Table of Contents

Class DeclareWarCommand

Namespace
Core.Diplomacy
Assembly
Core.dll

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
object
DeclareWarCommand
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

FixedPoint64

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

reader BinaryReader

Binary 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

gameState GameState

Game state to modify

GetSuccessMessage(GameState)

Get user-friendly success message (called by GameState)

public string GetSuccessMessage(GameState gameState)

Parameters

gameState GameState

Returns

string

GetValidationError(GameState)

Get user-friendly validation error message (called by GameState)

public string GetValidationError(GameState gameState)

Parameters

gameState GameState

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

writer BinaryWriter

Binary 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

gameState GameState

Game 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

gameState GameState

Current game state for validation

Returns

bool

True if command can be executed