Example #1
0
 /// <summary>
 /// Constructs a Structure on an adjacent Tile.
 /// </summary>
 /// <param name="tile">The Tile to construct the Structure on. It must have enough materials on it for a Structure to be constructed.</param>
 /// <param name="type">The type of Structure to construct on that Tile.</param>
 /// <returns>True if successfully constructed a structure, false otherwise.</returns>
 public bool Construct(Catastrophe.Tile tile, string type)
 {
     return(this.RunOnServer <bool>("construct", new Dictionary <string, object> {
         { "tile", tile },
         { "type", type }
     }));
 }
Example #2
0
 /// <summary>
 /// Picks up some materials or food on or adjacent to the Unit's Tile. Does not count as an action.
 /// </summary>
 /// <param name="tile">The Tile to pickup materials/food from.</param>
 /// <param name="resource">The type of resource to pickup ('materials' or 'food').</param>
 /// <param name="amount">The amount of the resource to pickup. Amounts &lt;= 0 will pickup as much as possible.</param>
 /// <returns>True if successfully picked up a resource, false otherwise.</returns>
 public bool Pickup(Catastrophe.Tile tile, string resource, int amount = 0)
 {
     return(this.RunOnServer <bool>("pickup", new Dictionary <string, object> {
         { "tile", tile },
         { "resource", resource },
         { "amount", amount }
     }));
 }
Example #3
0
 /// <summary>
 /// Moves this Unit from its current Tile to an adjacent Tile.
 /// </summary>
 /// <param name="tile">The Tile this Unit should move to.</param>
 /// <returns>True if it moved, false otherwise.</returns>
 public bool Move(Catastrophe.Tile tile)
 {
     return(this.RunOnServer <bool>("move", new Dictionary <string, object> {
         { "tile", tile }
     }));
 }
Example #4
0
 /// <summary>
 /// Removes materials from an adjacent Tile's Structure. You cannot deconstruct friendly structures (see Unit.attack).
 /// </summary>
 /// <param name="tile">The Tile to deconstruct. It must have a Structure on it.</param>
 /// <returns>True if successfully deconstructed, false otherwise.</returns>
 public bool Deconstruct(Catastrophe.Tile tile)
 {
     return(this.RunOnServer <bool>("deconstruct", new Dictionary <string, object> {
         { "tile", tile }
     }));
 }