public bool ForwardAction(TimeMachine timeMachine, GameState state) { if (isTie) { // TODO: Handle tie. return(false); } if (loser is Sub) { // Cleanup the sub. if (loser.GetSpecialistManager().GetSpecialistCount() > 0) { loser.GetSpecialistManager().captureAll(); ((Sub)loser).IsCaptured = true; } else { // Remove the sub state.RemoveSub((Sub)loser); } } if (loser is Outpost) { // Transfer Ownership and give drillers. loser.SetOwner(winner.GetOwner()); // Remove the winning sub and make it arrive at the outpost. loser.SetDrillerCount(0); loser.AddDrillers(winner.GetDrillerCount()); // Transfer any specialists to the outpost. loser.GetSpecialistManager().captureAll(); winner.GetSpecialistManager().transferSpecialistsTo(loser.GetSpecialistManager()); // Remove the incoming sub. state.RemoveSub((Sub)winner); } this.isSuccess = true; return(isSuccess); }
public void ForwardEffect(ICombatable friendly, ICombatable enemy) { friendly.AddDrillers(_drillerCount * _scaleFactor); }