/// <summary> /// Handles ordnance factory construction. /// </summary> /// <param name="P">List of factions.</param> public static void OrdnanceFactoryBuild(BindingList <Faction> P) { /// <summary> /// Subtract the construction cycle from the construction tick. /// </summary> foreach (Faction CurrentFaction in P) { foreach (Population CurrentPopulation in CurrentFaction.Populations) { /// <summary> /// How much construction work per day does this colony do? default should be 5 day construction cycle. /// </summary> float CurrentIndustry = CurrentPopulation.CalcTotalOrdnanceIndustry() * Constants.Colony.ConstructionCycleFraction; float BuildPercentage = 0.0f; foreach (MissileBuildQueueItem CurrentConstruction in CurrentPopulation.MissileBuildQueue) { /// <summary> /// Check to see if this item is in the current build queue, or has to wait for capacity to free up. /// </summary> if ((BuildPercentage + CurrentConstruction.buildCapacity) <= 100.0f) { BuildPercentage = BuildPercentage + CurrentConstruction.buildCapacity; } else { break; } /// <summary> /// Calculate Completion Estimate: /// </summary> float BPRequirement = (float)Math.Floor(CurrentConstruction.numToBuild) * (float)CurrentConstruction.costPerItem; float DaysInYear = (float)Constants.TimeInSeconds.RealYear / (float)Constants.TimeInSeconds.Day; float YearsOfProduction = (BPRequirement / CurrentConstruction.buildCapacity); if (CurrentConstruction.buildCapacity != 0.0f && YearsOfProduction < Constants.Colony.TimerYearMax) { int TimeToBuild = (int)Math.Floor(YearsOfProduction * DaysInYear); DateTime EstTime = GameState.Instance.GameDateTime; TimeSpan TS = new TimeSpan(TimeToBuild, 0, 0, 0); EstTime = EstTime.Add(TS); CurrentConstruction.completionDate = EstTime; } /// <summary> /// This construction project is paused right now. /// </summary> if (CurrentConstruction.inProduction == false) { continue; } /// <summary> /// how much of total industry does this build project use? /// </summary> float DevotedIndustry = (CurrentConstruction.buildCapacity / 100.0f) * CurrentIndustry; float Completion = DevotedIndustry / (float)CurrentConstruction.costPerItem; /// <summary> /// Do I have the minerals to build this missile? /// </summary> bool CanBuild = CurrentPopulation.MineralRequirement(CurrentConstruction.ordnanceDef.minerialsCost, Completion); if (CanBuild == false) { String Entry = String.Format("Insufficent Minerals to continue build order on {0} for {1}x {2}", CurrentPopulation, CurrentConstruction.numToBuild, CurrentConstruction.Name); MessageEntry Msg = new MessageEntry(MessageEntry.MessageType.ColonyLacksMinerals, CurrentPopulation.Contact.Position.System, CurrentPopulation.Contact, GameState.Instance.GameDateTime, GameState.Instance.LastTimestep, Entry); CurrentFaction.MessageLog.Add(Msg); continue; } /// <summary> /// Adjust number to build downward to reflect construction happening. /// </summary> CurrentConstruction.numToBuild = CurrentConstruction.numToBuild - Completion; CurrentPopulation.HandleBuildItemCost(CurrentConstruction.costPerItem, CurrentConstruction.ordnanceDef.minerialsCost, Completion); CurrentPopulation.LoadMissileToStockpile(CurrentConstruction.ordnanceDef, Completion); } /// <summary> /// Cleanup the CBQ here. /// </summary> for (int MBQIterator = 0; MBQIterator < CurrentPopulation.MissileBuildQueue.Count; MBQIterator++) { if (CurrentPopulation.MissileBuildQueue[MBQIterator].numToBuild <= 0.0f) { CurrentPopulation.MissileBuildQueue.RemoveAt(MBQIterator); MBQIterator--; } } } } }
