public void TakeFavourTile(int tracktier) { if (!favourTileAvailable) { return; } int[] temp = CultController.ParseInt(tracktier); //Parse e.g. 12 into track 1 tier 2 int track = temp[0] - 1; int tier = temp[1]; FavourBonus wt = wonderController.GetWonderTile(track, tier); if (track == 0 && tier == 1) //If its fire 2 or W2 then it requires special treatment { localPlayer.PointsForTown = 6; localPlayer.EndTurn(); } else if (track == 1 && tier == 1) { am.AddAbility <AbilityAddToCult>(); localPlayer.EndTurn(); } else if (wt != null) { //Increase players income and points localPlayer.AddToNonBuildingIncome(wt.GetIncome().IncomeAsArray()); if (wt.GetPointBonus() != null) { localPlayer.AddPointBonus(wt.GetPointBonus(), false); } //Increase players cult standing. Tell the track to increase too AddCultIncome(wt.Get_CultIncome()); networkedUI.PanelInteractivityEnDisable(networkedUI.favourButtons, false); networkedUI.DisEnableFavourTiles(); localPlayer.EndTurn(); } //If no options are picked for whatever reason return, otherwise send the data to the server and disallow further picking of favours else { return; } localPlayer.localPlayerObject.GetComponent <TakenTurnData>().SendPickedFavourData(track, tier); favourTileAvailable = false; }
public void TakeTownTile(int type) { FavourBonus tc = townFoundManager.Get_TownTile((TownFoundingBonusManager.TownTiletype)type); //TOWN FOUNDING TILES USE FavourBonus's class as a base if (tc != null) { //Increase players income and points localPlayer.AddSingleIncome(tc.GetIncome()); localPlayer.AddSinglePointValue(tc.Points); //Increase players cult standing. Tell the track to increase too AddCultIncome(tc.Get_CultIncome()); //turn off buying ability networkedUI.PanelInteractivityEnDisable(networkedUI.townButtons, false); //Send turn data to server and end turn localPlayer.localPlayerObject.GetComponent <TakenTurnData>().SendCityFoundingData((TownFoundingBonusManager.TownTiletype)type); localPlayer.EndTurn(); } }