/// <summary>
        /// Can, well should, only be used for player selected turns
        /// </summary>
        public List <List <BasicTile> > SoftGenerateTurn(List <BasicTile> bt, Vector2 charPos)
        {
            List <List <BasicTile> > temp = new List <List <BasicTile> >();

            int AP           = character.trueSTATChart().currentPassiveStats[(int)STATChart.PASSIVESTATS.AP];
            int maxMoves     = character.trueSTATChart().currentPassiveStats[(int)STATChart.PASSIVESTATS.MOB];
            int currentMoved = turns[0].movesTaken;

            temp.Add(MapListUtility.returnMapRadius(maxMoves - currentMoved, maxMoves, bt, charPos));
            for (int i = 2; i < AP; i++)
            {
                temp.Add(MapListUtility.returnMapRadius((i - 1) * maxMoves, i * maxMoves, bt, charPos));
            }

            return(temp);
        }
        public void GenerateTurn(BaseCharacter bs, MapZone zone, List <BasicTile> bt)
        {
            bAttackedThisCT = false;
            abiUsedInfo     = null;
            character       = bs;
            turns.Clear();
            characterArea.Clear();
            int temp     = bs.trueSTATChart().currentPassiveStats[(int)STATChart.PASSIVESTATS.AP];
            int maxMoves = bs.trueSTATChart().currentPassiveStats[(int)STATChart.PASSIVESTATS.MOB];

            for (int i = 1; i < temp; i++)
            {
                turns.Add(new TurnInfo(maxMoves));
                characterArea.Add(MapListUtility.returnMapRadius((i - 1) * maxMoves, i * maxMoves, bt, bs));
            }
        }