/// <summary> /// Handles ordnance factory construction. /// </summary> /// <param name="P">List of factions.</param> public static void OrdnanceFactoryBuild(BindingList <Faction> P) { /// <summary> /// Subtract the construction cycle from the construction tick. /// </summary> foreach (Faction CurrentFaction in P) { foreach (Population CurrentPopulation in CurrentFaction.Populations) { /// <summary> /// How much construction work per day does this colony do? default should be 5 day construction cycle. /// </summary> float TimeAdjust = (float)Constants.Colony.ConstructionCycle / (float)Constants.TimeInSeconds.Year; float CurrentIndustry = CurrentPopulation.CalcTotalOrdnanceIndustry() * TimeAdjust; float BuildPercentage = 0.0f; foreach (MissileBuildQueueItem CurrentConstruction in CurrentPopulation.MissileBuildQueue) { /// <summary> /// Check to see if this item is in the current build queue, or has to wait for capacity to free up. /// </summary> if ((BuildPercentage + CurrentConstruction.buildCapacity) <= 100.0f) { BuildPercentage = BuildPercentage + CurrentConstruction.buildCapacity; } else { break; } /// <summary> /// This construction project is paused right now. /// </summary> if (CurrentConstruction.inProduction == false) { continue; } /// <summary> /// how much of total industry does this build project use? /// </summary> float DevotedIndustry = (CurrentConstruction.buildCapacity / 100.0f) * CurrentIndustry; float Completion = DevotedIndustry / (float)CurrentConstruction.costPerItem; int NumberBuilt = 0; /// <summary> /// Final bit of a construction project to complete. /// </summary> if (Completion >= CurrentConstruction.numToBuild) { NumberBuilt = (int)Math.Floor(CurrentConstruction.numToBuild); Completion = CurrentConstruction.numToBuild; } /// <summary> /// This is a new build item. /// </summary> else if (Math.Floor(CurrentConstruction.numToBuild) == CurrentConstruction.numToBuild) { /// <summary> /// This colony will build or start to build this many items. charge for all of them. /// </summary> NumberBuilt = (int)Math.Ceiling(Completion); /// <summary> /// the colony can build everything in one go. /// </summary> if (NumberBuilt >= Math.Floor(CurrentConstruction.numToBuild)) { NumberBuilt = (int)Math.Floor(CurrentConstruction.numToBuild); Completion = CurrentConstruction.numToBuild; } } /// <summary> /// This is an inprogress item, new items will be started however. /// </summary> else if ((CurrentConstruction.numToBuild - Completion) < Math.Floor(CurrentConstruction.numToBuild)) { /// <summary> /// Adjust out the current build fraction, and then calculate how many new items will be started. float CurBuildReq = (CurrentConstruction.numToBuild - (float)Math.Floor(CurrentConstruction.numToBuild)); NumberBuilt = (int)Math.Ceiling(Completion - CurBuildReq); if (NumberBuilt > Math.Floor(CurrentConstruction.numToBuild)) { NumberBuilt = (int)Math.Floor(CurrentConstruction.numToBuild); } } /// <summary> /// Do I have the minerals to build this missile? /// </summary> bool CanBuild = CurrentPopulation.MineralRequirement(CurrentConstruction.ordnanceDef.minerialsCost); if (CanBuild == false) { String Entry = String.Format("Insufficent Minerals to continue build order on {0} for {1}x {2}", CurrentPopulation, CurrentConstruction.numToBuild, CurrentConstruction.Name); MessageEntry Msg = new MessageEntry(MessageEntry.MessageType.ColonyLacksMinerals, CurrentPopulation.Contact.Position.System, CurrentPopulation.Contact, GameState.Instance.GameDateTime, GameState.Instance.LastTimestep, Entry); CurrentFaction.MessageLog.Add(Msg); continue; } /// <summary> /// Adjust number to build downward to reflect construction happening. /// </summary> int CompletedItems = (int)Math.Ceiling(CurrentConstruction.numToBuild); CurrentConstruction.numToBuild = CurrentConstruction.numToBuild - Completion; CompletedItems = CompletedItems - (int)Math.Ceiling(CurrentConstruction.numToBuild); CurrentPopulation.HandleBuildItemCost((CurrentConstruction.costPerItem * NumberBuilt), CurrentConstruction.ordnanceDef.minerialsCost); CurrentPopulation.LoadMissileToStockpile(CurrentConstruction.ordnanceDef, CompletedItems); } /// <summary> /// Cleanup the CBQ here. /// </summary> for (int MBQIterator = 0; MBQIterator < CurrentPopulation.MissileBuildQueue.Count; MBQIterator++) { if (CurrentPopulation.MissileBuildQueue[MBQIterator].numToBuild == 0.0f) { CurrentPopulation.MissileBuildQueue.RemoveAt(MBQIterator); MBQIterator--; } } } } }
