public Player(ICivilization civilization, string customLeaderName = null, string customTribeName = null, string customTribeNamePlural = null) { _civilization = civilization; if (customLeaderName != null) { _civilization.Leader.Name = customLeaderName; } _tribeName = customTribeName ?? _civilization.Name; _tribeNamePlural = customTribeNamePlural ?? _civilization.NamePlural; Government = new Despotism(); for (int xx = 0; xx < Map.WIDTH; xx++) { for (int yy = 0; yy < Map.HEIGHT; yy++) { _explored[xx, yy] = false; _visible[xx, yy] = false; } } }
public void NewTurn() { if (!Game.GetCities().Any(x => this == x.Owner) && !Game.Instance.GetUnits().Any(x => this == x.Owner)) { GameTask.Enqueue(Turn.GameOver(this)); } if (_anarchy == 0 && Government is Anarchy) { if (Human == Game.CurrentPlayer) { GameTask.Enqueue(Show.ChooseGovernment); } else { Government = new Despotism(); } } if (_anarchy > 0) { _anarchy--; } }