Allowed buying property and next turn

This commit is contained in:
Anthony Berg 2020-12-06 18:00:48 +00:00
parent 1b8bf63ae2
commit f81194c110
2 changed files with 18 additions and 1 deletions

View File

@ -1,5 +1,6 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine;
public class AI public class AI
{ {
@ -32,6 +33,7 @@ public class AI
/* TASK DESCRIPTIONS: /* TASK DESCRIPTIONS:
* 0 - Move * 0 - Move
* 1 - Buy * 1 - Buy
* 99 - End Turn
*/ */
public AI(int money) public AI(int money)
@ -52,16 +54,23 @@ public class AI
//The AI will decide to move. //The AI will decide to move.
RollDice(); //The AI will roll the dice. RollDice(); //The AI will roll the dice.
currentTask = 0; //It will set the current task to 0 to represent movement. currentTask = 0; //It will set the current task to 0 to represent movement.
startedRound = true;
} }
else if (buyProperty) else if (buyProperty)
{ {
currentTask = 1; //This will buy a property. currentTask = 1; //This will buy a property.
buyProperty = false; buyProperty = false;
} }
else
{
Debug.Log("I NEED TO FINISH");
currentTask = 99;
startedRound = false;
}
return currentTask; return currentTask;
} }
public void RollDice() private void RollDice()
{ {
dice1 = random.Next(1, 7); dice1 = random.Next(1, 7);
dice2 = random.Next(1, 7); dice2 = random.Next(1, 7);

View File

@ -357,6 +357,9 @@ public class Board //Creating the class for the board mechanics.
case 1: //Buy Property case 1: //Buy Property
BuyProperty(); BuyProperty();
break; break;
case 99:
NextPlayer();
break;
} }
} }
@ -403,6 +406,7 @@ public class Board //Creating the class for the board mechanics.
} }
else else
{ {
AINextTask();
players[currentPlayer].AI.buyProperty = false; players[currentPlayer].AI.buyProperty = false;
} }
return false; //Returns false if the property is not buybale. return false; //Returns false if the property is not buybale.
@ -454,6 +458,10 @@ public class Board //Creating the class for the board mechanics.
buttonHandler.DisableBuying(); //Removes the buy button. buttonHandler.DisableBuying(); //Removes the buy button.
buttonHandler.EnableNextTurn(); buttonHandler.EnableNextTurn();
} }
else
{
AINextTask();
}
return; //Stops the function return; //Stops the function
} }
} }