Example #1
0
    // parses input and adds to the players cult track
    public void AddToCult(int track)
    {
        CultIncome ci = null;

        switch (track)
        {
        case 0:
            ci = new CultIncome(1, 0, 0, 0); break;

        case 1:
            ci = new CultIncome(0, 1, 0, 0); break;

        case 2:
            ci = new CultIncome(0, 0, 1, 0); break;

        case 3:
            ci = new CultIncome(0, 0, 0, 1); break;
        }
        controller.AddCultIncome(ci);
        controller.AddSingleIncome(new SingleIncome(0, 0, -1, 0, 0));
        controller.EndTurn();

        //Then unpair the 4 cult buttons and send it off
        cults.transform.SetParent(offScreenTransform.transform);
        cults.GetComponent <RectTransform>().anchoredPosition = new Vector2(0, 0);
    }
 public void AddCultIncome(CultIncome ci_)
 {
     if (ci_ != null)
     {
         localPlayer.AddSingleIncome(new SingleIncome(0, 0, 0, cultController.AddToTrackLevel(ci_, localPlayer), 0)); //Add to the cult track and then add any owed magic to player
     }
 }
Example #3
0
    //Cults
    public bool AddToTrackLevel(CultIncome income, int[] max)
    {
        bool temp = cd.Add_To_Track_Level(income, max);

        ui.UpdatePlayerCultText(cd);
        publicPlayerAttributes.CmdSetCultStandings(cd.GetLevels());
        return(temp);
    }
Example #4
0
 public int AddToTrackLevel(CultIncome income, Player pl)
 {
     if (pl.AddToTrackLevel(income, max))
     {
         //Rework the max
         for (int i = 0; i < pl.GetCultData().GetLevels().Length; i++)
         {
             if (pl.GetCultData().GetLevels()[i] == 10)
             {
                 max[i] = 9;
             }
         }
     }
     return(pl.Get_Owed_CultMagic());
 }
    //Returns true if 10 is reached
    public bool Add_To_Track_Level(CultIncome income, int[] max)
    {
        int temp_value; //Just for comparing before/after

        for (int i = 0; i < 4; i++)
        {
            temp_value = levels[i];
            levels[i] += income.GetIncome()[i];
            Check_magic_owed(temp_value, levels[i]); //if the cult level passes a certain point then the player recieves magic;
        }

        //Make everything the max
        for (int i = 0; i < levels.Length; i++)
        {
            if (levels[i] > max[i])
            {
                levels[i] = max[i];
            }
        }

        //Check the max
        if (levels[0] >= 10 && max[0] == 10)
        {
            return(true);
        }
        if (levels[0] >= 10 && max[0] == 10)
        {
            return(true);
        }
        if (levels[0] >= 10 && max[0] == 10)
        {
            return(true);
        }
        if (levels[0] >= 10 && max[0] == 10)
        {
            return(true);
        }

        return(false);
    }
 public RoundEndBonus(PointBonus pb, CultIncome ci, SingleIncome si)
 {
     RoundEndPointBonus = pb;
     cultCostPer        = ci;
     cultPerBonus       = si;
 }
 /**For town tiles */
 public FavourBonus(SingleIncome i_, int points_, CultIncome ci_)
 {
     income      = i_;
     Points      = points_;
     cult_income = ci_;
 }
 /**For favour tiles */
 public FavourBonus(SingleIncome i_, PointBonus pb_, CultIncome ci_)
 {
     income      = i_;
     pointBonus  = pb_;
     cult_income = ci_;
 }