public FleetGroup GetFleetsAtPoint(int x, int y)
{
List<Fleet> fleets = new List<Fleet>();
foreach (Empire empire in _empires)
{
foreach (Fleet fleet in empire.FleetManager.ReturnFleetAtPoint(x, y))
{
//Don't include fleets the human player can't see.
if (empire == _empires[0] || fleet.VisibleToWhichEmpires.Contains(_empires[0]))
{
fleets.Add(fleet);
}
}
}
return (fleets.Count > 0 ? new FleetGroup(fleets) : null);
}