public static void Initialize() { WinConditions = new WinConditionsRule(); DistanceBonus = new DistanceBonusRule(); EndPhase = new EndPhaseCleanupRule(); Stress = new StressRule(); OffTheBoard = new OffTheBoardRule(); Collision = new CollisionRules(); Actions = new ActionsRule(); AsteroidLanded = new AsteroidLandedRule(); AsteroidHit = new AsteroidHitRule(); MineHit = new MineHitRule(); AsteroidObstruction = new AsteroidObstructionRule(); Initiative = new InitiativeRule(); TargetIsLegalForShot = new TargetIsLegalForShotRule(); Ionization = new IonizationRule(); Jammed = new JammedRule(); TargetLocks = new TargetLocksRule(); WeaponsDisabled = new WeaponsDisabledRule(); BullseyeArc = new BullseyeArcRule(); Docking = new DockingRule(); TractorBeam = new TractorBeamRule(); Force = new ForceRule(); Charge = new ChargeRule(); BonusAttack = new BonusAttackRule(); }
static Rules() { WinConditions = new WinConditionsRule(); DistanceBonus = new DistanceBonusRule(); EndPhase = new EndPhaseCleanupRule(); Stress = new StressRule(); OffTheBoard = new OffTheBoardRule(); Collision = new CollisionRules(); DuplicatedActions = new DuplicatedActionsRule(); AsteroidLanded = new AsteroidLandedRule(); AsteroidHit = new AsteroidHitRule(); MineHit = new MineHitRule(); AsteroidObstruction = new AsteroidObstructionRule(); Initiative = new InitiativeRule(); TargetIsLegalForShot = new TargetIsLegalForShotRule(); Ionization = new IonizationRule(); Jammed = new JammedRule(); TargetLocks = new TargetLocksRule(); Cloak = new CloakRule(); WeaponsDisabled = new WeaponsDisabledRule(); }