Пример #1
0
        /// <summary>
        /// Constructor for the taskgroup, sets name, faction, planet the TG starts in orbit of.
        /// </summary>
        /// <param name="Title">Name</param>
        /// <param name="FID">Faction</param>
        /// <param name="StartingBody">body taskgroup will orbit at creation.</param>
        public TaskGroupTN(string Title, Faction FID, OrbitingEntity StartingBody, StarSystem StartingSystem)
        {
            Name = Title;
            /// <summary>
            /// create these or else anything that relies on a unique global id will break.
            /// </summary>
            Id = Guid.NewGuid();

            TaskGroupFaction = FID;

            IsOrbiting = true;
            OrbitingBody = StartingBody;
            (OrbitingBody as SystemBody).TaskGroupsInOrbit.Add(this);

            SSEntity = StarSystemEntityType.TaskGroup;

            Position.System = StartingSystem;
            Position.X = OrbitingBody.Position.X;
            Position.Y = OrbitingBody.Position.Y;

            Contact = new SystemContact(TaskGroupFaction, this);

            Contact.LastPosition.X = Contact.Position.X;
            Contact.LastPosition.Y = Contact.Position.Y;

            StartingSystem.SystemContactList.Add(Contact);
            DrawTravelLine = 3;

            CurrentSpeed = 1;
            MaxSpeed = 1;

            CurrentSpeedX = 0.0;
            CurrentSpeedY = 0.0;
            CurrentHeading = 0.0;
            TimeRequirement = 0;

            TaskGroupOrders = new BindingList<Order>();

            TotalOrderDistance = 0.0;

            /// <summary>
            /// Change this for PDCS and starbases.
            /// </summary>
            CanOrder = Constants.ShipTN.OrderState.AcceptOrders;

            /// <summary>
            /// Ships start in the unordered state, so new orders will have to have GetHeading/speed/other functionality performed.
            /// </summary>
            NewOrders = true;

            Ships = new BindingList<ShipTN>();
            ShipOutOfFuel = false;

            ActiveSensorQue = new BindingList<ActiveSensorTN>();
            ActiveSensorCount = new BindingList<int>();

            TaskGroupLookUpST = new BindingList<int>();

            /// <summary>
            /// Resolution Max needs to go into global constants, or ship constants I think.
            /// </summary>
            for (int loop = 0; loop < Constants.ShipTN.ResolutionMax; loop++)
            {
                /// <summary>
                /// TaskGroupLookUpST will be initialized to zero.
                /// </summary>
                TaskGroupLookUpST.Add(0);
            }

            TaskGroupLookUpMT = new BindingList<int>();
            for (int loop = 0; loop < 15; loop++)
            {
                /// <summary>
                /// TaskGroupLookUpMT will be initialized to zero.
                /// </summary>
                TaskGroupLookUpMT.Add(0);
            }

            BestThermalCount = 0;
            BestEMCount = 0;

            ThermalSortList = new LinkedList<int>();
            EMSortList = new LinkedList<int>();
            ActiveSortList = new LinkedList<int>();

            TotalCargoTonnage = 0;
            CurrentCargoTonnage = 0;

            TotalCryoCapacity = 0;
            CurrentCryoStorage = 0;

            TaskGroupsOrdered = new BindingList<TaskGroupTN>();

            TaskGroupPDL = new PointDefenseList();

            IsInShipyard = false;

            SensorUpdateAck = 0;

            //add default legal order for targeting TGs.
            _legalOrders.Add(Constants.ShipTN.OrderType.Follow);
            _legalOrders.Add(Constants.ShipTN.OrderType.Join);
            _legalOrders.Add(Constants.ShipTN.OrderType.Absorb);
            _legalOrders.Add(Constants.ShipTN.OrderType.RefuelTargetFleet);
            _legalOrders.Add(Constants.ShipTN.OrderType.ResupplyTargetFleet);
            _legalOrders.Add(Constants.ShipTN.OrderType.ReloadTargetFleet);



            _legalOrders.Add(Constants.ShipTN.OrderType.LandOnAssignedMothership);
            _legalOrders.Add(Constants.ShipTN.OrderType.LandOnMotherShipNoAssign);
            _legalOrders.Add(Constants.ShipTN.OrderType.LandOnMothershipAssign);
            _legalOrders.Add(Constants.ShipTN.OrderType.TractorSpecifiedShip);
            _legalOrders.Add(Constants.ShipTN.OrderType.TractorSpecifiedShipyard);


        }
Пример #2
0
        /// <summary>
        /// PD mode and range will be handled in this function.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void SetPDModeButton_Click(object sender, EventArgs e)
        {
            int index = m_oDetailsPanel.PDComboBox.SelectedIndex;
            float PointDefenseRange = 0.0f;
            bool res = float.TryParse(m_oDetailsPanel.PDRangeTextBox.Text, out PointDefenseRange);
            if (isBFC)
            {
                if (index <= (int)PointDefenseState.FinalDefensiveFireSelf)
                {
                    if (res)
                        _CurrnetShip.ShipBFC[_CurrnetFC.componentIndex].SetPointDefenseRange(PointDefenseRange);
                    _CurrnetShip.ShipBFC[_CurrnetFC.componentIndex].SetPointDefenseMode((PointDefenseState)index);


                    StarSystem CurrentSystem = _CurrnetShip.ShipsTaskGroup.Contact.Position.System;

                    if (index != 0)
                    {
                        /// <summary>
                        /// Add the star system list if one does not exist.
                        /// </summary>
                        if (_CurrnetFaction.PointDefense.ContainsKey(CurrentSystem) == false)
                        {
                            PointDefenseList PDL = new PointDefenseList();
                            _CurrnetFaction.PointDefense.Add(CurrentSystem, PDL);
                        }

                        /// <summary>
                        /// Add the FC to the point defense FC list.  BFC is ALWAYS false.
                        /// </summary>
                        if (_CurrnetFaction.PointDefense[CurrentSystem].PointDefenseFC.ContainsKey(_CurrnetShip.ShipBFC[_CurrnetFC.componentIndex]) == false)
                        {
                            _CurrnetFaction.PointDefense[CurrentSystem].AddComponent(_CurrnetShip.ShipBFC[_CurrnetFC.componentIndex], _CurrnetShip, false);

