public override void End() { // run the ConfirmationCheck now! if (signalreturn.AttemptPlayerConfirmation(out Vector2 playerLoc)) { signalreturn.ConfirmEnemyLocation(playerLoc); } else { //disperse every suspicious tile you can currently see. Dictionary <Vector2, int> CandidatesToDisperse = Me.CurrentSuspicions; CandidatesToDisperse = ListMethod.FilterFarAway(CandidatesToDisperse, signalreturn.MaxConfirmDistance, Me.TilePosition); CandidatesToDisperse = StealthMethod.MassCheckLineOfSight(mapRef, Me.TilePosition, Me.Direction, CandidatesToDisperse); ///for those tiles in range, dissipate suspicion foreach (Vector2 LocToDisperse in CandidatesToDisperse.Keys) { signalreturn.DissipateSuspicion(LocToDisperse); } } }