/// <summary> /// Processes construction factory work for every faction. /// </summary> /// <param name="P">List of factions.</param> public static void ConstructionFactoryBuild(BindingList <Faction> P) { /// <summary> /// Subtract the construction cycle from the construction tick. /// </summary> foreach (Faction CurrentFaction in P) { foreach (Population CurrentPopulation in CurrentFaction.Populations) { /// <summary> /// How much construction work per day does this colony do? default should be 5 day construction cycle. /// </summary> float CurrentIndustry = CurrentPopulation.CalcTotalIndustry() * Constants.Colony.ConstructionCycleFraction; float BuildPercentage = 0.0f; foreach (ConstructionBuildQueueItem CurrentConstruction in CurrentPopulation.ConstructionBuildQueue) { /// <summary> /// Check to see if this item is in the current build queue, or has to wait for capacity to free up. /// </summary> if ((BuildPercentage + CurrentConstruction.buildCapacity) <= 100.0f) { BuildPercentage = BuildPercentage + CurrentConstruction.buildCapacity; } else { break; } /// <summary> /// Calculate Completion Estimate: /// </summary> float BPRequirement = (float)Math.Floor(CurrentConstruction.numToBuild) * (float)CurrentConstruction.costPerItem; float DaysInYear = (float)Constants.TimeInSeconds.RealYear / (float)Constants.TimeInSeconds.Day; float YearsOfProduction = (BPRequirement / CurrentConstruction.buildCapacity); if (CurrentConstruction.buildCapacity != 0.0f && YearsOfProduction < Constants.Colony.TimerYearMax) { int TimeToBuild = (int)Math.Floor(YearsOfProduction * DaysInYear); DateTime EstTime = GameState.Instance.GameDateTime; TimeSpan TS = new TimeSpan(TimeToBuild, 0, 0, 0); EstTime = EstTime.Add(TS); CurrentConstruction.completionDate = EstTime; } /// <summary> /// This construction project is paused right now. /// </summary> if (CurrentConstruction.inProduction == false) { continue; } /// <summary> /// how much of total industry does this build project use? /// </summary> float DevotedIndustry = (CurrentConstruction.buildCapacity / 100.0f) * CurrentIndustry; float Completion = DevotedIndustry / (float)CurrentConstruction.costPerItem; bool CIRequired = false; bool MineRequired = false; bool CanBuild = false; /// <summary> /// Conventional industry must also be used. /// </summary> if (CurrentConstruction.buildType == ConstructionBuildQueueItem.CBType.PlanetaryInstallation) { if ((int)CurrentConstruction.installationBuild.Type >= (int)Installation.InstallationType.ConvertCIToConstructionFactory && (int)CurrentConstruction.installationBuild.Type <= (int)Installation.InstallationType.ConvertCIToOrdnanceFactory) { CIRequired = true; CanBuild = CurrentPopulation.CIRequirement(Completion); if (CanBuild == false) { String Entry = String.Format("Insufficent Conventional Industry to continue build order on {0} for {1}x {2}", CurrentPopulation, CurrentConstruction.numToBuild, CurrentConstruction.Name); MessageEntry Msg = new MessageEntry(MessageEntry.MessageType.ColonyLacksCI, CurrentPopulation.Contact.Position.System, CurrentPopulation.Contact, GameState.Instance.GameDateTime, GameState.Instance.LastTimestep, Entry); CurrentFaction.MessageLog.Add(Msg); continue; } } if ((int)CurrentConstruction.installationBuild.Type == (int)Installation.InstallationType.ConvertMineToAutomated) { MineRequired = true; CanBuild = CurrentPopulation.MineRequirement(Completion); if (CanBuild == false) { String Entry = String.Format("Insufficent Mines to continue build order on {0} for {1}x {2}", CurrentPopulation, CurrentConstruction.numToBuild, CurrentConstruction.Name); MessageEntry Msg = new MessageEntry(MessageEntry.MessageType.ColonyLacksCI, CurrentPopulation.Contact.Position.System, CurrentPopulation.Contact, GameState.Instance.GameDateTime, GameState.Instance.LastTimestep, Entry); CurrentFaction.MessageLog.Add(Msg); continue; } } } /// <summary> /// Check mineral costs to see if this can be