public void ReloadSetMap(ref Map.Map map)
        {
            mMap           = map;
            mUnitMap       = new UnitMap((int)map.GetMeasurements().X, (int)map.GetMeasurements().Y);
            mSelectedGroup = new FlockingGroup(ref mDirector, ref mMap);
            foreach (var funit in mFriendlyMilitary)
            {
                mUnitMap.AddUnit(funit);
            }

            //This list includes every platform
            foreach (var platform in mReconstructionList)
            {
                mUnitMap.AddUnit(platform);
            }

            foreach (var hunit in mHostileMilitary)
            {
                mUnitMap.AddUnit(hunit);
            }
        }
        /// <summary>
        /// Adds a new platform to the military manager. This also adds it to the UnitMap.
        /// </summary>
        /// <param name="platform">Any type of platform which can be damaged (i.e. all platforms)</param>
        internal void AddPlatform(PlatformBlank platform)
        {
            var defensePlatform = platform as DefenseBase;
            var position        = mUnitMap.VectorToTilePos(platform.AbsolutePosition);

            // Figure out if it is a defense platform. If yes, then figure out its allegiance then
            // add it to the appropriate list.
            if (defensePlatform != null)
            {
                if (platform.Friendly)
                {
                    mFriendlyDefensePlatforms.Add(defensePlatform);
                }
                else
                {
                    mHostileDefensePlatforms.Add(defensePlatform);
                }
            }

            // Then add it to the unitMap and the reconstructionlist.
            mReconstructionList.Add(platform);
            mUnitMap.AddUnit(platform, position);
        }