public bool GetToWork(int xUnits = 0, string type = "farm")
        {
            bool canWork = true;

            foreach (GameEntity entity in entities)
            {
                if (type == "farm" && entity is Farm)
                {
                    coins += (entity as Farm).Work();
                }
                else if (type == "barrack" && entity is Barrack)
                {
                    Barrack barrack = (entity as Barrack);
                    if (barrack.Work(xUnits) <= coins)
                    {
                        if (xUnits <= barrack.Capacity)
                        {
                            barrack.Capacity -= xUnits;
                            n_Infantry       += xUnits;
                            coins            -= barrack.Work(xUnits);
                            canWork           = true;
                        }
                        else
                        {
                            canWork = false;
                        }
                    }
                    else
                    {
                        canWork = false;
                    }
                }
                else if (type == "stable" && entity is Stable)
                {
                    Stable stable = (entity as Stable);
                    if (stable.Work(xUnits) <= coins)
                    {
                        if (xUnits <= stable.Capacity)
                        {
                            stable.Capacity -= xUnits;
                            n_Cavalry       += xUnits;
                            coins           -= stable.Work(xUnits);
                            canWork          = true;
                        }
                        else
                        {
                            canWork = false;
                        }
                    }
                    else
                    {
                        canWork = false;
                    }
                }
                else if (type == "artillery_factory" && entity is ArtilleryFactory)
                {
                    ArtilleryFactory artilleryFactory = (entity as ArtilleryFactory);
                    if (artilleryFactory.Work(xUnits) <= coins)
                    {
                        if (xUnits <= artilleryFactory.Capacity)
                        {
                            artilleryFactory.Capacity -= xUnits;
                            n_Artillery += xUnits;
                            coins       -= artilleryFactory.Work(xUnits);
                            canWork      = true;
                        }
                        else
                        {
                            canWork = false;
                        }
                    }
                    else
                    {
                        canWork = false;
                    }
                }
            }

            return(canWork);
        }