public void OnLeave(FSMContext context) { BattleProcedure.CurSession.OrderController.StopInputJob(); SetReady(false); playOrder = null; BattleProcedure.CurSession.CleanPlayCardTable(); }
public void Enact(BattleOrder battleOrder) { this.battleOrder = battleOrder; Debug.Log("woah battle order!" + battleOrder); if ("attack".Equals(battleOrder.Action)) { battleOrder.SourceCombatant.Stats.TurnStats.ConsumeAttack(); battleOrder.SourceCombatant.StartAttackAnimation(battleOrder.TargetTile); state = State.ATTACKING; //TODO shuffle this somewhere else ApplyDamage(); } else if ("move".Equals(battleOrder.Action)) { battleOrder.SourceCombatant.Stats.TurnStats.ConsumeMovement(); MapManager map = GameObject.FindGameObjectWithTag("Map").GetComponent<MapManager>(); // TODO clean up tilePath = map.GetShortestPathThreadsafe(battleOrder.SourceCombatant.Tile.TileData, battleOrder.TargetTile.TileData, TeamId.EnemyTeam).ConvertAll(t => t.Tile); previousHop = tilePath[0]; nextHop = tilePath[0]; state = State.MOVING; } else if ("endturn".Equals(battleOrder.Action)) { battleOrder.SourceCombatant.Stats.TurnStats.EndTurn(); state = State.FINISHED; } }
public override void Execute() { parentMenu.gameObject.SetActive(false); Debug.Log("attack! - " + combatant); BattleOrder order = new BattleOrder(); order.Action = "attack"; order.SourceCombatant = combatant; MapManager map = GameObject.FindGameObjectWithTag("Map").GetComponent <MapManager>(); //List<Tile> tiles = map.GetTilesInRange(combatant.Tile, 1, true); List <Tile> tiles = map.GetTilesInRangeThreadsafe(combatant.Tile.TileData, 1, TeamId.MOVE_THROUGH_ALL) .ConvertAll(t => t.Tile); tiles.Remove(combatant.Tile); GameObject objToSpawn = new GameObject("Tile Picker - Attack"); objToSpawn.AddComponent <TilePicker>(); TilePicker tilePicker = objToSpawn.GetComponent <TilePicker>(); tilePicker.SetTiles(tiles); tilePicker.battleStateTracker.previous = this.parentMenu.battleStateTracker; tilePicker.SetBattleOrder(order); parentMenu.CleanUp(); }
public void ExecuteTurn_WhenGroupRandomReturns1AndGroupHasNoObjectsLeft_ShouldReturnFirstObjectFromFirstGroup( [Frozen] IBattleRandom battleRandom, BattleOrder battleOrder) { // 999 controls order to be defense // 1 is the second group idx // 0 is the first combat obj idx battleRandom.Next(Arg.Any <int>()).Returns(999, 1, 0); ICombatObject outCombatObject; ICombatGroup outCombatGroup; BattleManager.BattleSide foundInGroup; var attackerObject = CreateCombatObject(round: 0); var attackerGroup = CreateGroup(attackerObject); var attackerList = CreateList(upkeepNotParticipated: 1, combatGroups: attackerGroup); var defenderObject1 = CreateCombatObject(round: 0); var defenderGroup1 = CreateGroup(defenderObject1); var defenderObject2 = CreateCombatObject(round: 1); var defenderGroup2 = CreateGroup(defenderObject2); var defenderList = CreateList(upkeepNotParticipated: 999, combatGroups: new [] { defenderGroup1, defenderGroup2 }); var result = battleOrder.NextObject(0, attackerList, defenderList, out outCombatObject, out outCombatGroup, out foundInGroup); result.Should().Be(true); outCombatObject.Should().Be(defenderObject1); ((object)outCombatGroup).Should().Be(defenderGroup1); foundInGroup.Should().Be(BattleManager.BattleSide.Defense); }
