public void buildCastle(Village v)
 {
     int vWood = v.getWood ();
     VillageType vType = v.getMyType ();
     VillageActionType vAction = v.getAction ();
     if (vType != VillageType.Fort) {
         gameGUI.displayError (@"Upgrade to a Fort before building a Castle");
     } else if (vWood < 12) {
         gameGUI.displayError (@"Castles require more lumber (12)");
     } else if (vAction != VillageActionType.ReadyForOrders) {
         gameGUI.displayError (@"You cant queue build orders :/");
     } else {
         v.setAction(VillageActionType.StartedUpgrading);
         v.addWood (-12);
     }
 }
 public void upgradeVillage(Village v)
 {
     int vWood = v.getWood ();
     VillageType vType = v.getMyType ();
     VillageActionType vAction = v.getAction ();
     if (vType == VillageType.Fort)
     {
         gameGUI.displayError(@"The only structure stronger than a Fort is a Castle. ¯\(°_o)/¯ Press Build Castle to go to the next level!");
     }
     else if ((vType != VillageType.Fort) && (vWood >= 8) && (vAction == VillageActionType.ReadyForOrders))
     {
         //v.setAction (VillageActionType.StartedUpgrading);
         v.networkView.RPC ("setVillageActionNet",RPCMode.AllBuffered,(int)VillageActionType.StartedUpgrading);
         //v.addWood(-8);
         v.networkView.RPC("addWoodNet",RPCMode.AllBuffered,-8);
     }
 }
 public void updateVillageActions(Village v)
 {
     VillageActionType action = v.getAction ();
     if (action == VillageActionType.StartedUpgrading)
     {
         v.gameObject.networkView.RPC ("setVillageActionNet",RPCMode.AllBuffered,(int)VillageActionType.FinishedUpgrading);
     }
     else if (action == VillageActionType.FinishedUpgrading)
     {
         v.gameObject.networkView.RPC ("setVillageActionNet",RPCMode.AllBuffered,(int)VillageActionType.ReadyForOrders);
         VillageType vType = v.getMyType();
         if (vType == VillageType.Hovel)
         {
             v.gameObject.networkView.RPC ("switchPrefabNet",RPCMode.AllBuffered,(int)VillageType.Town);
             v.gameObject.networkView.RPC ("setVillageTypeNet",RPCMode.AllBuffered,(int)VillageType.Town);
             v.gameObject.networkView.RPC ("setHealthNet",RPCMode.AllBuffered,2);
         }
         else if (vType == VillageType.Town)
         {
             v.gameObject.networkView.RPC ("switchPrefabNet",RPCMode.AllBuffered,(int)VillageType.Fort);
             v.gameObject.networkView.RPC ("setVillageTypeNet",RPCMode.AllBuffered,(int)VillageType.Fort);
             v.gameObject.networkView.RPC ("setHealthNet",RPCMode.AllBuffered,5);
         }
         else if (vType == VillageType.Fort)
         {
             v.gameObject.networkView.RPC ("switchPrefabNet",RPCMode.AllBuffered,(int)VillageType.Castle);
             v.gameObject.networkView.RPC ("setVillageTypeNet",RPCMode.AllBuffered,(int)VillageType.Castle);
             v.gameObject.networkView.RPC ("setHealthNet",RPCMode.AllBuffered,10);
             v.gameObject.networkView.RPC ("setWageNet",RPCMode.AllBuffered,80);
         }
     }
 }