void BuildEncounters() { /*encounter01*/ Encounter encounter01 = new Encounter(); //Set commander encounter01.enemyCommanderData = this.enemyEncounterCommanders[0]; //Cards foreach (CardEntry cardEntry in encounter01.enemyCommanderData.Deck) { encounter01.AddUnits(cardEntry.Card.ToString(), cardEntry.CardAmount); //TODO => should deck's somehow be structs of cards + count for ease of editing/ sanity? } /*encounter02*/ Encounter encounter02 = new Encounter(); //Set commander encounter02.enemyCommanderData = this.enemyEncounterCommanders[1]; //Cards foreach (CardEntry cardEntry in encounter02.enemyCommanderData.Deck) { encounter02.AddUnits(cardEntry.Card.ToString(), cardEntry.CardAmount); } //encounter03 Encounter encounter03 = new Encounter(); encounter03.enemyCommanderData = this.enemyEncounterCommanders[2]; //Cards foreach (CardEntry cardEntry in encounter03.enemyCommanderData.Deck) { encounter03.AddUnits(cardEntry.Card.ToString(), cardEntry.CardAmount); } //encounter04 Encounter encounter04 = new Encounter(); encounter04.enemyCommanderData = this.enemyEncounterCommanders[0]; //Cards foreach (CardEntry cardEntry in encounter04.enemyCommanderData.Deck) { encounter04.AddUnits(cardEntry.ToString(), cardEntry.CardAmount); } //Add all encounters to the list of encounters encounters.Add(encounter01); encounters.Add(encounter02); encounters.Add(encounter03); encounters.Add(encounter04); }