public override void SetUp() { //Building cost and update income costs on UI cost_build_dwelling = new int[] { 2, 1 }; cost_build_TP = new int[] { 3, 2 }; cost_build_stronghold = new int[] { 6, 4 }; cost_build_temple = new int[] { 6, 4 }; cost_build_sanctuary = new int[] { 6, 4 }; defaultShipping = 0; defaultCult = new int[] { 0, 2, 0, 0 }; magic_default = new Magic(7, 5, 0); habitat = Terrain.TerrainType.Lakes; max_upgrade_terraform = 3; cost_upgrade_shipping = new SingleIncome(4, 0, 1, 0, 0); cost_upgrade_terraforming = new SingleIncome(5, 2, 1, 0, 0); starting_dwellings = 2; Starting_gold = 15; Starting_worker = 3; Starting_priest = 0; Starting_shovels = 0; SetIncomeMap(); }
//Adds income as a one time only public void AddSingleIncome(SingleIncome income) { int[] incomes = income.IncomeAsArray(); publicPlayerAttributes.CmdSetGold(publicPlayerAttributes.PlayerGold += incomes[0]); publicPlayerAttributes.CmdSetWorkers(publicPlayerAttributes.PlayerWorkers += incomes[1]); publicPlayerAttributes.CmdSetPriests(publicPlayerAttributes.PlayerPriests += incomes[2]); tierMagic.AddMagic(incomes[3]); UpdateMagicPublicVariables(); shovel_count += incomes[4]; UpdateResourceText(); }
//Upgrading Terraforming and Shipping //Split up in case they will be expanded upon later public bool UpgradeShipping() { SingleIncome cost = faction.cost_upgrade_shipping; //First check if it can be done if (publicPlayerAttributes.PlayerGold >= cost.Gold && publicPlayerAttributes.PlayerWorkers >= cost.Worker && publicPlayerAttributes.PlayerPriests >= cost.Priest && tierMagic.GetTiers()[2] >= cost.Magic && shipping != 4) //and its not at max shipping { AddSingleIncome(cost.Reciprocal()); shipping++; 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_; }
internal bool CheckPlayerCanAfford(SingleIncome price) { return(publicPlayerAttributes.PlayerGold >= price.Gold && publicPlayerAttributes.PlayerWorkers >= price.Worker && publicPlayerAttributes.PlayerPriests >= price.Priest); }
public void AddIncome(SingleIncome si) { building_income_map[current_index] = si; current_index++; }
public Spell(int gold, int worker, int priest, int magic, int cost, int shovels) { spell_income = new SingleIncome(gold, worker, priest, magic, shovels); mana_cost = cost; }
public Round_Bonus(PointBonus pb_, SingleIncome income_, RoundBonusManager.RoundBonusType type_) { RoundPointbonus = pb_; Round_Income = income_; Type = type_; }
//Checks if player can afford a certain price before going through with an action public bool CheckPlayerCanAfford(SingleIncome price) { return(localPlayer.CheckPlayerCanAfford(price)); }
internal void AddSingleIncome(SingleIncome singleIncome) { localPlayer.AddSingleIncome(singleIncome); }