public int startNewTurn() { turn_i++; //If everyone moved this turn, then a year/round has passed. if (turn_i >= turnOrder.Count) { if (state.YearsUntilNextEvent <= 1 && !GlobalEventHappened && !savedByHero) { BoltConsole.Write("Global EVENT happening!!"); GlobalEventHappened = true; globalEvents.executeGlobalEvent(); //needToNotifyPlayersNewEvent = true; } else if (state.YearsUntilNextEvent <= 1 && !GlobalEventHappened && savedByHero) { NetworkManager.s_Singleton.ResolveCrisis(currentCrisis, hero); GlobalEventHappened = true; } BoltConsole.Write("NEW ROUND!!!!!"); turn_i = 0; if (!globalEvents.AllCrisisHappened()) { yearsUntilNextEvent--; state.YearsUntilNextEvent--; } else { //Temporary hack. yearsUntilNextEvent = 100; state.YearsUntilNextEvent = 100; } if (PeacefulYear) { BoltConsole.Write("Peaceful year ended"); PeacefulYear = false; GlobalEventHappened = false; bool crisisPrepared = globalEvents.PrepareNextEvent(); if (crisisPrepared) { ResetSavedByHero(); DisplayNextEvent(); } } if (GlobalEventHappened) //|| savedByHero { PeacefulYear = true; //After the global event happends let players play a round with no crisis to prep for. //needToNotifyPlayersNewEvent = false; BoltConsole.Write("Starting Peaceful year"); } } state.CurrentSpellcasterTurn = turnOrder[turn_i]; return(turnOrder[turn_i]); }