public void Remove_Actor(Actor_Type actor) { foreach (var item in InitiativeList) { if (item.Actor == actor) { InitiativeList.Remove(item); break; } } }
public void AdvanceToTurn() { if (InitiativeList.Count > 0) { CurrentTurn = null; while (CurrentTurn == null) { foreach (var item in InitiativeList) { item.Initiative += item.Actor.Stats.Speed; //Need to add tie detector! if (item.Initiative >= 1000) { CurrentTurn = item.Actor; CurrentTurn.NewTurnRefresh(); item.Initiative -= 1000; break; } } } } }
public Combat_Slot(Actor_Type actor, int initiative) { Actor = actor; Initiative = initiative; }