using System; using System.Collections.Generic; using System.Text; namespace FurTrader { internal class GameState { internal bool GameOver { get; set; } internal double Savings { get; set; } internal int ExpeditionCount { get; set; } internal int UnasignedFurCount { get; set; } internal int[] Pelts { get; private set; } internal int MinkPelts { get { return this.Pelts[0]; } set { this.Pelts[0] = value; } } internal int BeaverPelts { get { return this.Pelts[1]; } set { this.Pelts[1] = value; } } internal int ErminePelts { get { return this.Pelts[2]; } set { this.Pelts[2] = value; } } internal int FoxPelts { get { return this.Pelts[3]; } set { this.Pelts[3] = value; } } internal int SelectedFort { get; set; } internal GameState() { this.Savings = 600; this.ExpeditionCount = 0; this.UnasignedFurCount = 190; this.Pelts = new int[4]; this.SelectedFort = 0; } internal void StartTurn() { this.SelectedFort = 0; // reset to a default value this.UnasignedFurCount = 190; // each turn starts with 190 furs this.Pelts = new int[4]; // reset pelts on each turn } } }