                            _CurrnetShip.ShipsTaskGroup.TaskGroupPDL.AddComponent(_CurrnetShip.ShipBFC[_CurrnetFC.componentIndex], _CurrnetShip, false);
                        }
                    }
                    else
                    {
                        /// <summary>
                        /// This bug will pop up if a ship gets transported to another star system and it isn't handled properly.
                        /// </summary>
                        if (_CurrnetFaction.PointDefense.ContainsKey(CurrentSystem) == false)
                        {
                            String Error = String.Format("Star System {0} not found in point defense listing for {1} on {2}.", CurrentSystem, _CurrnetShip.ShipBFC[_CurrnetFC.componentIndex], _CurrnetShip);
                            MessageEntry MessageEnter = new MessageEntry(MessageEntry.MessageType.Error, _CurrnetShip.ShipsTaskGroup.Contact.Position.System, _CurrnetShip.ShipsTaskGroup.Contact,
                                                                  GameState.Instance.GameDateTime, GameState.Instance.LastTimestep, Error);
                            _CurrnetFaction.MessageLog.Add(MessageEnter);
                        }
                        else
                        {
                            /// <summary>
                            /// Remove the FC from the point defense FC list.
                            /// </summary>
                            if (_CurrnetFaction.PointDefense[CurrentSystem].PointDefenseFC.ContainsKey(_CurrnetShip.ShipBFC[_CurrnetFC.componentIndex]) == true)
                            {
                                _CurrnetFaction.PointDefense[CurrentSystem].RemoveComponent(_CurrnetShip.ShipBFC[_CurrnetFC.componentIndex]);

                                _CurrnetShip.ShipsTaskGroup.TaskGroupPDL.RemoveComponent(_CurrnetShip.ShipBFC[_CurrnetFC.componentIndex]);
                            }

                            /// <summary>
                            /// cleanup the starsystem so that the point defense list isn't cluttered.
                            /// </summary>
                            if (_CurrnetFaction.PointDefense[CurrentSystem].PointDefenseFC.Count == 0)
                            {
                                _CurrnetFaction.PointDefense.Remove(CurrentSystem);
                            }
                        }
                    }
                }
                else
                {
                    String Error = String.Format("Improper point defense state {0} assigned to BFC {1} on {2}", (PointDefenseState)index, _CurrnetFC, _CurrnetShip);
                    MessageEntry MessageEnter = new MessageEntry(MessageEntry.MessageType.Error, _CurrnetShip.ShipsTaskGroup.Contact.Position.System, _CurrnetShip.ShipsTaskGroup.Contact,
                                                          GameState.Instance.GameDateTime, GameState.Instance.LastTimestep, Error);
                    _CurrnetFaction.MessageLog.Add(MessageEnter);
                }
            }
            else
            {
                if (index != 0)
                    index = index + 3;


                if (index == 0 || (index >= (int)PointDefenseState.AMM1v2 && index <= (int)PointDefenseState.AMM5v1))
                {
                    if (res)
                        _CurrnetShip.ShipMFC[_CurrnetFC.componentIndex].SetPointDefenseRange(PointDefenseRange);
                    _CurrnetShip.ShipMFC[_CurrnetFC.componentIndex].SetPointDefenseMode((PointDefenseState)index);

                    StarSystem CurrentSystem = _CurrnetShip.ShipsTaskGroup.Contact.Position.System;

                    /// <summary>
                    /// Clear Point defense. ClearTarget() further down also clears point defense so make any relevant changes there as well.
                    /// </summary>

                    if (index != 0)
                    {
                        /// <summary>
                        /// Add the star system list if one does not exist.
                        /// </summary>
                        if (_CurrnetFaction.PointDefense.ContainsKey(CurrentSystem) == false)
                        {
                            PointDefenseList PDL = new PointDefenseList();
                            _CurrnetFaction.PointDefense.Add(CurrentSystem, PDL);
                        }

                        /// <summary>
                        /// Add the FC to the point defense FC list. MFC is ALWAYS true.
                        /// </summary>
                        if (_CurrnetFaction.PointDefense[CurrentSystem].PointDefenseFC.ContainsKey(_CurrnetShip.ShipMFC[_CurrnetFC.componentIndex]) == false)
                        {
                            _CurrnetFaction.PointDefense[CurrentSystem].AddComponent(_CurrnetShip.ShipMFC[_CurrnetFC.componentIndex], _CurrnetShip, true);

                            _CurrnetShip.ShipsTaskGroup.TaskGroupPDL.AddComponent(_CurrnetShip.ShipMFC[_CurrnetFC.componentIndex], _CurrnetShip, true);
                        }
                    }
                    else
                    {
                        /// <summary>
                        /// This bug will pop up if a ship gets transported to another star system and it isn't handled properly.
                        /// </summary>
                        if (_CurrnetFaction.PointDefense.ContainsKey(CurrentSystem) == false)
                        {
#warning leave this error message in for now
                            String Error = String.Format("Star System {0} not found in point defense listing for {1} on {2}. Not necessarily a bug.", CurrentSystem, _CurrnetShip.ShipMFC[_CurrnetFC.componentIndex], _CurrnetShip);
                            MessageEntry MessageEnter = new MessageEntry(MessageEntry.MessageType.Error, _CurrnetShip.ShipsTaskGroup.Contact.Position.System, _CurrnetShip.ShipsTaskGroup.Contact,
                                                                  GameState.Instance.GameDateTime, GameState.Instance.LastTimestep, Error);
                            _CurrnetFaction.MessageLog.Add(MessageEnter);
                        }

                        /// <summary>
                        /// Remove the FC from the point defense FC list.
                        /// </summary>
                        if (_CurrnetFaction.PointDefense.Count != 0)
                        {
                            if (_CurrnetFaction.PointDefense.ContainsKey(CurrentSystem) == true)
                            {
                                if (_CurrnetFaction.PointDefense[CurrentSystem].PointDefenseFC.ContainsKey(_CurrnetShip.ShipMFC[_CurrnetFC.componentIndex]) == true)
                                {
                                    _CurrnetFaction.PointDefense[CurrentSystem].RemoveComponent(_CurrnetShip.ShipMFC[_CurrnetFC.componentIndex]);

