Ejemplo n.º 1
0
        public async Task <IActionResult> Edit(string id, [Bind("Abbrev,Nation,Tier,ShipName,Survivability,Artillery,Torpedoes,AaDefense,Maneuverability,Concealment")] Destroyers destroyers)
        {
            if (id != destroyers.Abbrev)
            {
                return(NotFound());
            }

            if (ModelState.IsValid)
            {
                try
                {
                    _context.Update(destroyers);
                    await _context.SaveChangesAsync();
                }
                catch (DbUpdateConcurrencyException)
                {
                    if (!DestroyersExists(destroyers.Abbrev))
                    {
                        return(NotFound());
                    }
                    else
                    {
                        throw;
                    }
                }
                return(RedirectToAction(nameof(Index)));
            }
            ViewData["Abbrev"] = new SelectList(_context.ShipClasses, "Abbreviation", "Abbreviation", destroyers.Abbrev);
            ViewData["Nation"] = new SelectList(_context.ShipNations, "NationAbbrev", "NationAbbrev", destroyers.Nation);
            return(View(destroyers));
        }
Ejemplo n.º 2
0
        public async Task <IActionResult> Create([Bind("Abbrev,Nation,Tier,ShipName,Survivability,Artillery,Torpedoes,AaDefense,Maneuverability,Concealment")] Destroyers destroyers)
        {
            if (ModelState.IsValid)
            {
                _context.Add(destroyers);
                await _context.SaveChangesAsync();

                return(RedirectToAction(nameof(Index)));
            }
            ViewData["Abbrev"] = new SelectList(_context.ShipClasses, "Abbreviation", "Abbreviation", destroyers.Abbrev);
            ViewData["Nation"] = new SelectList(_context.ShipNations, "NationAbbrev", "NationAbbrev", destroyers.Nation);
            return(View(destroyers));
        }
Ejemplo n.º 3
0
        private void UpdatePhase()
        {
            if (!InProcess)
            {
                Destroyers = Destroyers.Where(x => !x.IsDestroyed).ToList();
                switch (_gamePhase)
                {
                case GamePhase.Interaction:
                    _lastAnimatedCells.Clear();
                    break;

                case GamePhase.Swap:
                    if (GetXCombos2().Count == 0 && GetYCombos2().Count == 0)
                    {
                        Swap(swapCell2, swapCell1);
                        _gamePhase = GamePhase.SwapBack;
                    }
                    else
                    {
                        _gamePhase = GamePhase.Animation;
                    }
                    Destroy();
                    break;

                case GamePhase.SwapBack:
                    _lastAnimatedCells.Clear();
                    _gamePhase = GamePhase.Interaction;
                    break;

                case GamePhase.Animation:
                    if (GetXCombos2().Count > 0 || GetYCombos2().Count > 0 || _awaitBonusList.Count > 0)
                    {
                        Destroy();
                    }
                    else if (HaveDestroyed())
                    {
                        Fall();
                    }
                    else
                    {
                        _lastAnimatedCells.Clear();
                        _gamePhase = GamePhase.Interaction;
                    }
                    break;
                }
            }
        }
Ejemplo n.º 4
0
        private void ActivateBonuses()
        {
            while (_awaitBonusList.Count > 0)
            {
                Cell bonusCell = _awaitBonusList.Dequeue();
                switch (bonusCell.BonusType)
                {
                case BonusType.Bomb:
                    ActivateBomb(bonusCell);
                    break;

                case BonusType.HorDestroyer:
                    _gamePhase = GamePhase.Animation;
                    Destroyer horDestroyer = new Destroyer(
                        bonusCell.Position,
                        new Vector2(0 - _cellSizeInPx - _betweenCellsInPx, bonusCell.Position.Y),
                        new Vector2((_cellCols + 2) * (_cellSizeInPx + _betweenCellsInPx), bonusCell.Position.Y),
                        bonusCell.BonusType, _cellSizeInPx + _betweenCellsInPx);
                    horDestroyer.StepCompleted   += Destroyer_Moved;
                    horDestroyer.ActionCompleted += Destroyer_ActionCompleted;
                    Destroyers.Add(horDestroyer);
                    bonusCell.Destroy();
                    break;

