private void cmdNextTurn_Click(object sender, EventArgs e) { // next player int index = _players.IndexOf(this._currentPlayer); index += 1; if (index >= this._players.Count) index = 0; this._currentPlayer = (Heroes.Core.Player)this._players[index]; if (this._currentPlayer._heroes.Count > 0) { this._currentHero = (Heroes.Core.Hero)this._currentPlayer._heroes[0]; // reset to full spell points this._currentHero._spellPointLeft = this._currentHero._maxSpellPoint; } _currentPlayer.AddResources(); _currentPlayer.AddGrowth(); _currentPlayer.ResetBuilt(); _currentPlayer.ResetMovementPoints(); }