public override void Execute() { parentMenu.gameObject.SetActive(false); Debug.Log("Move! - " + combatant); BattleOrder order = new BattleOrder(); order.Action = "move"; order.SourceCombatant = combatant; MapManager map = GameObject.FindGameObjectWithTag("Map").GetComponent <MapManager>(); //List<Tile> tiles = map.GetTilesInRange(combatant.Tile, combatant.Stats.Movement, false); List <Tile> tiles = map.GetTilesInRangeThreadsafe(combatant.Tile.TileData, combatant.Stats.Movement).ConvertAll(t => t.Tile); tiles = TileUtility.FilterOutOccupiedTiles(tiles); // TODO also maybe cache tilepicker results GameObject objToSpawn = new GameObject("Tile Picker - Move"); objToSpawn.AddComponent <TilePicker>(); TilePicker tilePicker = objToSpawn.GetComponent <TilePicker>(); tilePicker.SetTileParamsMove(combatant); //tilePicker.SetTiles(tiles); tilePicker.battleStateTracker.previous = this.parentMenu.battleStateTracker; tilePicker.SetBattleOrder(order); parentMenu.CleanUp(); }
public void Enact(BattleOrder battleOrder) { this.battleOrder = battleOrder; Debug.Log("woah battle order!" + battleOrder); if ("attack".Equals(battleOrder.Action)) { battleOrder.SourceCombatant.Stats.TurnStats.ConsumeAttack(); battleOrder.SourceCombatant.StartAttackAnimation(battleOrder.TargetTile); state = State.ATTACKING; //TODO shuffle this somewhere else ApplyDamage(); } else if ("move".Equals(battleOrder.Action)) { battleOrder.SourceCombatant.Stats.TurnStats.ConsumeMovement(); MapManager map = GameObject.FindGameObjectWithTag("Map").GetComponent <MapManager>(); // TODO clean up tilePath = map.GetShortestPathThreadsafe(battleOrder.SourceCombatant.Tile.TileData, battleOrder.TargetTile.TileData, TeamId.EnemyTeam).ConvertAll(t => t.Tile); previousHop = tilePath[0]; nextHop = tilePath[0]; state = State.MOVING; } else if ("endturn".Equals(battleOrder.Action)) { battleOrder.SourceCombatant.Stats.TurnStats.EndTurn(); state = State.FINISHED; } }
public void ExecuteTurn_WhenDoesNotHaveObjectsInCurrentRoundAndGroupRandomReturns0AndFirstGroupIsEmpty_ShouldReturnObjectFromSecondGroup( [Frozen] IBattleRandom battleRandom, BattleOrder battleOrder) { // 999 controls order to be defense // 0 is the to always return first obj and first group battleRandom.Next(Arg.Any <int>()).Returns(999, 0); ICombatObject outCombatObject; ICombatGroup outCombatGroup; BattleManager.BattleSide foundInGroup; var attackerObject = CreateCombatObject(round: 1); var attackerGroup = CreateGroup(attackerObject); var attackerList = CreateList(upkeepNotParticipated: 1, combatGroups: attackerGroup); var defenderGroup1 = CreateGroup(); var defenderObject2 = CreateCombatObject(round: 1); var defenderGroup2 = CreateGroup(defenderObject2); var defenderList = CreateList(upkeepNotParticipated: 999, combatGroups: new [] { defenderGroup1, defenderGroup2 }); var result = battleOrder.NextObject(0, attackerList, defenderList, out outCombatObject, out outCombatGroup, out foundInGroup); result.Should().Be(false); outCombatObject.Should().Be(defenderObject2); ((object)outCombatGroup).Should().Be(defenderGroup2); foundInGroup.Should().Be(BattleManager.BattleSide.Defense); }
public void ExecuteTurn_WhenDoesNotHaveObjectsInCurrentRoundAndGroupRandomReturns0AndObjectRandomReturns1_ShouldReturnSecondObjectFromFirstGroup( [Frozen] IBattleRandom battleRandom, BattleOrder battleOrder) { // 999 controls order to be defense // 0 is the first group idx // 1 is the second combat obj idx // 1 is the random obj after we've found no objects are in the current round // 0 is going to be when looking into the attacker list (for group and obj) after it didnt find a defense battleRandom.Next(Arg.Any <int>()).Returns(999, 0, 1, 1, 0); ICombatObject outCombatObject; ICombatGroup outCombatGroup; BattleManager.BattleSide foundInGroup; var attackerObject = CreateCombatObject(round: 1); var attackerGroup = CreateGroup(attackerObject); var attackerList = CreateList(upkeepNotParticipated: 1, combatGroups: attackerGroup); var defenderObject1 = CreateCombatObject(round: 1); var defenderObject2 = CreateCombatObject(round: 1); var defenderGroup = CreateGroup(defenderObject1, defenderObject2); var defenderList = CreateList(upkeepNotParticipated: 999, combatGroups: defenderGroup); var result = battleOrder.NextObject(0, attackerList, defenderList, out outCombatObject, out outCombatGroup, out foundInGroup); result.Should().Be(false); outCombatObject.Should().Be(defenderObject2); ((object)outCombatGroup).Should().Be(defenderGroup); foundInGroup.Should().Be(BattleManager.BattleSide.Defense); }
