Table of Contents

Class CreateUnitCommand

Namespace
Core.Units
Assembly
Core.dll

Command to create a new unit.

VALIDATION:

  • Province must be owned by the country
  • Country must have sufficient resources (checked by game layer command factory)
  • Unit type must be valid

EXECUTION:

  • Deduct resources (handled by game layer wrapper)
  • Create unit in UnitSystem
  • Emit UnitCreatedEvent
public class CreateUnitCommand : BaseCommand, ICommand
Inheritance
object
CreateUnitCommand
Implements
Inherited Members

Constructors

CreateUnitCommand(UnitSystem, ushort, ushort, ushort)

public CreateUnitCommand(UnitSystem unitSystem, ushort provinceID, ushort countryID, ushort unitTypeID)

Parameters

unitSystem UnitSystem
provinceID ushort
countryID ushort
unitTypeID ushort

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

Dispose()

public void Dispose()

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

GetChecksum()

public uint GetChecksum()

Returns

uint

GetCreatedUnitID()

Get the created unit ID (only valid after Execute())

public ushort GetCreatedUnitID()

Returns

ushort

GetSuccessMessage(GameState)

public string GetSuccessMessage(GameState gameState)

Parameters

gameState GameState

Returns

string

GetValidationError(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