/// <summary>
    /// Determine how much a player is willing to sell an ore for in a round of the auction
    /// </summary>
    public static int GetSellPrice(int playerIndex, TileType ore)
    {
        AIAuctionPersonality pers = GameData.Instance.companies[playerIndex].personality;
        int oreAmount             = GameData.Instance.companies[playerIndex].oreSupplies[ore];

        if (pers == AIAuctionPersonality.Robots)
        {
            if (oreAmount > 90)
            {
                return(20);
            }
            if (oreAmount > 70)
            {
                return(25);
            }
            if (oreAmount > 50)
            {
                return(28);
            }
            if (oreAmount > 30)
            {
                return(35);
            }
            return(50);
        }


        return(50);
    }
    /// <summary>
    /// Determine how much money a player is wiliing to spend on an ore in the auction
    /// </summary>
    public static int GetBuyPrice(int playerIndex, TileType ore)
    {
        AIAuctionPersonality pers = GameData.Instance.companies[playerIndex].personality;
        int oreAmount             = GameData.Instance.companies[playerIndex].oreSupplies[ore];

        if (pers == AIAuctionPersonality.Robots)
        {
            if (oreAmount < 20)
            {
                return(40);
            }
            if (oreAmount < 40)
            {
                return(30);
            }
            if (oreAmount < 60)
            {
                return(25);
            }
            if (oreAmount < 80)
            {
                return(20);
            }
            return(15);
        }

        return(15);
    }
    /// <summary>
    /// Return, based on the players ore and money, whether or not this character will
    /// be a buyer for a particular round in the auction
    /// </summary>
    public static bool DetermineBuyer(int playerIndex, TileType ore)
    {
        AIAuctionPersonality pers = GameData.Instance.companies[playerIndex].personality;

        if (ore == TileType.Iron)
        {
            if (pers == AIAuctionPersonality.Robots)
            {
                if (GameData.Instance.companies[playerIndex].oreSupplies[ore] > 50)
                {
                    return(false);
                }
            }
        }

        return(true);
    }