public void TurnEnded() { //set next player activeEnt = GetNextPlayerActive(activeEnt); //FIXME: set cam here activeEnt.InitiatetTurn(); turnNumber += 1; }
public void CreateCombatantList(VBUnitAI ch) { Map.Instance.GetObjects(new Sphere(ch.ControlledObject.Position, ch.ControlledObject.ViewRadius + 30), MapObjectSceneGraphGroups.UnitGroupMask, delegate(MapObject mapObject) { VBCharacter c = mapObject as VBCharacter; if (c != null) { combatants.AddLast(c.Intellect); } }); //reset all tasks foreach (VBUnitAI combatant in combatants) { combatant.ResetForCombat(); } starter = activeEnt = ch; ch.InitiatetTurn(); //TODO: ARRANGE LIST BY SEQUENCE }