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 bool Merge_Town_Group(TownGroup tg_, int points_for_town) { foreach (Tile t in tg_.GetCoordinates()) { AddTile(t); } AddTownProgress(tg_.GetProgress()); if (tg_.HasATown() || isTown) { isTown = true; } else { if (progressPoints >= points_for_town) { return(true); } } return(false); }