                case BonusType.VerDestroyer:
                    _gamePhase = GamePhase.Animation;
                    Destroyer verDestroyer = new Destroyer(
                        bonusCell.Position,
                        new Vector2(bonusCell.Position.X, 0 - _cellSizeInPx - _betweenCellsInPx),
                        new Vector2(bonusCell.Position.X, (_cellCols + 2) * (_cellSizeInPx + _betweenCellsInPx)),
                        bonusCell.BonusType, _cellSizeInPx + _betweenCellsInPx);
                    verDestroyer.StepCompleted   += Destroyer_Moved;
                    verDestroyer.ActionCompleted += Destroyer_ActionCompleted;
                    Destroyers.Add(verDestroyer);
                    bonusCell.Destroy();
                    break;
                }
            }
            UpdatePhase();
        }
Ejemplo n.º 5
0
        internal static void AddSh(object Item, string SType)
        {
            using (var db = new DatabaseContext())
            {
                switch (SType)
                {
                case "AircraftCarriers":
                    AircraftCarriers tempAC = new AircraftCarriers();
                    foreach (PropertyInfo x in Item.GetType().GetProperties())
                    {
                        x.SetValue(tempAC, x.GetValue(Item));
                    }
                    db.Ships.Add(tempAC);
                    break;

                case "AmphibiousWarfare":
                    AmphibiousWarfare tempAW = new AmphibiousWarfare();
                    foreach (PropertyInfo x in Item.GetType().GetProperties())
                    {
                        x.SetValue(tempAW, x.GetValue(Item));
                    }
                    db.Ships.Add(tempAW);
                    break;

                case "Cruisers":
                    Cruisers tempC = new Cruisers();
                    foreach (PropertyInfo x in Item.GetType().GetProperties())
                    {
                        x.SetValue(tempC, x.GetValue(Item));
                    }
                    db.Ships.Add(tempC);
                    break;

                case "Destroyers":
                    Destroyers tempD = new Destroyers();
                    foreach (PropertyInfo x in Item.GetType().GetProperties())
                    {
                        x.SetValue(tempD, x.GetValue(Item));
                    }
                    db.Ships.Add(tempD);
                    break;

                case "Frigates":
                    Frigates tempF = new Frigates();
                    foreach (PropertyInfo x in Item.GetType().GetProperties())
                    {
                        x.SetValue(tempF, x.GetValue(Item));
                    }
                    db.Ships.Add(tempF);
                    break;

                case "Submarines":
                    Submarines tempS = new Submarines();
                    foreach (PropertyInfo x in Item.GetType().GetProperties())
                    {
                        x.SetValue(tempS, x.GetValue(Item));
                    }
                    db.Ships.Add(tempS);
                    break;
                }
                db.SaveChanges();
            }
        }
Ejemplo n.º 6
0
	void CreateTechs()
	{
		Tech d = new Destroyers(null, this);
	}
    public void GetATData()
    {
        Debug.Log("GetATData");
        foreach (ATData cd in S_ATdata)
        {
            if (cd.AT_Type == AssaultTeam.AT_Types.Guard)
            {
                AssaultTeam guard = new Guard(cd.Faction.ToString());
                guard.AT_ID          = cd.AT_ID;
                guard.Owner_ID       = cd.Owner_ID;
                guard.AT_Level       = cd.AT_Level;
                guard.AT_Name        = cd.AT_Name;
                guard.AT_Type        = cd.AT_Type;
                guard.Faction        = cd.Faction;
                guard.CommandPoints  = cd.CommandPoints;
                guard.Vehicles       = cd.Vehicles;
                guard.Manpower       = cd.Manpower;
                guard.IsActive       = cd.IsActive;
                guard.IsDeployed     = cd.IsDeployed;
                guard.ViewerID       = cd.ViewerID;
                guard.readyForDeploy = cd.readyForDeploy;
                guard.setForDeploy   = cd.setForDeploy;



                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(guard);

