public Tile(Point location, TileResource res, TileTerrainBase tbase, TileTerrainFeature tfeature, TileImprovment impr) { Pillaged = false; Location = location; Resource = res; TerrainBase = tbase; TerrainFeature = tfeature; Improvement = impr; CityID = -1; }
/// <summary> /// Builds the given improvment on the given tile for the player with the given id /// </summary> /// <param name="tile"></param> /// <param name="playerID"></param> /// <param name="improvment"></param> /// <returns></returns> public bool BuildImprovment(Tile tile, int playerID, TileImprovment improvment) { // Check if the player owns the tile City city = Controllers.City.GetCity(tile.CityID); if (city == null || city.PlayerID != playerID) { return(false); } tile.ConstructionProgress = 0; tile.CurrentConstruction = improvment; return(true); }