <see cref="Parlay"/>.
/// </summary>
/// <value>The reason.</value>
public int Reason { get { return GetMember<int>("Reason"); } }
/// <summary>
/// Gets the opponent reason of this <see cref="Parlay"/>.
/// </summary>
/// <value>The opponent reason.</value>
public int OpponentReason { get { return GetMember<int>("OpponentReason"); } }
/// <summary>
/// Gets the flatter of this <see cref="Parlay"/>.
/// </summary>
/// <value>The flatter.</value>
public int Flatter { get { return GetMember<int>("Flatter"); } }
/// <summary>
/// Gets the opponent flatter of this <see cref="Parlay"/>.
/// </summary>
/// <value>The opponent flatter.</value>
public int OpponentFlatter { get { return GetMember<int>("OpponentFlatter"); } }
/// <summary>
/// Gets the demand of this <see cref="Parlay"/>.
/// </summary>
/// <value>The demand.</value>
public int Demand { get { return GetMember<int>("Demand"); } }
/// <summary>
/// Gets the opponent demand of this <see cref="Parlay"/>.
/// </summary>
/// <value>The opponent demand.</value>
public int OpponentDemand { get { return GetMember<int>("OpponentDemand"); } }
/// <summary>
/// Gets a value indicating whether [inspire disabled].
/// </summary>
/// <value><c>true</c> if [inspire disabled]; otherwise, <c>false</c>.</value>
public bool InspireDisabled { get { return GetMember<bool>("InspireDisabled"); } }
/// <summary>
/// Gets a value indicating whether [reason disabled].
/// </summary>
/// <value><c>true</c> if [reason disabled]; otherwise, <c>false</c>.</value>
public bool ReasonDisabled { get { return GetMember<bool>("ReasonDisabled"); } }
/// <summary>
/// Gets a value indicating whether [flatter disabled].
/// </summary>
/// <value><c>true</c> if [flatter disabled]; otherwise, <c>false</c>.</value>
public bool FlatterDisabled { get { return GetMember<bool>("FlatterDisabled"); } }
/// <summary>
/// Gets a value indicating whether [demand disabled].
/// </summary>
/// <value><c>true</c> if [demand disabled]; otherwise, <c>false</c>.</value>
public bool DemandDisabled { get { return GetMember<bool>("DemandDisabled"); } }
/// <summary>
/// Gets the dialog points of this <see cref="Parlay"/>.
/// </summary>
/// <value>The dialog points.</value>
public int DialogPoints { get { return GetMember<int>("DialogPoints"); } }
/// <summary>
/// Gets the opponent dialog points of this <see cref="Parlay"/>.
/// </summary>
/// <value>The opponent dialog points.</value>
public int OpponentDialogPoints { get { return GetMember<int>("OpponentDialogPoints"); } }
/// <summary>
/// Gets a value indicating whether [my statement empty].
/// </summary>
/// <value><c>true</c> if [my statement empty]; otherwise, <c>false</c>.</value>
public bool MyStatementEmpty { get { return GetMember<bool>("MyStatementEmpty"); } }
/// <summary>
/// Gets a value indicating whether [opponent statement empty].
/// </summary>
/// <value>
/// <c>true</c> if [opponent statement empty]; otherwise, <c>false</c>.
/// </value>
public bool OpponentStatementEmpty { get { return GetMember<bool>("OpponentStatementEmpty"); } }
/// <summary>
/// Gets my current card.
/// </summary>
/// <returns></returns>
public ParlayCard MyCurrentCard()
{
LavishScriptObject Obj = GetMember("MyCurrentCard");
return new ParlayCard(Obj);
}
/// <summary>
/// Gets my current opponents card.
/// </summary>
/// <returns></returns>
public ParlayCard CurrentOpponentCard()
{
LavishScriptObject Obj = GetMember("CurrentOpponentCard");
return new ParlayCard(Obj);
}
/// <summary>
/// Assesses the target.
/// </summary>
/// <returns></returns>
public bool AssessTarget()
{
return ExecuteMethod("AssessTarget");
}
/// <summary>
/// default is 1
/// </summary>
/// <param name="Index"></param>
/// <returns></returns>
public bool SelectConversation(int Index)
{
return ExecuteMethod("SelectConversation", Index.ToString());
}
/// <summary>
/// plays the selected card
/// </summary>
/// <returns></returns>
public bool PlayCard()
{
return ExecuteMethod("PlayCard");
}
/// <summary>
/// pass turn
/// </summary>
/// <returns></returns>
public bool Listen()
{
return ExecuteMethod("Listen");
}
/// <summary>
/// [end the parlay (ie, similar to clicking on the 'farewell' button in the middle of a parlay)]
/// </summary>
/// <returns></returns>
public bool Farewell()
{
return ExecuteMethod("Farewell");
}
/// <summary>
/// Continues this <see cref="Parlay"/>.
/// </summary>
/// <returns></returns>
public bool Continue()
{
return ExecuteMethod("Continue");
}
}
}