public ThiefPlayer(int id, Point startingPosition) { ID = id; Piece = new Thief(id, startingPosition); }
private void attemptToRobPos(Thief t, Point pt) { Block b = State.Board[pt]; if (logicEngine.isRobableBlock(State.Board[pt])) { if ((b.Type == BlockType.Bank || b.Type == BlockType.TravelAgency) && ((Bank)b).Money > 0) ruleEngine.robBank(t, (Bank)b); t.Arrestable = true; } }
private void makeArrest(Piece police, Thief thief) { State.PolicePlayer.Money += ruleEngine.arrest(thief, police); if (thief.ArrestCount == RuleEngine.MAX_ARRESTS) { ruleEngine.removePieceFromGame(police); ruleEngine.removePieceFromGame(thief); } }
private static XElement XmlThiefPiece(Thief t) { XElement tp = XmlPiece(t); tp.Add(new XElement("Arrestable", t.Arrestable)); tp.Add(new XElement("Money", t.Money)); tp.Add(new XElement("ArrestTurns", t.ArrestTurns)); tp.Add(new XElement("ArrestCount", t.ArrestCount)); tp.Add(XmlHiddenMoney(t.HiddenMoney)); return tp; }