public bool CheckNewTown(TownGroup tg_) { if (tg_.HasATown()) { return(false); } else if (tg_.GetProgress() >= tg_.Get_PointsForTown()) { tg_.SetTownAvailability(true); return(true); } return(false); //IE no town yet and doesnt have enough points to build one }
public TownGroup MergeTownGroups(List <TownGroup> groups, TownGroup newGroup) { bool newgrouptown = false; foreach (TownGroup tg in groups) { if (tg.HasATown()) { newgrouptown = true; } foreach (Tile t in tg.GetCoordinates()) { AddToTownGroup(t, newGroup); } newGroup.AddTownProgress(tg.GetProgress()); } if (newgrouptown) { newGroup.SetTownAvailability(true); } return(newGroup); }