public (IAction?, Province) Perform(Province province, Player active) { if (province is Sea Sea && Sea.Occupied && !Sea.Soldiers.Any) { return(this, Sea.Revolt()); } return(this, province.CanSoldiersSurvive ? province : province.Revolt()); }
public (IAction[], Province) Perform(Province province, Player active) { if (province is Sea Sea && Sea.Occupied && !Sea.Soldiers.Any) { return(new[] { this }, Sea.Revolt().Item1); } if (!province.CanSoldiersSurvive) { return(new[] { this }, province.Revolt().Item1); } return(new[] { this }, province); }