internal virtual void ProcBackward(Round round) { }
internal virtual void ProcForward(Round round) { }
internal override void ProcBackward(Round round) { round.Remaining.Add(RegisterID); }
internal override void ProcForward(Round round) { round.Remaining.Remove(RegisterID); }
/// <summary> /// /// </summary> /// <param name="round"></param> internal override void ProcBackward(Round round) { round.CurrentTurn = PreviousTurn; }
internal override void ProcForward(Round round) { round.CurrentTurn = NextTurn; }
internal override void ProcForward(Round round) { round.Ended = true; }
/// <summary> /// /// </summary> /// <param name="round"></param> public AccoladeGenerator(Round round) { }
internal override void ProcForward(Round round) { round.Registers[RegisterID].Shots.Add(Shot); round.Registers[Shot.Receiver].ShotsAgainst.Add(Shot); }
internal override void ProcBackward(Round round) { round.Ended = false; }
internal override void ProcBackward(Round round) { round.Registers[RegisterID].Shots.Remove(Shot); round.Registers[Shot.Receiver].ShotsAgainst.Remove(Shot); }
internal override void ProcForward(Round round) { round.Registers[RegisterID].ShipsLeft.Remove(DestroyedShip); }
internal override void ProcBackward(Round round) { round.Registers[RegisterID].ShipsLeft.Add(DestroyedShip); }
internal override void ProcBackward(Round round) { round.Registers[RegisterID].Ships = PrevShips; round.Registers[RegisterID].ShipsLeft = new ShipList(PrevShips.Ships); }
internal override void ProcForward(Round round) { round.Registers[RegisterID].Ships = Ships; round.Registers[RegisterID].ShipsLeft = new ShipList(Ships.Ships); }