/// <summary> /// Picks up some branches or food on the beaver's tile. /// </summary> /// <param name="tile">The Tile to pickup branches/food from. Must be the same Tile that the Beaver is on, or an adjacent one.</param> /// <param name="resource">The type of resource to pickup ('branch' or 'food').</param> /// <param name="amount">The amount of the resource to drop, numbers <= 0 will pickup all of the resource type.</param> /// <returns>True if successfully picked up a resource, false otherwise.</returns> public bool Pickup(Stumped.Tile tile, string resource, int amount = 0) { return(this.RunOnServer <bool>("pickup", new Dictionary <string, object> { { "tile", tile }, { "resource", resource }, { "amount", amount } })); }
/// <summary> /// Recruits a Beaver of this Job to a lodge /// </summary> /// <param name="tile">The Tile that is a lodge owned by you that you wish to spawn the Beaver of this Job on.</param> /// <returns>The recruited Beaver if successful, null otherwise.</returns> public Stumped.Beaver Recruit(Stumped.Tile tile) { return(this.RunOnServer <Stumped.Beaver>("recruit", new Dictionary <string, object> { { "tile", tile } })); }
/// <summary> /// Moves this Beaver from its current Tile to an adjacent Tile. /// </summary> /// <param name="tile">The Tile this Beaver should move to.</param> /// <returns>True if the move worked, false otherwise.</returns> public bool Move(Stumped.Tile tile) { return(this.RunOnServer <bool>("move", new Dictionary <string, object> { { "tile", tile } })); }