public void GiveDefendersRewards(ICombatObject attacker, int defensePoints, Resource loot) { if (stronghold.Tribe != null && defensePoints > 0) { stronghold.Tribe.DefensePoint += defensePoints; } if (defensePoints > 0) { attacker.ReceiveReward(defensePoints, null); } }
public void GiveDefendersRewards(ICombatObject attacker, int defensePoints, Resource loot) { // Any loot being added to the defender is loot dropped by the attacker // so give back to original city if (!loot.Empty) { city.BeginUpdate(); city.Resource.Add(loot); city.EndUpdate(); } if (defensePoints > 0) { attacker.ReceiveReward(defensePoints, null); } }
public void GiveAttackerRewards(ICombatObject attacker, int attackPoints, Resource loot) { attacker.ReceiveReward(attackPoints, loot); }
public void GiveAttackerRewards(ICombatObject attacker, int attackPoints, Resource loot) { // Barb tribes dont give any attack points so just give them loot attacker.ReceiveReward(0, loot); }