public bool SetPlayerArmy(Player Player, ArmyConfiguration Army) { if (_Players.Contains(Player) && !_PlayerReady[Player]) { _PlayerArmies[Player] = Army; return(true); } return(false); }
string DescribeStrength(ArmyConfiguration Configuration) { var unitList = Configuration.BuildUnitConfigurationList().ToList(); return(string.Format( "{0} - {1} Points / {2} Units", ObjectDescriber.Describe(Configuration.Faction), unitList.Sum(i => i.GetPointValue(Configuration.Faction.HalfPriceTrucks)), unitList.Count)); }
public Army(Match Match, SightFinder SightFinder, ArmyConfiguration ArmyConfiguration, IdGenerator IdGenerator) { _Id = IdGenerator.GenerateId(); this.Match = Match; this.SightFinder = SightFinder; Configuration = ArmyConfiguration; Deployments = ArmyConfiguration.DeploymentConfigurations.Select( i => i.GenerateDeployment(this, IdGenerator)).ToList(); Match.Relay.OnUnitDestroy += UnitDestroyed; Match.Relay.OnUnitCapture += UnitCaptured; SightFinder.TrackingArmy = this; SightFinder.Hook(Match.Relay); _IdGenerator = IdGenerator; }
public static string Describe(ArmyConfiguration ArmyConfiguration) { return(Describe(ArmyConfiguration.Faction)); }
public bool SetPlayerArmy(Player Player, ArmyConfiguration Army) { return(_Lobby.ApplyAction(new SetPlayerArmyAction(Player, Army))); }
public SetPlayerArmyAction(Player Player, ArmyConfiguration ArmyConfiguration) { this.Player = Player; ArmyConfigurationKey = ArmyConfiguration == null ? "" : ArmyConfiguration.UniqueKey; }
public bool SetPlayerArmy(Player Player, ArmyConfiguration Army) { return(_Client.Call( new ApplyLobbyActionRequest(new SetPlayerArmyAction(Player, Army))).Get <BooleanResponse>().Value); }