public StrongholdManager(IStrongholdConfigurator strongholdConfigurator, IStrongholdFactory strongholdFactory, IRegionManager regionManager, Chat chat, IDbManager dbManager, ISimpleStubGeneratorFactory simpleStubGeneratorFactory, Formula formula, ICityManager cityManager, IActionFactory actionFactory, ITileLocator tileLocator, ITroopObjectInitializerFactory troopInitializerFactory) { idGenerator = new LargeIdGenerator(Config.stronghold_id_max, Config.stronghold_id_min); strongholds = new ConcurrentDictionary <uint, IStronghold>(); this.strongholdConfigurator = strongholdConfigurator; this.strongholdFactory = strongholdFactory; this.regionManager = regionManager; this.chat = chat; this.dbManager = dbManager; this.formula = formula; this.actionFactory = actionFactory; this.tileLocator = tileLocator; this.troopInitializerFactory = troopInitializerFactory; cityManager.CityAdded += CityManagerCityAdded; simpleStubGenerator = simpleStubGeneratorFactory.CreateSimpleStubGenerator(formula.StrongholdUnitRatio(), formula.StrongholdUnitType()); }
public BattleManager(uint battleId, BattleLocation location, BattleOwner owner, IRewardStrategy rewardStrategy, IDbManager dbManager, IBattleReport battleReport, ICombatListFactory combatListFactory, IBattleFormulas battleFormulas, IBattleOrder battleOrder, IBattleRandom battleRandom) { groupIdGen = new LargeIdGenerator(uint.MaxValue); idGen = new LargeIdGenerator(uint.MaxValue); // Group id 1 is always reserved for local troop groupIdGen.Set(1); BattleId = battleId; Location = location; Owner = owner; BattleReport = battleReport; Attackers = combatListFactory.GetAttackerCombatList(); Defenders = combatListFactory.GetDefenderCombatList(); this.rewardStrategy = rewardStrategy; this.dbManager = dbManager; this.battleOrder = battleOrder; this.battleFormulas = battleFormulas; this.battleRandom = battleRandom; }