Esempio n. 1
0
        public void CanWatchBattle_WhenPlayerIsTribesmateFromOwningTribe_ShouldReturnErrorOk(
            IPlayer player,
            IStronghold stronghold,
            IFixture fixture)
        {
            player.IsInTribe.Returns(true);
            player.Tribesman.Tribe.Id.Returns <uint>(123);

            stronghold.StrongholdState = StrongholdState.Occupied;
            stronghold.BelongsTo(player.Tribesman.Tribe).Returns(true);

            fixture.Register(() => new BattleLocation(BattleLocationType.Stronghold, 100));

            var         gameObjectLocator = fixture.Freeze <IGameObjectLocator>();
            IStronghold outStronghold;

            gameObjectLocator.TryGetObjects(100, out outStronghold).Returns(args =>
            {
                args[1] = stronghold;
                return(true);
            });

            var battleManager = fixture.Create <StrongholdMainBattleManager>();

            IEnumerable <string> errorParams;

            battleManager.CanWatchBattle(player, out errorParams).Should().Be(Error.Ok);
        }
Esempio n. 2
0
        public static void AddStrongholdProfileToPacket(Session session, IStronghold stronghold, Packet packet)
        {
            if (!session.Player.IsInTribe || !stronghold.BelongsTo(session.Player.Tribesman.Tribe))
            {
                packet.AddByte(0);
                packet.AddUInt32(stronghold.PrimaryPosition.X);
                packet.AddUInt32(stronghold.PrimaryPosition.Y);
            }
            else
            {
                packet.AddByte(1);
                packet.AddUInt32(stronghold.ObjectId);
                packet.AddString(stronghold.Name);
                packet.AddByte(stronghold.Lvl);
                packet.AddFloat((float)stronghold.Gate);
                packet.AddInt32(stronghold.GateMax);
                packet.AddFloat((float)stronghold.VictoryPointRate);
                packet.AddUInt32(UnixDateTime.DateTimeToUnix(stronghold.DateOccupied.ToUniversalTime()));
                packet.AddUInt32(stronghold.PrimaryPosition.X);
                packet.AddUInt32(stronghold.PrimaryPosition.Y);
                AddToPacket(stronghold.State, packet);

                packet.AddUInt16(stronghold.Troops.Size);
                foreach (var troop in stronghold.Troops)
                {
                    packet.AddUInt32(troop.City.Owner.PlayerId);
                    packet.AddUInt32(troop.City.Id);
                    packet.AddString(troop.City.Owner.Name);
                    packet.AddString(troop.City.Name);
                    packet.AddUInt16(troop.TroopId);

                    //Actual formation and unit counts
                    packet.AddByte(troop.FormationCount);
                    foreach (var formation in troop)
                    {
                        packet.AddByte((byte)formation.Type);
                        packet.AddByte((byte)formation.Count);
                        foreach (var kvp in formation)
                        {
                            packet.AddUInt16(kvp.Key);
                            packet.AddUInt16(kvp.Value);
                        }
                    }
                }
            }
        }