                                    _CurrnetShip.ShipsTaskGroup.TaskGroupPDL.RemoveComponent(_CurrnetShip.ShipMFC[_CurrnetFC.componentIndex]);
                                }

                                /// <summary>
                                /// Cleanup the starsystem so that the point defense list isn't cluttered.
                                /// </summary>
                                if (_CurrnetFaction.PointDefense[CurrentSystem].PointDefenseFC.Count == 0)
                                {
                                    _CurrnetFaction.PointDefense.Remove(CurrentSystem);
                                }
                            }
                        }
                    }
                }
                else
                {
                    String Error = String.Format("Improper point defense state {0} assigned to MFC {1} on {2}", (PointDefenseState)index, _CurrnetFC, _CurrnetShip);
                    MessageEntry MessageEnter = new MessageEntry(MessageEntry.MessageType.Error, _CurrnetShip.ShipsTaskGroup.Contact.Position.System, _CurrnetShip.ShipsTaskGroup.Contact,
                                                          GameState.Instance.GameDateTime, GameState.Instance.LastTimestep, Error);
                    _CurrnetFaction.MessageLog.Add(MessageEnter);
                }
            }

            BuildCombatSummary();
        }
Пример #3
0
        /// <summary>
        /// End FollowOrders()
        /// </summary>

        /// <summary>
        /// What order should be performed at the target location?
        /// Update the state of the taskgroup if it is doing a blocking order. also fill out the timer for how long the ship will be blocked.
        /// overhaul follow orders to make sure that this is handled.
        /// </summary>
        public uint PerformOrders(uint TimeSlice)
        {
            Order currentOrder = TaskGroupOrders[0];
            /// <summary>
            /// Handle orbiting planets here. breaking orbits is done elsewhere.
            /// </summary>
            if (TaskGroupOrders[0].target.SSEntity == StarSystemEntityType.Body || TaskGroupOrders[0].target.SSEntity == StarSystemEntityType.Population)
            {
                IsOrbiting = true;
                if (TaskGroupOrders[0].target.SSEntity == StarSystemEntityType.Body)
                {
                    OrbitingBody = TaskGroupOrders[0].body;
                }
                else
                {
                    OrbitingBody = TaskGroupOrders[0].pop.Planet;
                }
                SystemBody OrbitingPlanet = OrbitingBody as SystemBody;
                if (!OrbitingPlanet.TaskGroupsInOrbit.Contains(this))
                {
                    OrbitingPlanet.TaskGroupsInOrbit.Add(this);
                }
            }

            if (TaskGroupOrders[0].orderDelay >= TimeSlice)
            {
                TaskGroupOrders[0].orderDelay = TaskGroupOrders[0].orderDelay - (int)TimeSlice;
                TimeSlice = 0;
            }
            else if (TaskGroupOrders[0].orderDelay < TimeSlice)
            {
                TimeSlice = TimeSlice - (uint)TaskGroupOrders[0].orderDelay;
                TaskGroupOrders[0].orderDelay = 0;

                switch ((int)TaskGroupOrders[0].typeOf)
                {

                    #region MoveTo
                    /// <summary>
                    /// Perform no orders for moveto:
                    /// </summary>
                    case (int)Constants.ShipTN.OrderType.MoveTo:
                        TaskGroupOrders[0].orderTimeRequirement = 0;
                        break;
                    #endregion

                    #region Refuel From Colony
                    case (int)Constants.ShipTN.OrderType.RefuelFromColony:
                        TaskGroupOrders[0].orderTimeRequirement = 0;
                        for (int loop = 0; loop < Ships.Count; loop++)
                        {
                            if (TaskGroupOrders[0].pop.FuelStockpile == 0.0f)
                            {
                                /// <summary>
                                /// Orders could not be carried out. A sample message log is below, something like this will need to be done for every type of message.
                                /// </summary>
                                /*DateTime TimeOfMessage = new DateTime();
                                MessageEntry NewMessage = new MessageEntry(Contact.Position.System, Contact, TimeOfMessage, (int)TimeSlice, "Refueling order could not be completed.");
                                this.Faction.MessageLog.Add(NewMessage);*/
                                break;
                            }
                            TaskGroupOrders[0].pop.FuelStockpile = Ships[loop].Refuel(TaskGroupOrders[0].pop.FuelStockpile);
                        }
                        break;
                    #endregion

                    #region Resupply From Colony
                    case (int)Constants.ShipTN.OrderType.ResupplyFromColony:
                        TaskGroupOrders[0].orderTimeRequirement = 0;
                        for (int loop = 0; loop < Ships.Count; loop++)
                        {
                            if (TaskGroupOrders[0].pop.MaintenanceSupplies == 0)
                            {
                                /// <summary>
                                /// Order could not be carried out.
                                /// </summary>
                                break;
                            }
                            TaskGroupOrders[0].pop.MaintenanceSupplies = (float)Ships[loop].Resupply((int)Math.Floor(TaskGroupOrders[0].pop.MaintenanceSupplies));
                        }
                        break;
                    #endregion

                    #region Load Installation
                    /// <summary>
                    /// Load Installation:
                    /// </summary>
                    case (int)Constants.ShipTN.OrderType.LoadInstallation:
                        if (TaskGroupOrders[0].orderTimeRequirement == -1)
                        {
                            CanOrder = Constants.ShipTN.OrderState.CurrentlyLoading;
                            int TaskGroupLoadTime = CalcTaskGroupLoadTime(Constants.ShipTN.LoadType.Cargo);
                            int PlanetaryLoadTime = TaskGroupOrders[0].pop.CalculateLoadTime(TaskGroupLoadTime);

                            TaskGroupOrders[0].orderTimeRequirement = PlanetaryLoadTime;
                        }

                        if (TimeSlice > TaskGroupOrders[0].orderTimeRequirement)
                        {
                            TimeSlice = TimeSlice - (uint)TaskGroupOrders[0].orderTimeRequirement;
                            TaskGroupOrders[0].orderTimeRequirement = 0;
                            LoadCargo(TaskGroupOrders[0].pop, (Installation.InstallationType)TaskGroupOrders[0].secondary, TaskGroupOrders[0].tertiary);
                            CanOrder = Constants.ShipTN.OrderState.AcceptOrders;
                        }
                        else
                        {
                            TaskGroupOrders[0].orderTimeRequirement = TaskGroupOrders[0].orderTimeRequirement - (int)TimeSlice;
                            TimeSlice = 0;
                        }
                        break;
                    #endregion

