private int CalculateHappiness() { Camp currentCamp = Simulation.GetEmptyCamp(); int tentCapacity = Simulation.TentCapacity; // Set tents List <Tent> tentsForLord = new List <Tent>(); foreach (GameObject tent in tents) { Vector2 position = new Vector3(tent.transform.position.x, tent.transform.position.z); tentsForLord.Add(new Tent(position, tentCapacity)); } currentCamp.SetTents(tentsForLord); // Set watertanks List <Water> watertanksForLord = new List <Water>(); foreach (GameObject watertank in watertanks) { watertanksForLord.Add(new Water((int)watertank.transform.position.x, (int)watertank.transform.position.z)); } currentCamp.SetWaters(watertanksForLord); // Set washrooms List <Toilet> washroomsForLord = new List <Toilet>(); foreach (GameObject washroom in washrooms) { Vector2 position = new Vector3(washroom.transform.position.x, washroom.transform.position.z); washroomsForLord.Add(new Toilet(position)); } currentCamp.SetToilets(washroomsForLord); // Set water per person currentCamp.SetWaterPerPersonForDrink((int)UI.WaterPerPerson); return(currentCamp.GetHappiness()); }