// private private IEnumerator CheckClaim() { // TODO: we may want to alter the amount units boost or reduce the claim while (true) { SetAttackAndDefense(); int net_offense = Attackers.Count - Defenders.Count; // Attackers and Defenders lists are managed by trigger stay/exit if (net_offense != 0) { Faction attacking_faction = Attackers.Any() ? Attackers.First().CurrentFaction : null; Faction defending_faction = Defenders.Any() ? Defenders.First().CurrentFaction : null; if (net_offense > 0) { if (Claimed && NodeFaction != attacking_faction) { ReduceClaim(net_offense); } else if (!Claimed) { BoostClaim(net_offense, attacking_faction); } } else if (net_offense < 0) { if (Claimed && NodeFaction == defending_faction) { BoostClaim(Mathf.Abs(net_offense), defending_faction); } } UpdateClaimBar(); } yield return(new WaitForSeconds(Turn.ActionThreshold)); } }
public bool CanBlockAtLeastOneAttacker(Card card) { return(Attackers.Any(attacker => attacker.CanBeBlockedBy(card))); }