                    #region Load Ship Component
                    /// <summary>
                    /// Load Ship Component:
                    /// </summary>
                    case (int)Constants.ShipTN.OrderType.LoadShipComponent:
                        if (TaskGroupOrders[0].orderTimeRequirement == -1)
                        {
                            CanOrder = Constants.ShipTN.OrderState.CurrentlyLoading;
                            int TaskGroupLoadTime = CalcTaskGroupLoadTime(Constants.ShipTN.LoadType.Cargo);
                            int PlanetaryLoadTime = TaskGroupOrders[0].pop.CalculateLoadTime(TaskGroupLoadTime);

                            TaskGroupOrders[0].orderTimeRequirement = PlanetaryLoadTime;
                        }

                        if (TimeSlice > TaskGroupOrders[0].orderTimeRequirement)
                        {
                            TimeSlice = TimeSlice - (uint)TaskGroupOrders[0].orderTimeRequirement;
                            TaskGroupOrders[0].orderTimeRequirement = 0;
                            LoadComponents(TaskGroupOrders[0].pop, TaskGroupOrders[0].secondary, TaskGroupOrders[0].tertiary);
                            CanOrder = Constants.ShipTN.OrderState.AcceptOrders;
                        }
                        else
                        {
                            TaskGroupOrders[0].orderTimeRequirement = TaskGroupOrders[0].orderTimeRequirement - (int)TimeSlice;
                            TimeSlice = 0;
                        }
                        break;
                    #endregion

                    #region Unload Installation
                    /// <summary>
                    /// Unload installation:
                    /// </summary>
                    case (int)Constants.ShipTN.OrderType.UnloadInstallation:
                        if (TaskGroupOrders[0].orderTimeRequirement == -1)
                        {
                            CanOrder = Constants.ShipTN.OrderState.CurrentlyUnloading;
                            int TaskGroupLoadTime = CalcTaskGroupLoadTime(Constants.ShipTN.LoadType.Cargo);
                            int PlanetaryLoadTime = TaskGroupOrders[0].pop.CalculateLoadTime(TaskGroupLoadTime);

                            TaskGroupOrders[0].orderTimeRequirement = PlanetaryLoadTime;
                        }

                        if (TimeSlice > TaskGroupOrders[0].orderTimeRequirement)
                        {
                            TimeSlice = TimeSlice - (uint)TaskGroupOrders[0].orderTimeRequirement;
                            TaskGroupOrders[0].orderTimeRequirement = 0;
                            UnloadCargo(TaskGroupOrders[0].pop, (Installation.InstallationType)TaskGroupOrders[0].secondary, TaskGroupOrders[0].tertiary);
                            CanOrder = Constants.ShipTN.OrderState.AcceptOrders;
                        }
                        else
                        {
                            TaskGroupOrders[0].orderTimeRequirement = TaskGroupOrders[0].orderTimeRequirement - (int)TimeSlice;
                            TimeSlice = 0;
                        }
                        break;
                    #endregion

                    #region Unload Ship Component
                    /// <summary>
                    /// Unload Ship Component:
                    /// </summary>
                    case (int)Constants.ShipTN.OrderType.UnloadShipComponent:
                        if (TaskGroupOrders[0].orderTimeRequirement == -1)
                        {
                            CanOrder = Constants.ShipTN.OrderState.CurrentlyUnloading;
                            int TaskGroupLoadTime = CalcTaskGroupLoadTime(Constants.ShipTN.LoadType.Cargo);
                            int PlanetaryLoadTime = TaskGroupOrders[0].pop.CalculateLoadTime(TaskGroupLoadTime);

                            TaskGroupOrders[0].orderTimeRequirement = PlanetaryLoadTime;
                        }

                        if (TimeSlice > TaskGroupOrders[0].orderTimeRequirement)
                        {
                            TimeSlice = TimeSlice - (uint)TaskGroupOrders[0].orderTimeRequirement;
                            TaskGroupOrders[0].orderTimeRequirement = 0;

                            ComponentDefTN UnloadOrder = null;
                            int TGComponentCount = 0;

                            for (int loop = 0; loop < Ships.Count; loop++)
                            {
                                if (Ships[loop].CargoComponentList.Count != 0)
                                {
                                    foreach (KeyValuePair<ComponentDefTN, CargoListEntryTN> pair in Ships[loop].CargoComponentList)
                                    {
                                        if (TaskGroupOrders[0].secondary == TGComponentCount)
                                        {
                                            UnloadOrder = pair.Key;
                                            TGComponentCount = -1;
                                            break;
                                        }

                                        TGComponentCount++;
                                    }

                                    if (TGComponentCount == -1)
                                        break;
                                }
                            }

                            UnloadComponents(TaskGroupOrders[0].pop, UnloadOrder, TaskGroupOrders[0].tertiary);
                            CanOrder = Constants.ShipTN.OrderState.AcceptOrders;
                        }
                        else
                        {
                            TaskGroupOrders[0].orderTimeRequirement = TaskGroupOrders[0].orderTimeRequirement - (int)TimeSlice;
                            TimeSlice = 0;
                        }

                        break;
                    #endregion

                    #region Load Colonists
                    /// <summary>
                    /// Load Colonists:
                    /// </summary>
                    case (int)Constants.ShipTN.OrderType.LoadColonists:
                        if (TaskGroupOrders[0].orderTimeRequirement == -1)
                        {
                            CanOrder = Constants.ShipTN.OrderState.CurrentlyLoading;
                            int TaskGroupLoadTime = CalcTaskGroupLoadTime(Constants.ShipTN.LoadType.Cryo);
                            int PlanetaryLoadTime = TaskGroupOrders[0].pop.CalculateLoadTime(TaskGroupLoadTime);

                            TaskGroupOrders[0].orderTimeRequirement = PlanetaryLoadTime;
                        }

                        if (TimeSlice > TaskGroupOrders[0].orderTimeRequirement)
                        {
                            TimeSlice = TimeSlice - (uint)TaskGroupOrders[0].orderTimeRequirement;
                            TaskGroupOrders[0].orderTimeRequirement = 0;
                            LoadColonists(TaskGroupOrders[0].pop, TaskGroupOrders[0].tertiary);
                            CanOrder = Constants.ShipTN.OrderState.AcceptOrders;
                        }
                        else
                        {
                            TaskGroupOrders[0].orderTimeRequirement = TaskGroupOrders[0].orderTimeRequirement - (int)TimeSlice;
                            TimeSlice = 0;
                        }
                        break;
                    #endregion

