internal void RedoAction(GameAction action)
		{
			if (this._InternalRedoStack.Contains(action))
			{
				GameAction current;
				do
				{
					current = this._InternalRedoStack[0];
					current.ApplyEffect();
					this._InternalUndoStack.Insert(0, current);
					this._InternalRedoStack.RemoveAt(0);
				}
				while (action != current);
			}
			this.UpdateHistoryCommands();

			this.IsAIPaused = this.Turn && this.IsTruePlayerAI || !this.Turn && this.IsFalsePlayerAI;
		}
		private void AddAction(GameAction action)
		{
			action.ApplyEffect();
			this._InternalUndoStack.Insert(0, action);
			if (this._InternalUndoStack.Count() > 10)
			{
				this._InternalUndoStack.RemoveAt(this._InternalUndoStack.Count() - 1);
			}
			this._InternalRedoStack.Clear();
			this.UpdateHistoryCommands();
		}