public void New(Settings settings) { sl.Settings = settings; players.Clear(); powers.Clear(); actions.Clear(); players.Add(new Savage(0, settings.DefaultSoldierTypes)); provinces.Reset(sl.Settings, players); provinces.Set(provinces.Select(prov => CreateProvince(prov, players[0])).ToArray()); provinces.Save(); }
public bool NextTurn() { End(); AllRobotsActions(); players.Save(); pr.Save(); actions.Save(); return(LivingHumans > 0 && !powers.Last.MajorityReached); }
public void NextTurn() { RobotThinkingIfRobotIsPlaying(); End(); AllRobotsactions(); players.Save(); pr.Save(); actions.Save(); }
public void Finish() { actions.Save(new ActionQueue(new[] { new Instability() as IAction, new Earnings(), new Mortality() })); former.Reset(players); players.Clear(); players.Add(new Savage(0)); login.Clear(); game.Finish(); provinces.Reset(sl.Settings, players); provinces.Set(provinces.Select(prov => prov.Revolt()).ToArray()); provinces.Save(); }