                FactionManager.control.Factions [cd.Faction.ToString()].TotalGuards += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Motorized_Guard)
            {
                AssaultTeam Mguard = new MotorGuard(cd.Faction.ToString());
                Mguard.AT_ID          = cd.AT_ID;
                Mguard.Owner_ID       = cd.Owner_ID;
                Mguard.AT_Level       = cd.AT_Level;
                Mguard.AT_Name        = cd.AT_Name;
                Mguard.AT_Type        = cd.AT_Type;
                Mguard.Faction        = cd.Faction;
                Mguard.CommandPoints  = cd.CommandPoints;
                Mguard.Vehicles       = cd.Vehicles;
                Mguard.Manpower       = cd.Manpower;
                Mguard.IsActive       = cd.IsActive;
                Mguard.IsDeployed     = cd.IsDeployed;
                Mguard.ViewerID       = cd.ViewerID;
                Mguard.readyForDeploy = cd.readyForDeploy;
                Mguard.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Mguard);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalMguards += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Infantry)
            {
                AssaultTeam inf = new ATInfantry(cd.Faction.ToString());
                inf.AT_ID          = cd.AT_ID;
                inf.Owner_ID       = cd.Owner_ID;
                inf.AT_Level       = cd.AT_Level;
                inf.AT_Name        = cd.AT_Name;
                inf.AT_Type        = cd.AT_Type;
                inf.Faction        = cd.Faction;
                inf.CommandPoints  = cd.CommandPoints;
                inf.Vehicles       = cd.Vehicles;
                inf.Manpower       = cd.Manpower;
                inf.IsActive       = cd.IsActive;
                inf.IsDeployed     = cd.IsDeployed;
                inf.ViewerID       = cd.ViewerID;
                inf.readyForDeploy = cd.readyForDeploy;
                inf.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(inf);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalInfantry += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Motorized_Infantry)
            {
                AssaultTeam Minf = new MotorizedInf(cd.Faction.ToString());
                Minf.AT_ID          = cd.AT_ID;
                Minf.Owner_ID       = cd.Owner_ID;
                Minf.AT_Level       = cd.AT_Level;
                Minf.AT_Name        = cd.AT_Name;
                Minf.AT_Type        = cd.AT_Type;
                Minf.Faction        = cd.Faction;
                Minf.CommandPoints  = cd.CommandPoints;
                Minf.Vehicles       = cd.Vehicles;
                Minf.Manpower       = cd.Manpower;
                Minf.IsActive       = cd.IsActive;
                Minf.IsDeployed     = cd.IsDeployed;
                Minf.ViewerID       = cd.ViewerID;
                Minf.readyForDeploy = cd.readyForDeploy;
                Minf.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Minf);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalMinfantry += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Mechanized_Infantry)
            {
                AssaultTeam Mechinf = new MechInfantry(cd.Faction.ToString());
                Mechinf.AT_ID          = cd.AT_ID;
                Mechinf.Owner_ID       = cd.Owner_ID;
                Mechinf.AT_Level       = cd.AT_Level;
                Mechinf.AT_Name        = cd.AT_Name;
                Mechinf.AT_Type        = cd.AT_Type;
                Mechinf.Faction        = cd.Faction;
                Mechinf.CommandPoints  = cd.CommandPoints;
                Mechinf.Vehicles       = cd.Vehicles;
                Mechinf.Manpower       = cd.Manpower;
                Mechinf.IsActive       = cd.IsActive;
                Mechinf.IsDeployed     = cd.IsDeployed;
                Mechinf.ViewerID       = cd.ViewerID;
                Mechinf.readyForDeploy = cd.readyForDeploy;
                Mechinf.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Mechinf);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalMechInfantry += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Recon)
            {
                AssaultTeam Rec = new ATRecon(cd.Faction.ToString());
                Rec.AT_ID          = cd.AT_ID;
                Rec.Owner_ID       = cd.Owner_ID;
                Rec.AT_Level       = cd.AT_Level;
                Rec.AT_Name        = cd.AT_Name;
                Rec.AT_Type        = cd.AT_Type;
                Rec.Faction        = cd.Faction;
                Rec.CommandPoints  = cd.CommandPoints;
                Rec.Vehicles       = cd.Vehicles;
                Rec.Manpower       = cd.Manpower;
                Rec.IsActive       = cd.IsActive;
                Rec.IsDeployed     = cd.IsDeployed;
                Rec.ViewerID       = cd.ViewerID;
                Rec.readyForDeploy = cd.readyForDeploy;
                Rec.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Rec);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalRecon += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Motorized_Recon)
            {
                AssaultTeam MRec = new MotorRecon(cd.Faction.ToString());
                MRec.AT_ID          = cd.AT_ID;
                MRec.Owner_ID       = cd.Owner_ID;