public void BeginTask(BattleOrder order) { _order = order; _selectUnits = new List <int>(); switch (_unitType) { case TaskUnitType.Self: { bFinish = true; BattleProcedure.CurSession.Field.FindUnit(BattleProcedure.CurSession.CurSelectUid).SetSelected(true); _selectUnits.Add(BattleProcedure.CurSession.CurSelectUid); _order.units.Add(BattleProcedure.CurSession.CurSelectUid); break; } case TaskUnitType.Friend: { break; } case TaskUnitType.Enemy: { GestureManager.Instance.ClickAction += OnClick; break; } default: return; } }
public void NextObject_WhenCalled_CorrectAttackerIsReturned(int randomness, int attackerUpkeep, int defenderUpkeep, BattleManager.BattleSide side) { var random = Substitute.For <IBattleRandom>(); random.Next(Arg.Any <int>()).Returns(randomness); BattleOrder battleOrder = new BattleOrder(random); ICombatObject outCombatObject; ICombatGroup outCombatGroup; BattleManager.BattleSide foundInGroup; var attackerObject = CreateCombatObject(0); var attackerGroup = CreateGroup(attackerObject); var attackerList = CreateList(attackerUpkeep, attackerGroup); var defenderObject = CreateCombatObject(0); var defenderGroup = CreateGroup(defenderObject); var defenderList = CreateList(defenderUpkeep, defenderGroup); var result = battleOrder.NextObject(0, attackerList, defenderList, out outCombatObject, out outCombatGroup, out foundInGroup); result.Should().Be(true); outCombatObject.Should().Be(side == BattleManager.BattleSide.Attack ? attackerObject : defenderObject); foundInGroup.Should().Be(side); random.Received(1).Next(defenderUpkeep + attackerUpkeep); }
public override void Execute() { parentMenu.gameObject.SetActive(false); Debug.Log("Move! - " + combatant); BattleOrder order = new BattleOrder(); order.Action = "move"; order.SourceCombatant = combatant; MapManager map = GameObject.FindGameObjectWithTag("Map").GetComponent<MapManager>(); //List<Tile> tiles = map.GetTilesInRange(combatant.Tile, combatant.Stats.Movement, false); List<Tile> tiles = map.GetTilesInRangeThreadsafe(combatant.Tile.TileData, combatant.Stats.Movement).ConvertAll(t => t.Tile); tiles = TileUtility.FilterOutOccupiedTiles(tiles); // TODO also maybe cache tilepicker results GameObject objToSpawn = new GameObject("Tile Picker - Move"); objToSpawn.AddComponent<TilePicker>(); TilePicker tilePicker = objToSpawn.GetComponent<TilePicker>(); tilePicker.SetTileParamsMove(combatant); //tilePicker.SetTiles(tiles); tilePicker.battleStateTracker.previous = this.parentMenu.battleStateTracker; tilePicker.SetBattleOrder(order); parentMenu.CleanUp(); }
public void StopInputJob() { if (_curOrder != null) { _curOrder.StopTask(); _curOrder = null; } }
public void SetBattleOrder(BattleOrder order, bool autoConfirm) { this.order = order; order.TargetTile.OnCursorOver(); SetupCharacterPanes(); this.autoConfirm = autoConfirm; }
public void SetBattleOrder(BattleOrder order, bool autoConfirm) { this.order = order; order.TargetTile.OnCursorOver(); SetupCharacterPanes(); this.autoConfirm = autoConfirm; }
public void OnEnter(FSMContext context) { _fsm = context.FSM; SetReady(false); paramList = BattleProcedure.CurSession.CurPlayReq.Cast <List <LuaTable> >(); playOrder = BattleProcedure.CurSession.OrderController.TakeInputJob(paramList); EventManager.Instance.On(EventConst.ON_QUIT_PALYCARD, OnQuitPlayCard); }
