void DelayedAddShip(object oship)
        {
            IShip oldShip = (IShip)oship;

            Thread.Sleep(VictorySongWait);
            ShipSounds Victor = null;

            if (Array.IndexOf <string>(SuicideShipNames, oldShip.GetType().Name) != -1)
            {
                Victor = oldShip.ShipSounds;
            }
            foreach (IShip ship in GetShips())
            {
                if (!ship.IsExpired)
                {
                    if ((ship.FactionInfo.FactionCollection.GetDiplomacy(ship.FactionInfo, oldShip.FactionInfo) & FactionDiplomacy.Enemy) == FactionDiplomacy.Enemy)
                    {
                        Victor = ship.ShipSounds;
                        break;
                    }
                }
            }
            if (Victor != null)
            {
                Victor.Victory.Play();
            }
            Thread.Sleep(DeathWait - VictorySongWait);
            lock (world)
            {
                ReMasterSDL.physicsTimer.Enabled = false;

                lock (syncroot)
                {
                    GameResult gameResult = new GameResult();
                    IShip      newShip    = GetNewShip(oldShip.FactionInfo);
                    //IShip newShip2 = (IShip)newShip.Clone();
                    newShip.AddControler(null, oldShip.Controlers[0]);
                    if (oldShip.Controlers.Length > 1)
                    {
                        newShip.AddControler(null, oldShip.Controlers[1]);
                    }
                    AddShip(gameResult, newShip, oldShip.FactionInfo);
                    world.HandleActionEvents(gameResult);
                }
            }
            BindWorld(CamerasLastPosition);

            MeleeMusic.PlayDefault();
            Thread.Sleep(AfterChoiceWait);
            ReMasterSDL.physicsTimer.Enabled = true;
        }
 void AddAIClone(GameResult gameResult, IShip newShip2, FactionInfo factionInfo)
 {
     newShip2.Current.Position.Linear += Vector2D.FromLengthAndAngle(900, (float)rand.NextDouble());
     newShip2.SetAllPositions();
     newShip2.AddControler(null, new ComplexAIControler());
     newShip2.OnCreation(gameResult, factionInfo);
     SetTarget(newShip2);
 }
        void AddAIClone(GameResult gameResult, FactionInfo faction, IShip target)
        {
            IShip ship = GetNewShip(faction);

            ship.Current.Position.Linear += Vector2D.FromLengthAndAngle(900 * rand.Next(1, 3), (float)rand.NextDouble());
            ship.SetAllPositions();
            ship.AddControler(null, new ComplexAIControler());
            data.AddShip(gameResult, ship, faction);
            //ship.Target = target;
        }
        public virtual void AddObjects()
        {
            GameResult gameResult = new GameResult();

            AsteroidFaction.FactionType    = FactionType.Debris;
            SuperMeleeData.AfterChoiceWait = 0;

            IShip ship = GetNewShip(player1);

            if (player1IsAI)
            {
                ship.AddControler(null, new ComplexAIControler());
            }
            else
            {
                SuperMeleeData.AfterChoiceWait = 2500;
                PlayerControler c1 = new PlayerControler(this.player1config);
                data.controlers.Add(c1);
                ship.AddControler(null, c1);
            }
            data.AddShip(gameResult, ship, player1);

            IShip ship2 = GetNewShip(player2);

            if (player2IsAI)
            {
                ship2.AddControler(null, new ComplexAIControler());
            }
            else
            {
                SuperMeleeData.AfterChoiceWait = 2500;
                PlayerControler c2 = new PlayerControler(this.player2config);
                data.controlers.Add(c2);
                ship2.AddControler(null, c2);
            }
            data.AddShip(gameResult, ship2, player2);
            if (ship2 == null)
            {
                return;
            }
            data.SetTarget(ship2);
            data.SetTarget(ship);
            //ship2.Target = ship;
            //ship.Target = ship2;
            for (int pos = 0; pos < player1WingmanCount; ++pos)
            {
                AddAIClone(gameResult, player1, ship2);
            }
            for (int pos = 0; pos < player2WingmanCount; ++pos)
            {
                AddAIClone(gameResult, player2, ship);
            }


            FactionInfo.DefaultFactionCollection.SetDiplomacy(player1, player2, FactionDiplomacy.Enemy);
            PhysicsState tmp = new PhysicsState();

            tmp.Position = new ALVector2D(0, new Vector2D(1500, 1500));
            data.world.AddIGravitySource(Planet.Create(gameResult, tmp));
            data.world.CalcGravity = true;
            World.HandleActionEvents(gameResult);
        }