                    #region Unload Colonists
                    /// <summary>
                    /// Unload Colonists:
                    /// </summary>
                    case (int)Constants.ShipTN.OrderType.UnloadColonists:
                        if (TaskGroupOrders[0].orderTimeRequirement == -1)
                        {
                            CanOrder = Constants.ShipTN.OrderState.CurrentlyUnloading;
                            int TaskGroupLoadTime = CalcTaskGroupLoadTime(Constants.ShipTN.LoadType.Cryo);
                            int PlanetaryLoadTime = TaskGroupOrders[0].pop.CalculateLoadTime(TaskGroupLoadTime);

                            TaskGroupOrders[0].orderTimeRequirement = PlanetaryLoadTime;
                        }

                        if (TimeSlice > TaskGroupOrders[0].orderTimeRequirement)
                        {
                            TimeSlice = TimeSlice - (uint)TaskGroupOrders[0].orderTimeRequirement;
                            TaskGroupOrders[0].orderTimeRequirement = 0;
                            UnloadColonists(TaskGroupOrders[0].pop, TaskGroupOrders[0].tertiary);
                            CanOrder = Constants.ShipTN.OrderState.AcceptOrders;
                        }
                        else
                        {
                            TaskGroupOrders[0].orderTimeRequirement = TaskGroupOrders[0].orderTimeRequirement - (int)TimeSlice;
                            TimeSlice = 0;
                        }
                        break;
                    #endregion

                    #region Refuel Target Fleet
                    case (int)Constants.ShipTN.OrderType.RefuelTargetFleet:
                        TaskGroupOrders[0].orderTimeRequirement = 0;
                        /// <summary>
                        /// A specific tanker list could come in handy here. But this shouldn't be run every tick so it won't be that big an issue.
                        /// </summary>
                        int FuelPlace = 0;
                        for (int loop = 0; loop < Ships.Count; loop++)
                        {

                            if (Ships[loop].ShipClass.IsTanker == true)
                            {
                                float FuelCutoff = Ships[loop].ShipClass.TotalFuelCapacity / 10.0f;
                                float AvailableFuel = Ships[loop].CurrentFuel - FuelCutoff;
                                for (int loop2 = FuelPlace; loop2 < TaskGroupOrders[0].taskGroup.Ships.Count; loop2++)
                                {
                                    if (AvailableFuel <= 0.0f)
                                    {
                                        /// <summary>
                                        /// This tanker is done.
                                        /// </summary>
                                        break;
                                    }

                                    /// <summary>
                                    /// I want refuel target fleet to refuel all ships, even tankers.
                                    /// </summary>
                                    AvailableFuel = TaskGroupOrders[0].taskGroup.Ships[loop2].Refuel(AvailableFuel);
                                    FuelPlace++;
                                }

                                /// <summary>
                                /// If the ship was below the fuel cutoff originally, that will be reflected in available fuel so this should cause no issues.
                                /// </summary>
                                Ships[loop].CurrentFuel = FuelCutoff + AvailableFuel;
                            }
                        }

                        if (FuelPlace != TaskGroupOrders[0].taskGroup.Ships.Count ||
                            TaskGroupOrders[0].taskGroup.Ships.Last().CurrentFuel != TaskGroupOrders[0].taskGroup.Ships.Last().ShipClass.TotalFuelCapacity)
                        {
                            /// <summary>
                            /// Order could not be carried out.
                            /// </summary>
                        }
                        break;
                    #endregion

                    #region Refuel From Own Tankers
                    case (int)Constants.ShipTN.OrderType.RefuelFromOwnTankers:
                        TaskGroupOrders[0].orderTimeRequirement = 0;
                        FuelPlace = 0;
                        for (int loop = 0; loop < Ships.Count; loop++)
                        {
                            if (Ships[loop].ShipClass.IsTanker == true)
                            {
                                float FuelCutoff = Ships[loop].ShipClass.TotalFuelCapacity / 10.0f;
                                float AvailableFuel = Ships[loop].CurrentFuel - FuelCutoff;

                                for (int loop2 = FuelPlace; loop2 < Ships.Count; loop2++)
                                {
                                    /// <summary>
                                    /// Don't refuel tankers from each other.
                                    /// </summary>
                                    if (Ships[loop2].ShipClass.IsTanker == false)
                                    {
                                        if (AvailableFuel <= 0.0f)
                                        {
                                            /// <summary>
                                            /// This Tanker is finished.
                                            /// </sumamry>
                                            break;
                                        }

                                        AvailableFuel = Ships[loop2].Refuel(AvailableFuel);
                                        FuelPlace++;
                                    }
                                }
                                Ships[loop].CurrentFuel = FuelCutoff + AvailableFuel;
                            }
                        }

                        if (FuelPlace != Ships.Count || (Ships.Last().CurrentFuel != Ships.Last().ShipClass.TotalFuelCapacity && Ships.Last().ShipClass.IsTanker == false))
                        {
                            /// <summary>
                            /// Order could not be carried out.
                            /// </summary>
                        }
                        break;
                    #endregion

                    #region Refuel From Target Fleet
                    case (int)Constants.ShipTN.OrderType.RefuelFromTargetFleet:
                        currentOrder.orderTimeRequirement = 0;
                        FuelPlace = 0;

                        TaskGroupTN targetTG = currentOrder.taskGroup as TaskGroupTN;

                        foreach(ShipTN tankerShip in targetTG.Ships)
                        {
                            if (tankerShip.ShipClass.IsTanker)
                            {
                                float FuelCutoff = tankerShip.ShipClass.TotalFuelCapacity / 10.0f;
                                float AvailableFuel = tankerShip.CurrentFuel - FuelCutoff;

                                foreach (ShipTN myShip in this.Ships)
                                {
                                    if (AvailableFuel <= 0.0f)
                                    {
                                        /// <summary>
                                        /// This Tanker is finished.
                                        /// </summary>
                                        break;
                                    }