public void Populate(BattleOrder order) { this.order = order; actionText.text = order.Action; if (order.TargetTile.GetOccupant() != null && !order.TargetTile.GetOccupant().Stats.HasStatus("dead")) { CombatantStats stats = order.SourceCombatant.Stats; damageText.text = " " + stats.AttackPower + " Dmg \n " + stats.Accuracy + " % Acc"; } else { damageText.text = "-/-"; } }
private void SetReady(bool value) { if (bReady == value) { return; } bReady = value; BattleOrder order = value ? playOrder : null; BattleProcedure.CurLuaSession.UpdateReadyOrder(bReady, order); }
public override void Execute() { Debug.Log("end turn!"); BattleOrder order = new BattleOrder(); order.SourceCombatant = parentMenu.Combatant; order.Action = "endturn"; GameObject enactor = new GameObject("BattleOrderEnactor Action"); enactor.AddComponent<BattleOrderEnactor>(); enactor.GetComponent<BattleOrderEnactor>().battleStateTracker.previous = this.parentMenu.battleStateTracker; enactor.GetComponent<BattleOrderEnactor>().Enact(order); parentMenu.CleanUp(); }
public void Populate(BattleOrder order) { this.order = order; actionText.text = order.Action; if (order.TargetTile.GetOccupant() != null && !order.TargetTile.GetOccupant().Stats.HasStatus("dead")) { CombatantStats stats = order.SourceCombatant.Stats; damageText.text = " " + stats.AttackPower + " Dmg \n " + stats.Accuracy + " % Acc"; } else { damageText.text = "-/-"; } }
public override void Execute() { Debug.Log("end turn!"); BattleOrder order = new BattleOrder(); order.SourceCombatant = parentMenu.Combatant; order.Action = "endturn"; GameObject enactor = new GameObject("BattleOrderEnactor Action"); enactor.AddComponent <BattleOrderEnactor>(); enactor.GetComponent <BattleOrderEnactor>().battleStateTracker.previous = this.parentMenu.battleStateTracker; enactor.GetComponent <BattleOrderEnactor>().Enact(order); parentMenu.CleanUp(); }
public BattleOrder TakeInputJob(List <LuaTable> taskTable) { _curOrder = new BattleOrder(); _curOrder.type = OrderType.Play; _curOrder.bFinish = false; _curOrder.tasks = new List <IInputTask>(); for (int i = 0; i < taskTable.Count; ++i) { InputTaskType taskType = (InputTaskType)taskTable[i].Get <int>("taskType"); var task = CreateTask(taskType); task.InjectData(taskTable[i]); _curOrder.tasks.Add(task); } return(_curOrder); }
public void Calculate() { Debug.Log("Creating AI Order..."); if (!combatant.Stats.TurnStats.HasAITurnPlan()) { Debug.Log("Creating turn plan..."); combatant.Stats.TurnStats.AITurnPlan = CreateTurnPlan(); combatant.Stats.TurnStats.AITurnPlan.map = map; Debug.Log("finished creating turn plan: " + combatant.Stats.TurnStats.AITurnPlan.TurnPlan); } Debug.Log("Onto exection of plan..."); // Execute Plan this.BattleOrder = combatant.Stats.TurnStats.AITurnPlan.CreateNextBattleOrder(); isDone = true; }
public BattleOrder CreateNextBattleOrder() { actionsTaken = actionsTaken + 1; BattleOrder battleOrder = new BattleOrder(); battleOrder.SourceCombatant = combatant; switch (this.TurnPlan) { case Plan.MOVE_AND_ATTACK: if (actionsTaken == 1) { battleOrder.Action = "move"; battleOrder.TargetTile = FurthestValidTile(this.Destination).Tile; } else if (actionsTaken == 2) { battleOrder.Action = "attack"; battleOrder.TargetTile = this.Target.Tile; } return battleOrder; case Plan.ATTACK_AND_BACK_OFF: if (actionsTaken == 1) { battleOrder.Action = "attack"; battleOrder.TargetTile = this.Target.Tile; } else if (actionsTaken == 2) { battleOrder.Action = "endturn"; } return battleOrder; case Plan.MOVE_AND_END_TURN: if (actionsTaken == 1) { battleOrder.Action = "move"; battleOrder.TargetTile = FurthestValidTile(this.Destination).Tile; } else if (actionsTaken == 2) { battleOrder.Action = "endturn"; } return battleOrder; case Plan.ATTACK_AND_END_TURN: if (actionsTaken == 1) { battleOrder.Action = "attack"; battleOrder.TargetTile = this.Target.Tile; } else if (actionsTaken == 2) { battleOrder.Action = "endturn"; } return battleOrder; case Plan.END_TURN: battleOrder.Action = "endturn"; return battleOrder; default: return null; } }