built. /// </summary> switch (CurrentConstruction.buildType) { #warning PDC construction needs to be implemented here and slightly further down. case ConstructionBuildQueueItem.CBType.PlanetaryInstallation: CanBuild = CurrentPopulation.MineralRequirement(CurrentConstruction.installationBuild.MinerialsCost, Completion); break; case ConstructionBuildQueueItem.CBType.ShipComponent: CanBuild = CurrentPopulation.MineralRequirement(CurrentConstruction.componentBuild.minerialsCost, Completion); break; case ConstructionBuildQueueItem.CBType.PDCConstruction: break; case ConstructionBuildQueueItem.CBType.PDCPrefab: break; case ConstructionBuildQueueItem.CBType.PDCAssembly: break; case ConstructionBuildQueueItem.CBType.PDCRefit: break; case ConstructionBuildQueueItem.CBType.MaintenanceSupplies: CanBuild = CurrentPopulation.MineralRequirement(Constants.Colony.MaintenanceMineralCost, Completion); break; } if (CanBuild == false) { String Entry = String.Format("Insufficent Minerals to continue build order on {0} for {1}x {2}", CurrentPopulation, CurrentConstruction.numToBuild, CurrentConstruction.Name); MessageEntry Msg = new MessageEntry(MessageEntry.MessageType.ColonyLacksMinerals, CurrentPopulation.Contact.Position.System, CurrentPopulation.Contact, GameState.Instance.GameDateTime, GameState.Instance.LastTimestep, Entry); CurrentFaction.MessageLog.Add(Msg); continue; } /// <summary> /// Adjust number to build downward to reflect construction happening. /// </summary> CurrentConstruction.numToBuild = CurrentConstruction.numToBuild - Completion; /// <summary> /// Handle the cost and build the item. /// </summary> switch (CurrentConstruction.buildType) { case ConstructionBuildQueueItem.CBType.PlanetaryInstallation: if (CIRequired == false && MineRequired == false) { CurrentPopulation.HandleBuildItemCost(CurrentConstruction.costPerItem, CurrentConstruction.installationBuild.MinerialsCost, Completion); } else if (CIRequired == true && MineRequired == false) { CurrentPopulation.HandleBuildItemCost(CurrentConstruction.costPerItem, CurrentConstruction.installationBuild.MinerialsCost, Completion, CIRequired, MineRequired); } else if (CIRequired == false && MineRequired == true) { CurrentPopulation.HandleBuildItemCost(CurrentConstruction.costPerItem, CurrentConstruction.installationBuild.MinerialsCost, Completion, CIRequired, MineRequired); } CurrentPopulation.AddInstallation(CurrentConstruction.installationBuild, Completion); break; case ConstructionBuildQueueItem.CBType.ShipComponent: CurrentPopulation.HandleBuildItemCost(CurrentConstruction.costPerItem, CurrentConstruction.componentBuild.minerialsCost, Completion); CurrentPopulation.AddComponentsToStockpile(CurrentConstruction.componentBuild, Completion); break; case ConstructionBuildQueueItem.CBType.PDCConstruction: break; case ConstructionBuildQueueItem.CBType.PDCPrefab: break; case ConstructionBuildQueueItem.CBType.PDCAssembly: break; case ConstructionBuildQueueItem.CBType.PDCRefit: break; case ConstructionBuildQueueItem.CBType.MaintenanceSupplies: CurrentPopulation.HandleBuildItemCost(CurrentConstruction.costPerItem, Constants.Colony.MaintenanceMineralCost, Completion); CurrentPopulation.AddMSP(Completion); break; } } /// <summary> /// Cleanup the CBQ here. /// </summary> for (int CBQIterator = 0; CBQIterator < CurrentPopulation.ConstructionBuildQueue.Count; CBQIterator++) { if (CurrentPopulation.ConstructionBuildQueue[CBQIterator].numToBuild <= 0.0f) { CurrentPopulation.ConstructionBuildQueue.RemoveAt(CBQIterator); CBQIterator--; } } } } }