                                    AvailableFuel = myShip.Refuel(AvailableFuel);
                                    FuelPlace++;
                                }
                                tankerShip.CurrentFuel = FuelCutoff + AvailableFuel;
                            }
                        }

                        if (FuelPlace != Ships.Count || Ships.Last().CurrentFuel != Ships.Last().ShipClass.TotalFuelCapacity)
                        {
                            /// <summary>
                            /// Order could not be carried out.
                            /// </summary>
                        }
                        break;
                    #endregion

                    #region Unload 90% Of Fuel To SystemBody
                    case (int)Constants.ShipTN.OrderType.UnloadFuelToPlanet:
                        TaskGroupOrders[0].orderTimeRequirement = 0;
                        for (int loop = 0; loop < Ships.Count; loop++)
                        {

                            if (Ships[loop].ShipClass.IsTanker == true)
                            {
                                float FuelCutoff = Ships[loop].ShipClass.TotalFuelCapacity / 10.0f;
                                float AvailableFuel = Ships[loop].CurrentFuel - FuelCutoff;

                                if (AvailableFuel > 0.0f)
                                {
                                    TaskGroupOrders[0].pop.FuelStockpile = TaskGroupOrders[0].pop.FuelStockpile + AvailableFuel;
                                    Ships[loop].CurrentFuel = Ships[loop].CurrentFuel - AvailableFuel;
                                }
                            }
                        }
                        break;
                    #endregion

                    #region Resupply Target Fleet
                    case (int)Constants.ShipTN.OrderType.ResupplyTargetFleet:
                        TaskGroupOrders[0].orderTimeRequirement = 0;
                        int SupplyPlace = 0;
                        /// <summary>
                        /// Likewise a Supply ship specific list could come in handy.
                        /// </summary>
                        for (int loop = 0; loop < Ships.Count; loop++)
                        {
                            if (Ships[loop].ShipClass.IsSupply == true)
                            {
                                int MSPCutoff = (Ships[loop].ShipClass.TotalMSPCapacity / 10);
                                int AvailableMSP = Ships[loop].CurrentMSP - MSPCutoff;

                                for (int loop2 = SupplyPlace; loop2 < TaskGroupOrders[0].taskGroup.Ships.Count; loop2++)
                                {
                                    if (AvailableMSP <= 0)
                                    {
                                        ///<summary>
                                        ///This supply ship is finished.
                                        ///</summary>
                                        break;
                                    }
                                    AvailableMSP = TaskGroupOrders[0].taskGroup.Ships[loop2].Resupply(AvailableMSP);
                                    SupplyPlace++;
                                }
                                Ships[loop].CurrentMSP = MSPCutoff + AvailableMSP;
                            }
                        }

                        if (SupplyPlace != TaskGroupOrders[0].taskGroup.Ships.Count ||
                            TaskGroupOrders[0].taskGroup.Ships.Last().CurrentMSP != TaskGroupOrders[0].taskGroup.Ships.Last().ShipClass.TotalMSPCapacity)
                        {
                            /// <summary>
                            /// Order could not be carried out.
                            /// </summary>
                        }
                        break;
                    #endregion

                    #region Resupply From Own Supply Ships
                    case (int)Constants.ShipTN.OrderType.ResupplyFromOwnSupplyShips:
                        TaskGroupOrders[0].orderTimeRequirement = 0;
                        SupplyPlace = 0;
                        for (int loop = 0; loop < Ships.Count; loop++)
                        {
                            if (Ships[loop].ShipClass.IsSupply == true)
                            {
                                int MSPCutoff = (Ships[loop].ShipClass.TotalMSPCapacity / 10);
                                int AvailableMSP = Ships[loop].CurrentMSP - MSPCutoff;

                                for (int loop2 = SupplyPlace; loop2 < Ships.Count; loop2++)
                                {
                                    /// <summary>
                                    /// Don't resupply supply ships from each other, or juggle as it will henceforth be refered to.
                                    /// </summary>
                                    if (Ships[loop2].ShipClass.IsSupply == false)
                                    {
                                        if (AvailableMSP <= 0)
                                        {
                                            /// <summary>
                                            /// This supply ship is finished.
                                            /// </summary>
                                            break;
                                        }

                                        AvailableMSP = Ships[loop2].Resupply(AvailableMSP);
                                        SupplyPlace++;
                                    }
                                }
                                Ships[loop].CurrentMSP = MSPCutoff + AvailableMSP;
                            }
                        }

                        if (SupplyPlace != Ships.Count || (Ships.Last().CurrentMSP != Ships.Last().ShipClass.TotalMSPCapacity && Ships.Last().ShipClass.IsSupply == false))
                        {
                            /// <summary>
                            /// Order could not be carried out.
                            /// </summary>
                        }
                        break;
                    #endregion

                    #region Resupply From Target Fleet
                    case (int)Constants.ShipTN.OrderType.ResupplyFromTargetFleet:
                        TaskGroupOrders[0].orderTimeRequirement = 0;
                        SupplyPlace = 0;
                        for (int loop = 0; loop < TaskGroupOrders[0].taskGroup.Ships.Count; loop++)
                        {
                            if (TaskGroupOrders[0].taskGroup.Ships[loop].ShipClass.IsSupply == true)
                            {
                                int MSPCutoff = (TaskGroupOrders[0].taskGroup.Ships[loop].ShipClass.TotalMSPCapacity / 10);
                                int AvailableMSP = TaskGroupOrders[0].taskGroup.Ships[loop].CurrentMSP - MSPCutoff;

                                for (int loop2 = SupplyPlace; loop2 < Ships.Count; loop2++)
                                {
                                    if (AvailableMSP <= 0)
                                    {
                                        /// <summary>
                                        /// This supply ship is done.
                                        /// </summary>
                                        break;
                                    }

                                    AvailableMSP = Ships[loop2].Resupply(AvailableMSP);
                                    SupplyPlace++;
                                }
                                TaskGroupOrders[0].taskGroup.Ships[loop].CurrentMSP = MSPCutoff + AvailableMSP;
                            }
                        }

                        if (SupplyPlace != Ships.Count || Ships.Last().CurrentMSP != Ships.Last().ShipClass.TotalMSPCapacity)
                        {
                            /// <summary>
                            /// Order could not be carried out.
                            /// </summary>
                        }
                        break;
                    #endregion