public void ExecuteTurn_WhenGroupsAreEmpty_ShouldReturnTrueAndNullObjAndNullGroup( BattleOrder battleOrder) { ICombatObject outCombatObject; ICombatGroup outCombatGroup; BattleManager.BattleSide foundInGroup; var attackerList = CreateList(upkeepNotParticipated: 0, combatGroups: CreateGroup()); var defenderList = CreateList(upkeepNotParticipated: 0, combatGroups: CreateGroup()); var result = battleOrder.NextObject(0, attackerList, defenderList, out outCombatObject, out outCombatGroup, out foundInGroup); result.Should().Be(true); outCombatObject.Should().BeNull(); ((object)outCombatGroup).Should().BeNull(); }
/// <summary> /// 普攻受击伤害 /// </summary> /// <param name="battleOrder"></param> public void OnDamageTaken(BattleOrder battleOrder) { if (this.isDead) { return; } //类似 闪避 免疫功能的实现 //if (blMissGongBing && (battleOrder.attacker.playInfo.armyID / 10) % 10 == 3) //{ // //AddHUDText("免疫", eScoreFlashType.Common); // AddHUDText("Icon/Skill/SkillHudTag/免疫", eScoreFlashType.SkillUp); // return; //} if (Damage(battleOrder.damageInfo.damage, battleOrder.target.position, battleOrder.damageInfo.alignment)) { battleOrder.target = null; } }
public void BeginTask(BattleOrder order) { _order = order; switch (_type) { case TaskPathType.WalkPath: { _uid = _order.units[_order.units.Count - 1]; CameraManager.Instance.FocusUnit(_uid); GestureManager.Instance.ClickAction += OnClick; GestureManager.Instance.LongPressBeginAction += OnBeginPress; GestureManager.Instance.LongPressAction += OnPressMove; GestureManager.Instance.LongPressEndAction += OnEndPress; BattleProcedure.CurSession.Map.ShowUnitMovableRegion(_uid, true, _count); break; } default: return; } }
public void TestNoMoreAttacker(BattleOrder battleOrder) { ICombatObject outCombatObject; ICombatGroup outCombatGroup; BattleManager.BattleSide foundInGroup; var attackerObject = CreateCombatObject(1); var attackerList = CreateList(0, CreateGroup(attackerObject)); attackerList.UpkeepNotParticipatedInRound(1).Returns(1); var defenderList = CreateList(0, CreateGroup(CreateCombatObject(1))); defenderList.UpkeepNotParticipatedInRound(1).Returns(0); battleOrder.NextObject(0, attackerList, defenderList, out outCombatObject, out outCombatGroup, out foundInGroup).Should().Be(false); foundInGroup.Should().Be(BattleManager.BattleSide.Attack); outCombatObject.Should().Be(attackerObject); }
public override void Execute() { parentMenu.gameObject.SetActive(false); Debug.Log("attack! - " + combatant); BattleOrder order = new BattleOrder(); order.Action = "attack"; order.SourceCombatant = combatant; MapManager map = GameObject.FindGameObjectWithTag("Map").GetComponent<MapManager>(); //List<Tile> tiles = map.GetTilesInRange(combatant.Tile, 1, true); List<Tile> tiles = map.GetTilesInRangeThreadsafe(combatant.Tile.TileData, 1, TeamId.MOVE_THROUGH_ALL) .ConvertAll(t => t.Tile); tiles.Remove(combatant.Tile); GameObject objToSpawn = new GameObject("Tile Picker - Attack"); objToSpawn.AddComponent<TilePicker>(); TilePicker tilePicker = objToSpawn.GetComponent<TilePicker>(); tilePicker.SetTiles(tiles); tilePicker.battleStateTracker.previous = this.parentMenu.battleStateTracker; tilePicker.SetBattleOrder(order); parentMenu.CleanUp(); }
