public void ConflictResolved(ABattleGame battleGame) { //TODO(later) decide what to do with retreated ships, send them to nearest fiendly system? foreach (var unit in battleGame.Combatants.Concat(battleGame.Retreated)) { unit.Ships.Damage = this.game.Derivates[unit.Owner].DesignStats[unit.Ships.Design].HitPoints * unit.Ships.Quantity - unit.TopArmor - unit.RestArmor; var fleet = new Fleet(unit.Owner, battleGame.Location, new LinkedList <AMission>()); fleet.Ships.Add(unit.Ships); this.game.States.Fleets.Add(fleet); } }
public void ConflictResolved(ABattleGame battleGame) { //TODO(later) decide what to do with retreated ships, send them to nearest fiendly system? foreach (var unit in battleGame.Combatants.Concat(battleGame.Retreated)) { unit.Ships.Damage = this.game.Derivates[unit.Owner].DesignStats[unit.Ships.Design].HitPoints * unit.Ships.Quantity - unit.TopArmor - unit.RestArmor; var fleet = new Fleet(unit.Owner, battleGame.Location, new LinkedList <AMission>(), unit.OriginalFleet.PreviousTurn); fleet.Ships.Add(unit.Ships); this.game.States.Fleets.Add(fleet); #if DEBUG Stareater.Controllers.GameController.ShipCounter.Add(new[] { fleet }); #endif } }
internal void BombardmentResolved(ABattleGame battleGame) { this.gameObj.Processor.ConflictResolved(battleGame); processingSync.Set(); }