Class DeclareWarCommand
ENGINE LAYER - Command to declare war between two countries
Validation:
- Both countries exist
- Not already at war
- Not the same country
Execution:
- Set war state in DiplomacySystem
- Add "Declared War" opinion modifier
- Emit DiplomacyWarDeclaredEvent
public class DeclareWarCommand : BaseCommand, ICommand
- Inheritance
-
objectDeclareWarCommand
- Implements
- Inherited Members
Properties
AttackerID
public ushort AttackerID { get; set; }
Property Value
- ushort
DeclaredWarDecayTicks
public int DeclaredWarDecayTicks { get; set; }
Property Value
- int
DeclaredWarModifierType
public ushort DeclaredWarModifierType { get; set; }
Property Value
- ushort
DeclaredWarModifierValue
public FixedPoint64 DeclaredWarModifierValue { get; set; }
Property Value
DefenderID
public ushort DefenderID { get; set; }
Property Value
- ushort
Priority
Get command priority for execution ordering Higher priority commands execute first
public override int Priority { get; }
Property Value
- int
Methods
Deserialize(BinaryReader)
Deserialize command data from binary reader Used for save/load and command replay Must reconstruct identical command state
public override void Deserialize(BinaryReader reader)
Parameters
readerBinaryReaderBinary reader to deserialize from
Execute(GameState)
Execute the command and modify game state Should emit appropriate events for other systems to react Must be deterministic for multiplayer compatibility
public override void Execute(GameState gameState)
Parameters
gameStateGameStateGame state to modify
GetSuccessMessage(GameState)
Get user-friendly success message (called by GameState)
public string GetSuccessMessage(GameState gameState)
Parameters
gameStateGameState
Returns
- string
GetValidationError(GameState)
Get user-friendly validation error message (called by GameState)
public string GetValidationError(GameState gameState)
Parameters
gameStateGameState
Returns
- string
Serialize(BinaryWriter)
Serialize command data to binary writer Used for save/load and command logging Must be deterministic - same command = same bytes
public override void Serialize(BinaryWriter writer)
Parameters
writerBinaryWriterBinary writer to serialize to
Undo(GameState)
Undo the command - restore previous state Required for replay systems and error recovery
public override void Undo(GameState gameState)
Parameters
gameStateGameStateGame state to restore
Validate(GameState)
Validate that this command can be executed in the current game state. Should be fast and have no side effects.
public override bool Validate(GameState gameState)
Parameters
gameStateGameStateCurrent game state for validation
Returns
- bool
True if command can be executed