                MRec.AT_Level       = cd.AT_Level;
                MRec.AT_Name        = cd.AT_Name;
                MRec.AT_Type        = cd.AT_Type;
                MRec.Faction        = cd.Faction;
                MRec.CommandPoints  = cd.CommandPoints;
                MRec.Vehicles       = cd.Vehicles;
                MRec.Manpower       = cd.Manpower;
                MRec.IsActive       = cd.IsActive;
                MRec.IsDeployed     = cd.IsDeployed;
                MRec.ViewerID       = cd.ViewerID;
                MRec.readyForDeploy = cd.readyForDeploy;
                MRec.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(MRec);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalMrecon += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Mechanized_Recon)
            {
                AssaultTeam MechRec = new MechRecon(cd.Faction.ToString());
                MechRec.AT_ID          = cd.AT_ID;
                MechRec.Owner_ID       = cd.Owner_ID;
                MechRec.AT_Level       = cd.AT_Level;
                MechRec.AT_Name        = cd.AT_Name;
                MechRec.AT_Type        = cd.AT_Type;
                MechRec.Faction        = cd.Faction;
                MechRec.CommandPoints  = cd.CommandPoints;
                MechRec.Vehicles       = cd.Vehicles;
                MechRec.Manpower       = cd.Manpower;
                MechRec.IsActive       = cd.IsActive;
                MechRec.IsDeployed     = cd.IsDeployed;
                MechRec.ViewerID       = cd.ViewerID;
                MechRec.readyForDeploy = cd.readyForDeploy;
                MechRec.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(MechRec);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalMechRecon += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Pathfinders)
            {
                AssaultTeam fin = new ATPathfinder(cd.Faction.ToString());
                fin.AT_ID          = cd.AT_ID;
                fin.Owner_ID       = cd.Owner_ID;
                fin.AT_Level       = cd.AT_Level;
                fin.AT_Name        = cd.AT_Name;
                fin.AT_Type        = cd.AT_Type;
                fin.Faction        = cd.Faction;
                fin.CommandPoints  = cd.CommandPoints;
                fin.Vehicles       = cd.Vehicles;
                fin.Manpower       = cd.Manpower;
                fin.IsActive       = cd.IsActive;
                fin.IsDeployed     = cd.IsDeployed;
                fin.ViewerID       = cd.ViewerID;
                fin.readyForDeploy = cd.readyForDeploy;
                fin.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(fin);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalPathfinders += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Paratroopers)
            {
                AssaultTeam tro = new ParaTrooper(cd.Faction.ToString());
                tro.AT_ID          = cd.AT_ID;
                tro.Owner_ID       = cd.Owner_ID;
                tro.AT_Level       = cd.AT_Level;
                tro.AT_Name        = cd.AT_Name;
                tro.AT_Type        = cd.AT_Type;
                tro.Faction        = cd.Faction;
                tro.CommandPoints  = cd.CommandPoints;
                tro.Vehicles       = cd.Vehicles;
                tro.Manpower       = cd.Manpower;
                tro.IsActive       = cd.IsActive;
                tro.IsDeployed     = cd.IsDeployed;
                tro.ViewerID       = cd.ViewerID;
                tro.readyForDeploy = cd.readyForDeploy;
                tro.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(tro);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalParatroopers += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Light_Armor)
            {
                AssaultTeam Larm = new LightArmor(cd.Faction.ToString());
                Larm.AT_ID          = cd.AT_ID;
                Larm.Owner_ID       = cd.Owner_ID;
                Larm.AT_Level       = cd.AT_Level;
                Larm.AT_Name        = cd.AT_Name;
                Larm.AT_Type        = cd.AT_Type;
                Larm.Faction        = cd.Faction;
                Larm.CommandPoints  = cd.CommandPoints;
                Larm.Vehicles       = cd.Vehicles;
                Larm.Manpower       = cd.Manpower;
                Larm.IsActive       = cd.IsActive;
                Larm.IsDeployed     = cd.IsDeployed;
                Larm.ViewerID       = cd.ViewerID;
                Larm.readyForDeploy = cd.readyForDeploy;
                Larm.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Larm);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalLightArmor += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Medium_Armor)
            {
                AssaultTeam Marm = new MediumArmor(cd.Faction.ToString());
                Marm.AT_ID          = cd.AT_ID;
                Marm.Owner_ID       = cd.Owner_ID;
                Marm.AT_Level       = cd.AT_Level;
                Marm.AT_Name        = cd.AT_Name;
                Marm.AT_Type        = cd.AT_Type;
                Marm.Faction        = cd.Faction;
                Marm.CommandPoints  = cd.CommandPoints;
                Marm.Vehicles       = cd.Vehicles;
                Marm.Manpower       = cd.Manpower;