public void SetBattleOrder(BattleOrder order) { this.SetBattleOrder(order, false); }
public void NextObject_WhenNextObjectShouldBeAttackerAndNotAttackersLeft_ShouldChooseDefense(BattleOrder battleOrder) { ICombatObject outCombatObject; ICombatGroup outCombatGroup; BattleManager.BattleSide foundInGroup; var expectedObject = CreateCombatObject(0); var expectedGroup = CreateGroup(CreateCombatObject(1), expectedObject, CreateCombatObject(0)); battleOrder.NextObject(0, CreateList(1, CreateGroup(CreateCombatObject(1))), CreateList(1, expectedGroup), out outCombatObject, out outCombatGroup, out foundInGroup).Should().Be(true); outCombatObject.Should().Be(expectedObject); foundInGroup.Should().Be(BattleManager.BattleSide.Defense); }
public void SetBattleOrder(BattleOrder battleOrder) { this.battleOrder = battleOrder; }
public void NextObject_WhenNextObjectIsWaitingToJoinBattleIsTrue_ShouldNotChooseThatObject(BattleOrder battleOrder) { ICombatObject outCombatObject; ICombatGroup outCombatGroup; BattleManager.BattleSide foundInGroup; var expectedObject = CreateCombatObject(0); var isStillWaitingToJoinbattleCombatObject = CreateCombatObject(0); isStillWaitingToJoinbattleCombatObject.IsWaitingToJoinBattle.Returns(true); var result = battleOrder.NextObject(0, CreateList(1, CreateGroup(isStillWaitingToJoinbattleCombatObject, expectedObject)), CreateList(1, CreateGroup(CreateCombatObject(1))), out outCombatObject, out outCombatGroup, out foundInGroup); result.Should().Be(true); outCombatObject.Should().Be(expectedObject); foundInGroup.Should().Be(BattleManager.BattleSide.Attack); }
public void NextObject_WhenNextObjectShouldBeDefenderAndNoDefendersAreLeftInTheRound_ShouldChooseAttacker(BattleOrder battleOrder) { ICombatObject outCombatObject; ICombatGroup outCombatGroup; BattleManager.BattleSide foundInGroup; var expectedObject = CreateCombatObject(0); var result = battleOrder.NextObject(0, CreateList(1, CreateGroup(CreateCombatObject(1), expectedObject, CreateCombatObject(0))), CreateList(1, CreateGroup(CreateCombatObject(1))), out outCombatObject, out outCombatGroup, out foundInGroup); result.Should().Be(true); outCombatObject.Should().Be(expectedObject); foundInGroup.Should().Be(BattleManager.BattleSide.Attack); }
public void SetBattleOrder(BattleOrder battleOrder) { this.battleOrder = battleOrder; }
public BattleOrder CreateNextBattleOrder() { actionsTaken = actionsTaken + 1; BattleOrder battleOrder = new BattleOrder(); battleOrder.SourceCombatant = combatant; switch (this.TurnPlan) { case Plan.MOVE_AND_ATTACK: if (actionsTaken == 1) { battleOrder.Action = "move"; battleOrder.TargetTile = FurthestValidTile(this.Destination).Tile; } else if (actionsTaken == 2) { battleOrder.Action = "attack"; battleOrder.TargetTile = this.Target.Tile; } return(battleOrder); case Plan.ATTACK_AND_BACK_OFF: if (actionsTaken == 1) { battleOrder.Action = "attack"; battleOrder.TargetTile = this.Target.Tile; } else if (actionsTaken == 2) { battleOrder.Action = "endturn"; } return(battleOrder); case Plan.MOVE_AND_END_TURN: if (actionsTaken == 1) { battleOrder.Action = "move"; battleOrder.TargetTile = FurthestValidTile(this.Destination).Tile; } else if (actionsTaken == 2) { battleOrder.Action = "endturn"; } return(battleOrder); case Plan.ATTACK_AND_END_TURN: if (actionsTaken == 1) { battleOrder.Action = "attack"; battleOrder.TargetTile = this.Target.Tile; } else if (actionsTaken == 2) { battleOrder.Action = "endturn"; } return(battleOrder); case Plan.END_TURN: battleOrder.Action = "endturn"; return(battleOrder); default: return(null); } }
public void SetBattleOrder(BattleOrder order) { this.SetBattleOrder(order, false); }