public IncomeReport ProcessIncome(BattleReport battleReport, int deaths) { var gang = _gangFactory.GetGang(battleReport.GangId); var territories = _territoryFactory.GetTerritoriesByGangId(battleReport.GangId).ToList(); territories.Sort(); var gangers = GetGangers(battleReport.GangId).ToList(); var gross = new List <TerritoryIncomeReport>(); for (int i = 0; i < gangers.Count(); i++) { var status = new TerritoryWorkStatus() { Deaths = deaths, Ganger = gangers[i], GangId = battleReport.GangId, Objectives = battleReport.GangBattleStats.Select(stats => stats.Objectives).Sum(), PreviousBattleType = battleReport.GameType, Roll = DiceRoller.ParseDiceString(territories[i].Territory.Income) }; gross.Add(territories[i].Territory.WorkTerritory(status)); } int territoryGross = gross.Select(territoryReport => territoryReport.Income).Sum(); int giantKillerBonus = GetGiantKillerBonus(gang.GangRating, battleReport.OpponentGangRating); int incomeAfterUpkeep = GetGangUpkeep(GetNumberOfGangMembers(battleReport.GangId), territoryGross + giantKillerBonus); var report = new IncomeReport() { Gross = gross, GiantKillerBonus = giantKillerBonus, Income = incomeAfterUpkeep }; gang.Credits += report.Income; _gangFactory.UpdateGang(gang); return(report); }