                Marm.IsActive       = cd.IsActive;
                Marm.IsDeployed     = cd.IsDeployed;
                Marm.ViewerID       = cd.ViewerID;
                Marm.readyForDeploy = cd.readyForDeploy;
                Marm.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Marm);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalMediumArmor += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.MediumTankDestroyer)
            {
                AssaultTeam td = new Destroyers(cd.Faction.ToString());
                td.AT_ID          = cd.AT_ID;
                td.Owner_ID       = cd.Owner_ID;
                td.AT_Level       = cd.AT_Level;
                td.AT_Name        = cd.AT_Name;
                td.AT_Type        = cd.AT_Type;
                td.Faction        = cd.Faction;
                td.CommandPoints  = cd.CommandPoints;
                td.Vehicles       = cd.Vehicles;
                td.Manpower       = cd.Manpower;
                td.IsActive       = cd.IsActive;
                td.IsDeployed     = cd.IsDeployed;
                td.ViewerID       = cd.ViewerID;
                td.readyForDeploy = cd.readyForDeploy;
                td.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(td);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalDestroyers += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Heavy_Armor)
            {
                AssaultTeam Harm = new HeavyArmor(cd.Faction.ToString());
                Harm.AT_ID          = cd.AT_ID;
                Harm.Owner_ID       = cd.Owner_ID;
                Harm.AT_Level       = cd.AT_Level;
                Harm.AT_Name        = cd.AT_Name;
                Harm.AT_Type        = cd.AT_Type;
                Harm.Faction        = cd.Faction;
                Harm.CommandPoints  = cd.CommandPoints;
                Harm.Vehicles       = cd.Vehicles;
                Harm.Manpower       = cd.Manpower;
                Harm.IsActive       = cd.IsActive;
                Harm.IsDeployed     = cd.IsDeployed;
                Harm.ViewerID       = cd.ViewerID;
                Harm.readyForDeploy = cd.readyForDeploy;
                Harm.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Harm);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalHeavyArmor += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Fighter_Recon)
            {
                AssaultTeam onF = new ReconFighter(cd.Faction.ToString());
                onF.AT_ID          = cd.AT_ID;
                onF.Owner_ID       = cd.Owner_ID;
                onF.AT_Level       = cd.AT_Level;
                onF.AT_Name        = cd.AT_Name;
                onF.AT_Type        = cd.AT_Type;
                onF.Faction        = cd.Faction;
                onF.CommandPoints  = cd.CommandPoints;
                onF.Vehicles       = cd.Vehicles;
                onF.Manpower       = cd.Manpower;
                onF.IsActive       = cd.IsActive;
                onF.IsDeployed     = cd.IsDeployed;
                onF.ViewerID       = cd.ViewerID;
                onF.readyForDeploy = cd.readyForDeploy;
                onF.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(onF);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalReconFighters += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Fighter_Squadron)
            {
                AssaultTeam Squ = new FighterSquadron(cd.Faction.ToString());
                Squ.AT_ID          = cd.AT_ID;
                Squ.Owner_ID       = cd.Owner_ID;
                Squ.AT_Level       = cd.AT_Level;
                Squ.AT_Name        = cd.AT_Name;
                Squ.AT_Type        = cd.AT_Type;
                Squ.Faction        = cd.Faction;
                Squ.CommandPoints  = cd.CommandPoints;
                Squ.Vehicles       = cd.Vehicles;
                Squ.Manpower       = cd.Manpower;
                Squ.IsActive       = cd.IsActive;
                Squ.IsDeployed     = cd.IsDeployed;
                Squ.ViewerID       = cd.ViewerID;
                Squ.readyForDeploy = cd.readyForDeploy;
                Squ.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Squ);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalFighterSquadrons += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Heavy_Fighter)
            {
                AssaultTeam ron = new HeavyFighterSquadron(cd.Faction.ToString());
                ron.AT_ID          = cd.AT_ID;
                ron.Owner_ID       = cd.Owner_ID;
                ron.AT_Level       = cd.AT_Level;
                ron.AT_Name        = cd.AT_Name;
                ron.AT_Type        = cd.AT_Type;
                ron.Faction        = cd.Faction;
                ron.CommandPoints  = cd.CommandPoints;
                ron.Vehicles       = cd.Vehicles;
                ron.Manpower       = cd.Manpower;
                ron.IsActive       = cd.IsActive;
                ron.IsDeployed     = cd.IsDeployed;
                ron.ViewerID       = cd.ViewerID;
                ron.readyForDeploy = cd.readyForDeploy;
                ron.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(ron);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalHeavyFighterSquadrons += 1;
            }
        }
    }