                    #region Unload 90% Of Supplies To SystemBody
                    case (int)Constants.ShipTN.OrderType.UnloadSuppliesToPlanet:
                        TaskGroupOrders[0].orderTimeRequirement = 0;
                        for (int loop = 0; loop < Ships.Count; loop++)
                        {
                            if (Ships[loop].ShipClass.IsSupply == true)
                            {
                                int MSPCutoff = (Ships[loop].ShipClass.TotalMSPCapacity / 10);
                                int AvailableMSP = Ships[loop].CurrentMSP - MSPCutoff;

                                if (AvailableMSP > 0)
                                {
                                    TaskGroupOrders[0].pop.MaintenanceSupplies = TaskGroupOrders[0].pop.MaintenanceSupplies + AvailableMSP;
                                    Ships[loop].CurrentMSP = Ships[loop].CurrentMSP - AvailableMSP;
                                }
                            }
                        }
                        break;
                    #endregion

                    #region Load Ordnance From Colony
                    case (int)Constants.ShipTN.OrderType.LoadOrdnanceFromColony:
                        TaskGroupOrders[0].orderTimeRequirement = 0;
                        for (int loop = 0; loop < Ships.Count; loop++)
                        {
                            if (Ships[loop].ShipMagazines.Count != 0)
                            {
                                Ships[loop].LoadOrdnance(TaskGroupOrders[0].pop);
                            }
                        }
                        break;
                    #endregion

                    #region Unload Ordnance To Colony
                    case (int)Constants.ShipTN.OrderType.UnloadOrdnanceToColony:
                        TaskGroupOrders[0].orderTimeRequirement = 0;
                        for (int loop = 0; loop < Ships.Count; loop++)
                        {
                            if (Ships[loop].ShipMagazines.Count != 0)
                            {
                                Ships[loop].UnloadOrdnance(TaskGroupOrders[0].pop);
                            }
                        }
                        break;
                    #endregion

                    #region Standard Transit
                    case (int)Constants.ShipTN.OrderType.StandardTransit:
                        {
                            TaskGroupOrders[0].orderTimeRequirement = 0;

                            JumpPoint CurrentJP = TaskGroupOrders[0].target as JumpPoint;

                            // Check if we can jump.
                            Dictionary<JumpEngineTN, ShipTN> usedJumpEngines;
                            if (CurrentJP.CanJump(this, true, out usedJumpEngines))
                            {
                                // Handle the jump here.
                                ///< @todo Put jump transition in it's own function within TaskGroup.
                                SystemPosition newPos = CurrentJP.Connect.Position;

                                Position.System.SystemContactList.Remove(Contact);
                                newPos.System.SystemContactList.Add(Contact);

                                Position = newPos;
                                Contact.UpdateLocationAfterTransit();

                                /// <summary>
                                /// Handle PDList stuff.
                                /// </summary>
                                foreach (KeyValuePair<ComponentTN, ShipTN> pair in TaskGroupPDL.PointDefenseFC)
                                {
                                    /// <summary>
                                    /// If these aren't true... whoops.
                                    /// </summary>
                                    if (TaskGroupFaction.PointDefense.ContainsKey(CurrentJP.Position.System) == true)
                                    {
                                        if (TaskGroupFaction.PointDefense[CurrentJP.Position.System].PointDefenseFC.ContainsKey(pair.Key) == true)
                                        {
                                            ShipTN Ship = pair.Value;
                                            ComponentTN Comp = pair.Key;
                                            bool type = TaskGroupFaction.PointDefense[CurrentJP.Position.System].PointDefenseType[pair.Key];
                                            TaskGroupFaction.PointDefense[CurrentJP.Position.System].RemoveComponent(pair.Key);

                                            if (TaskGroupFaction.PointDefense.ContainsKey(CurrentJP.Connect.Position.System) == false)
                                            {
                                                PointDefenseList NewPDL = new PointDefenseList();
                                                TaskGroupFaction.PointDefense.Add(CurrentJP.Connect.Position.System, NewPDL);
                                            }

                                            TaskGroupFaction.PointDefense[CurrentJP.Connect.Position.System].AddComponent(Comp, Ship, type);
                                        }
                                    }
                                }

                                /// <summary>
                                /// No jump gate was used.
                                /// Set the jump engines used to transit.
                                /// Set the ship to undergo jump recharge.
                                /// Set every ship to have jump sickness
                                /// There should be at most one civ and one military in this situation. assuming a mixed group.
                                /// </summary>
                                if (usedJumpEngines != null)
                                {
                                    foreach (KeyValuePair<JumpEngineTN,ShipTN> JumpShipPair in usedJumpEngines)
                                    {
                                        JumpShipPair.Key.Transit();
                                        if (TaskGroupFaction.RechargeList.ContainsKey(JumpShipPair.Value) == true)
                                        {
                                            if((TaskGroupFaction.RechargeList[JumpShipPair.Value] & (int)Faction.RechargeStatus.JumpRecharge) != (int)Faction.RechargeStatus.JumpRecharge)
                                            {
                                                TaskGroupFaction.RechargeList[JumpShipPair.Value] = TaskGroupFaction.RechargeList[JumpShipPair.Value] + (int)Faction.RechargeStatus.JumpRecharge;
                                            }
                                        }
                                        else
                                        {
                                            TaskGroupFaction.RechargeList.Add(JumpShipPair.Value, (int)Faction.RechargeStatus.JumpRecharge);
                                            
                                        }
                                        
                                    }
                                }

                                /// <summary>
                                /// Set every ship as jump sick, this is done even if a gate is used.
                                /// </summary>
                                foreach (ShipTN CurrentShip in Ships)
                                {
                                    CurrentShip.StandardTransit();
                                    if (TaskGroupFaction.RechargeList.ContainsKey(CurrentShip) == true)
                                    {
                                        if ((TaskGroupFaction.RechargeList[CurrentShip] & (int)Faction.RechargeStatus.JumpStandardSickness) != (int)Faction.RechargeStatus.JumpStandardSickness)
                                        {
                                            TaskGroupFaction.RechargeList[CurrentShip] = TaskGroupFaction.RechargeList[CurrentShip] + (int)Faction.RechargeStatus.JumpStandardSickness;
                                        }
                                    }
                                    else
                                    {
                                        TaskGroupFaction.RechargeList.Add(CurrentShip, (int)Faction.RechargeStatus.JumpStandardSickness);