/// <summary> /// Processes construction factory work for every faction. /// </summary> /// <param name="P">List of factions.</param> public static void ConstructionFactoryBuild(BindingList <Faction> P) { /// <summary> /// Subtract the construction cycle from the construction tick. /// </summary> foreach (Faction CurrentFaction in P) { foreach (Population CurrentPopulation in CurrentFaction.Populations) { /// <summary> /// How much construction work per day does this colony do? default should be 5 day construction cycle. /// </summary> float TimeAdjust = (float)Constants.Colony.ConstructionCycle / (float)Constants.TimeInSeconds.Year; float CurrentIndustry = CurrentPopulation.CalcTotalIndustry() * TimeAdjust; float BuildPercentage = 0.0f; foreach (ConstructionBuildQueueItem CurrentConstruction in CurrentPopulation.ConstructionBuildQueue) { /// <summary> /// Check to see if this item is in the current build queue, or has to wait for capacity to free up. /// </summary> if ((BuildPercentage + CurrentConstruction.buildCapacity) <= 100.0f) { BuildPercentage = BuildPercentage + CurrentConstruction.buildCapacity; } else { break; } /// <summary> /// This construction project is paused right now. /// </summary> if (CurrentConstruction.inProduction == false) { continue; } /// <summary> /// how much of total industry does this build project use? /// </summary> float DevotedIndustry = (CurrentConstruction.buildCapacity / 100.0f) * CurrentIndustry; float Completion = DevotedIndustry / (float)CurrentConstruction.costPerItem; int NumberBuilt = 0; /// <summary> /// Final bit of a construction project to complete. /// </summary> if (Completion >= CurrentConstruction.numToBuild) { NumberBuilt = (int)Math.Floor(CurrentConstruction.numToBuild); Completion = CurrentConstruction.numToBuild; } /// <summary> /// This is a new build item. /// </summary> else if (Math.Floor(CurrentConstruction.numToBuild) == CurrentConstruction.numToBuild) { /// <summary> /// This colony will build or start to build this many items. charge for all of them. /// </summary> NumberBuilt = (int)Math.Ceiling(Completion); /// <summary> /// the colony can build everything in one go. /// </summary> if (NumberBuilt >= Math.Floor(CurrentConstruction.numToBuild)) { NumberBuilt = (int)Math.Floor(CurrentConstruction.numToBuild); Completion = CurrentConstruction.numToBuild; } } /// <summary> /// This is an inprogress item, new items will be started however. /// </summary> else if ((CurrentConstruction.numToBuild - Completion) < Math.Floor(CurrentConstruction.numToBuild)) { /// <summary> /// Adjust out the current build fraction, and then calculate how many new items will be started. float CurBuildReq = (CurrentConstruction.numToBuild - (float)Math.Floor(CurrentConstruction.numToBuild)); NumberBuilt = (int)Math.Ceiling(Completion - CurBuildReq); if (NumberBuilt > Math.Floor(CurrentConstruction.numToBuild)) { NumberBuilt = (int)Math.Floor(CurrentConstruction.numToBuild); } } bool CIRequired = false; bool MineRequired = false; bool CanBuild = false; /// <summary> /// Conventional industry must also be used. /// </summary> if (CurrentConstruction.buildType == ConstructionBuildQueueItem.CBType.PlanetaryInstallation) { if ((int)CurrentConstruction.installationBuild.Type >= (int)Installation.InstallationType.ConvertCIToConstructionFactory && (int)CurrentConstruction.installationBuild.Type <= (int)Installation.InstallationType.ConvertCIToOrdnanceFactory) { CIRequired = true; CanBuild = CurrentPopulation.CIRequirement(NumberBuilt); if (CanBuild == false) { String Entry = String.Format("Insufficent Conventional Industry to continue build order on {0} for {1}x {2}", CurrentPopulation, CurrentConstruction.numToBuild, CurrentConstruction.Name); MessageEntry Msg = new MessageEntry(MessageEntry.MessageType.ColonyLacksCI, CurrentPopulation.Contact.Position.System, CurrentPopulation.Contact, GameState.Instance.GameDateTime, GameState.Instance.LastTimestep, Entry); CurrentFaction.MessageLog.Add(Msg); continue; } } if ((int)CurrentConstruction.installationBuild.Type == (int)Installation.InstallationType.ConvertMineToAutomated) { MineRequired = true; CanBuild = CurrentPopulation.MineRequirement(NumberBuilt); if (CanBuild == false) { String Entry = String.Format("Insufficent Mines to continue build order on {0} for {1}x {2}", CurrentPopulation, CurrentConstruction.numToBuild, CurrentConstruction.Name); MessageEntry Msg = new