Example #1
0
        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);
            }
        }
Example #2
0
        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
            }
        }
Example #3
0
 internal void BombardmentResolved(ABattleGame battleGame)
 {
     this.gameObj.Processor.ConflictResolved(battleGame);
     processingSync.Set();
 }