private void CheckFreeMovingToBonus(BonusIDType bonusID) { var availInBonus = _income.BonusRestrictions[bonusID] - _armiesUsedOnBonuses.ValueOrZero(bonusID); Assert.Fatal(availInBonus > 0, "CheckFreeMovingToBonus called with 0 armies available to move"); foreach (var terrID in _map.Bonuses[bonusID].Territories) { var free = _freeArmiesUsedOn.ValueOrZero(terrID); if (free > 0) { var toMove = Math.Min(free, availInBonus); _freeArmiesUsedOn.AddTo(terrID, -toMove); _armiesUsedOnBonuses.AddTo(bonusID, toMove); availInBonus -= toMove; if (availInBonus == 0) { return; } } } }
public BonusDetails(MapDetails parent, BonusIDType id, int armiesReward) { this.Parent = parent; this.ID = id; this.Amount = armiesReward; this.Territories = new List <TerritoryIDType>(); }
internal PlayerIncomeProgress(BonusIDType bonusID, int deployed, int totalToDeploy) { this.Restriction = bonusID; this.Deployed = deployed; this.TotalToDeploy = totalToDeploy; }
public static GameOrderPlayCardSurveillance Create(CardInstanceIDType cardInstanceID, PlayerIDType playerID, BonusIDType targetBonus) { var o = new GameOrderPlayCardSurveillance(); o.CardInstanceID = cardInstanceID; o.PlayerID = playerID; o.TargetBonus = targetBonus; return(o); }
public int ArmiesDeployedToBonus(BonusIDType bonusID) { return(_armiesUsedOnBonuses.ValueOrZero(bonusID)); }