public bool AddBuilding(Players playerId, Vector2 position, UnitTypes name, float rotation = 0f, int health = 0) { ABuilding unit; switch (name) { case UnitTypes.Gate: unit = new Gate(playerId, position, rotation, mGridSize); break; case UnitTypes.Wall: unit = new Wall(playerId, position, rotation, mGridSize); break; case UnitTypes.SacredStar: unit = new SacredStar(playerId, position, mGridSize); break; case UnitTypes.Village: unit = new Village(playerId, position, rotation, mGridSize); VillagePos.Add(playerId, position); VillagesByPlayer.Add(playerId, (Village)unit); break; case UnitTypes.GoldMine: unit = new Mine(playerId, position, rotation, true, mGridSize, Resources); break; case UnitTypes.Quarry: unit = new Mine(playerId, position, rotation, false, mGridSize, Resources); break; case UnitTypes.Rock: unit = new Rock(position, mGridSize, rotation); break; default: return(false); } if (unit is IDamageableUnit damageableUnit && health != 0) { damageableUnit.Health = health; } var blockedFields = unit.BlockedFields(); var passableFields = unit.PassableFields(); if (AreFieldsOccupied(blockedFields, passableFields)) { return(false); } ChangeFieldState(TileStates.Blocked, blockedFields); ChangeFieldState(TileStates.Passable, passableFields); if (!BuildingsByPlayer.ContainsKey(playerId)) { BuildingsByPlayer.Add(playerId, new List <IUnit>()); } if ((unit.UnitType == UnitTypes.GoldMine || unit.UnitType == UnitTypes.Quarry || unit.UnitType == UnitTypes.SacredStar) && !BuildingsByPlayer[Players.Global].Contains(unit)) { BuildingsByPlayer[Players.Global].Add(unit); } BuildingsByPlayer[playerId].Add(unit); if (!UnitsByModel.ContainsKey(unit.ModelType)) { UnitsByModel.Add(unit.ModelType, new List <IUnit>()); } UnitsByModel[unit.ModelType].Add(unit); return(true); }