                                    }
                                }
                            }
                        }
                        break;
                    #endregion

                    #region Squadron Transit
                    case (int)Constants.ShipTN.OrderType.SquadronTransit:
                        {
                            TaskGroupOrders[0].orderTimeRequirement = 0;

                            // Check if we can jump.
                            Dictionary<JumpEngineTN, ShipTN> usedJumpEngines;
                            if ((TaskGroupOrders[0].target as JumpPoint).CanJump(this, false, out usedJumpEngines))
                            {
                                // Handle the jump here.
                                ///< @todo Put jump transition in it's own function within TaskGroup.
                                SystemPosition newPos = (TaskGroupOrders[0].target as JumpPoint).Connect.Position;

                                Position.System.SystemContactList.Remove(Contact);
                                newPos.System.SystemContactList.Add(Contact);

                                Position = newPos;
                                Contact.UpdateLocationAfterTransit();

                                /// <summary>
                                /// Handle PDList stuff.
                                /// </summary>
                                JumpPoint CurrentJP = TaskGroupOrders[0].target as JumpPoint;
                                foreach (KeyValuePair<ComponentTN, ShipTN> pair in TaskGroupPDL.PointDefenseFC)
                                {
                                    /// <summary>
                                    /// If these aren't true... whoops.
                                    /// </summary>
                                    if (TaskGroupFaction.PointDefense.ContainsKey(CurrentJP.Position.System) == true)
                                    {
                                        if (TaskGroupFaction.PointDefense[CurrentJP.Position.System].PointDefenseFC.ContainsKey(pair.Key) == true)
                                        {
                                            ShipTN Ship = pair.Value;
                                            ComponentTN Comp = pair.Key;
                                            bool type = TaskGroupFaction.PointDefense[CurrentJP.Position.System].PointDefenseType[pair.Key];
                                            TaskGroupFaction.PointDefense[CurrentJP.Position.System].RemoveComponent(pair.Key);

                                            if (TaskGroupFaction.PointDefense.ContainsKey(CurrentJP.Connect.Position.System) == false)
                                            {
                                                PointDefenseList NewPDL = new PointDefenseList();
                                                TaskGroupFaction.PointDefense.Add(CurrentJP.Connect.Position.System, NewPDL);
                                            }

                                            TaskGroupFaction.PointDefense[CurrentJP.Connect.Position.System].AddComponent(Comp, Ship, type);
                                        }
                                    }
                                }

                                /// <summary>
                                /// if Jump Engine is null here, it means there was a problem.
                                /// Set the jump engines used to transit.
                                /// Set the ship to undergo jump recharge.
                                /// Set every ship to have jump sickness
                                /// There should be at least one civ or one military in this situation. potentially more.
                                /// </summary>
                                int MinJumpRadius = -1;
                                if (usedJumpEngines != null)
                                {
                                    foreach (KeyValuePair<JumpEngineTN, ShipTN> JumpShipPair in usedJumpEngines)
                                    {
                                        if (MinJumpRadius == -1 || JumpShipPair.Key.jumpEngineDef.jumpRadius < MinJumpRadius)
                                        {
                                            MinJumpRadius = JumpShipPair.Key.jumpEngineDef.jumpRadius;
                                        }
                                        JumpShipPair.Key.Transit();
                                        if (TaskGroupFaction.RechargeList.ContainsKey(JumpShipPair.Value) == true)
                                        {
                                            if ((TaskGroupFaction.RechargeList[JumpShipPair.Value] & (int)Faction.RechargeStatus.JumpRecharge) != (int)Faction.RechargeStatus.JumpRecharge)
                                            {
                                                TaskGroupFaction.RechargeList[JumpShipPair.Value] = TaskGroupFaction.RechargeList[JumpShipPair.Value] + (int)Faction.RechargeStatus.JumpRecharge;
                                            }
                                        }
                                        else
                                        {
                                            TaskGroupFaction.RechargeList.Add(JumpShipPair.Value, (int)Faction.RechargeStatus.JumpRecharge);
                                        }

                                    }
                                }
                                else
                                {
                                    String STE = "Squadron transit happened with no jump engines.";
                                    MessageEntry nMsg = new MessageEntry(MessageEntry.MessageType.Error, Position.System, this, GameState.Instance.GameDateTime,
                                                   GameState.Instance.LastTimestep, STE);
                                    TaskGroupFaction.MessageLog.Add(nMsg);
                                }

                                /// <summary>
                                /// Set every ship as jump sick, this is done even if a gate is used.
                                /// </summary>
                                foreach (ShipTN CurrentShip in Ships)
                                {
                                    CurrentShip.SquadronTransit();
                                    if (TaskGroupFaction.RechargeList.ContainsKey(CurrentShip) == true)
                                    {
                                        if ((TaskGroupFaction.RechargeList[CurrentShip] & (int)Faction.RechargeStatus.JumpSquadronSickness) != (int)Faction.RechargeStatus.JumpSquadronSickness)
                                        {
                                            TaskGroupFaction.RechargeList[CurrentShip] = TaskGroupFaction.RechargeList[CurrentShip] + (int)Faction.RechargeStatus.JumpSquadronSickness;
                                        }
                                    }
                                    else
                                    {
                                        TaskGroupFaction.RechargeList.Add(CurrentShip, (int)Faction.RechargeStatus.JumpSquadronSickness);

                                    }
                                }

                                /// <summary>
                                /// MinJumpRadius is the number of raw km this taskgroup should jump by.
                                /// </summary>
                                int degree = GameState.RNG.Next(0, 359);
                                int Jump = GameState.RNG.Next((int)Math.Floor((float)MinJumpRadius * 0.95f), MinJumpRadius);
                                double X = Jump * Math.Cos(degree * Constants.Units.Radian);
                                double Y = Jump * Math.Sin(degree * Constants.Units.Radian);

                                X = Distance.ToAU(X);
                                Y = Distance.ToAU(Y);

                                Position.X = Position.X + X;
                                Position.Y = Position.Y + Y;
                                Contact.UpdateLocationAfterTransit();
                            }
                        }
                        break;
                    #endregion



                }
            }
            return TimeSlice;
        }