MessageEntry(MessageEntry.MessageType.ColonyLacksCI, CurrentPopulation.Contact.Position.System, CurrentPopulation.Contact, GameState.Instance.GameDateTime, GameState.Instance.LastTimestep, Entry); CurrentFaction.MessageLog.Add(Msg); continue; } } } /// <summary> /// Check mineral costs to see if this can be built. /// </summary> switch (CurrentConstruction.buildType) { #warning PDC construction needs to be implemented here and slightly further down. case ConstructionBuildQueueItem.CBType.PlanetaryInstallation: CanBuild = CurrentPopulation.MineralRequirement(CurrentConstruction.installationBuild.MinerialsCost); break; case ConstructionBuildQueueItem.CBType.ShipComponent: CanBuild = CurrentPopulation.MineralRequirement(CurrentConstruction.componentBuild.minerialsCost); break; case ConstructionBuildQueueItem.CBType.PDCConstruction: break; case ConstructionBuildQueueItem.CBType.PDCPrefab: break; case ConstructionBuildQueueItem.CBType.PDCAssembly: break; case ConstructionBuildQueueItem.CBType.PDCRefit: break; case ConstructionBuildQueueItem.CBType.MaintenanceSupplies: CanBuild = CurrentPopulation.MineralRequirement(Constants.Colony.MaintenanceMineralCost); break; } if (CanBuild == false) { String Entry = String.Format("Insufficent Minerals to continue build order on {0} for {1}x {2}", CurrentPopulation, CurrentConstruction.numToBuild, CurrentConstruction.Name); MessageEntry Msg = new MessageEntry(MessageEntry.MessageType.ColonyLacksMinerals, CurrentPopulation.Contact.Position.System, CurrentPopulation.Contact, GameState.Instance.GameDateTime, GameState.Instance.LastTimestep, Entry); CurrentFaction.MessageLog.Add(Msg); continue; } /// <summary> /// Adjust number to build downward to reflect construction happening. /// </summary> int CompletedItems = (int)Math.Ceiling(CurrentConstruction.numToBuild); CurrentConstruction.numToBuild = CurrentConstruction.numToBuild - Completion; CompletedItems = CompletedItems - (int)Math.Ceiling(CurrentConstruction.numToBuild); switch (CurrentConstruction.buildType) { case ConstructionBuildQueueItem.CBType.PlanetaryInstallation: if (NumberBuilt != 0) { if (CIRequired == false && MineRequired == false) { CurrentPopulation.HandleBuildItemCost((CurrentConstruction.costPerItem * NumberBuilt), CurrentConstruction.installationBuild.MinerialsCost); } else if (CIRequired == true && MineRequired == false) { CurrentPopulation.HandleBuildItemCost((CurrentConstruction.costPerItem * NumberBuilt), CurrentConstruction.installationBuild.MinerialsCost, NumberBuilt, -1); } else if (CIRequired == false && MineRequired == true) { CurrentPopulation.HandleBuildItemCost((CurrentConstruction.costPerItem * NumberBuilt), CurrentConstruction.installationBuild.MinerialsCost, -1, NumberBuilt); } } CurrentPopulation.AddInstallation(CurrentConstruction.installationBuild, Completion); break; case ConstructionBuildQueueItem.CBType.ShipComponent: if (NumberBuilt != 0) { CurrentPopulation.HandleBuildItemCost((CurrentConstruction.costPerItem * NumberBuilt), CurrentConstruction.componentBuild.minerialsCost); } CurrentPopulation.AddComponentsToStockpile(CurrentConstruction.componentBuild, Completion); break; case ConstructionBuildQueueItem.CBType.PDCConstruction: break; case ConstructionBuildQueueItem.CBType.PDCPrefab: break; case ConstructionBuildQueueItem.CBType.PDCAssembly: break; case ConstructionBuildQueueItem.CBType.PDCRefit: break; case ConstructionBuildQueueItem.CBType.MaintenanceSupplies: if (NumberBuilt != 0) { CurrentPopulation.HandleBuildItemCost((CurrentConstruction.costPerItem * NumberBuilt), Constants.Colony.MaintenanceMineralCost); } CurrentPopulation.AddMSP(CompletedItems); break; } } /// <summary> /// Cleanup the CBQ here. /// </summary> for (int CBQIterator = 0; CBQIterator < CurrentPopulation.ConstructionBuildQueue.Count; CBQIterator++) { if (CurrentPopulation.ConstructionBuildQueue[CBQIterator].numToBuild == 0.0f) { CurrentPopulation.ConstructionBuildQueue.RemoveAt(CBQIterator); CBQIterator--; } } } } }