bool isValidHousePosition(House house)
        {
            foreach (House other in houses)
            {
                bool xIntersects = false;
                bool yIntersects = false;

                if (house.x >= other.x && house.x < other.x + other.width)
                    xIntersects = true;

                if (other.x >= house.x && other.x < house.x + house.width)
                    xIntersects = true;

                if (house.y >= other.y && house.y < other.y + other.width)
                    yIntersects = true;

                if (other.y >= house.y && other.y < house.y + house.width)
                    yIntersects = true;

                if (xIntersects && yIntersects)
                {
                    IPlayer builder = house.builder;
                    IPlayer neighbor = other.builder;

                    builder.Reply("Your house would be too close to " + neighbor.Name + "'s house.");
                    house.builder.Reply("The size of the house is " + house.width + "x" + house.height + " blocks.");

                    return false;
                }
            }

            for (int x = 0; x < house.width; ++x)
            {
                for (int y = 0; y < house.height; ++y)
                {
                    int bx = house.x + x;
                    int by = house.y + y;

                    int blockId = bot.Room.getBlock(0, bx, by).Id;

                    if (!house.houseType.isGroundBlockAllowed(blockId)) {
                        house.builder.Reply("You must build the house on empty space without dirt and ores!");
                        house.builder.Reply("The size of the house is " + house.width + "x" + house.height + " blocks.");
                        return false;
                    }
                }
            }

            foreach (var isValidPos in isValidPosEvent)
            {
                if (!isValidPos(house))
                    return false;
            }

            return true;
        }
 public void setHouse(House house)
 {
     this.house = house;
 }
        public bool BuildHouse(IPlayer builder, string houseTypeStr)
        {
            if (buildingHouses.ContainsKey(builder))
                return false;

            HouseType houseType = null;

            if (!houseTypes.ContainsKey(houseTypeStr))
            {
                builder.Reply("There is no building called '" + houseTypeStr + "'!");

                List<string> houseTypeNames = new List<string>();

                foreach(HouseType h in houseTypes.Values)
                    houseTypeNames.Add(h.Name);

                string text = "You can build this: ";

                for (int i = 0; i < houseTypeNames.Count; ++i)
                {
                    if (i == houseTypeNames.Count - 1)
                        text += houseTypeNames[i];
                    else
                        text += houseTypeNames[i] + ", ";

                    if (i % 4 == 3 || i == 2 || i == houseTypeNames.Count - 1)
                    {
                        builder.Reply(text);
                        text = "";
                    }
                }

                return false;
            }

            houseType = houseTypes[houseTypeStr];

            //////////TITTA HÄRRRRRRRRRRRRRRRRRR
            //////////TITTA HÄRRRRRRRRRRRRRRRRRR
            //////////TITTA HÄRRRRRRRRRRRRRRRRRR

            //int cost = houseType.Cost; ?
            MasterDig.DigPlayer digPlayer = MasterDig.DigPlayer.FromPlayer(builder);
            if (digPlayer.inventory.GetItemCount("stone") > 5)
            {
                digPlayer.inventory.RemoveItem("stone", 5);
            }
            else
            {
                builder.Reply("You do not have enough resources to build this house type!");
                return false;
            }

            //////////TITTA HÄRRRRRRRRRRRRRRRRRR
            //////////TITTA HÄRRRRRRRRRRRRRRRRRR
            //////////TITTA HÄRRRRRRRRRRRRRRRRRR

            int x = builder.BlockX - houseType.Width/2;
            int y = builder.BlockY - houseType.Height/2;

            House house = new House(houseType, builder, x, y, houseType.Width, houseType.Height, HouseState.Building);

            if (!isValidHousePosition(house))
                return false;

            buildingHouses.Add(builder, house);
            houses.Add(house);

            for (int xx = 0; xx < houseType.Width; ++xx)
            {
                for (int yy = 0; yy < houseType.Height; ++yy)
                {

                    int blockId = 22;
                    int backgroundBlock = houseType.BackgroundBlock;

                    if (xx == 0 || xx == houseType.Width - 1 || yy == 0 || yy == houseType.Height - 1)
                    {
                        blockId = houseType.WallBlock;
                    }
                    else
                    {
                        blockId = houseType.BaseBlock;
                    }

                    if (builder.BlockX != x + xx || builder.BlockY != y + yy)
                    {
                        this.bot.Room.BlockDrawer.PlaceBlock(
                                new Room.Block.BlockWithPos(xx + x, yy + y,
                                    new Room.Block.NormalBlock(blockId)));
                    }

                    this.bot.Room.BlockDrawer.PlaceBlock(
                            new Room.Block.BlockWithPos(xx + x, yy + y,
                                new Room.Block.NormalBlock(backgroundBlock)));

                }
            }

            bot.Say("/tp " + builder.Name + " " + builder.BlockX + " " + builder.BlockY);

            return true;
        }