public bool CheckNewTown(TownGroup tg_)
 {
     if (tg_.HasATown())
     {
         return(false);
     }
     else if (tg_.GetProgress() >= tg_.Get_PointsForTown())
     {
         tg_.SetTownAvailability(true);
         return(true);
     }
     return(false); //IE no town yet and doesnt have enough points to build one
 }
Ejemplo n.º 2
0
    public bool Merge_Town_Group(TownGroup tg_, int points_for_town)
    {
        foreach (Tile t in tg_.GetCoordinates())
        {
            AddTile(t);
        }

        AddTownProgress(tg_.GetProgress());

        if (tg_.HasATown() || isTown)
        {
            isTown = true;
        }
        else
        {
            if (progressPoints >= points_for_town)
            {
                return(true);
            }
        }

        return(false);
    }