public ServerFactionManager(int id, ServerMapManager mapManagerReference, ServerGameManager gameManagerReference, ConnectedClient fClient = null, bool neutral = true) { Debug.Log("Faction Manager: Initializing player faction..."); // TODO: genericize context? FactionID = id; GameManager = gameManagerReference; MapManager = mapManagerReference; FactionClient = fClient; Credits = Constants.Global.START_CREDITS; FactionMap = new Tile[MapManager.Map.GetLength(0), MapManager.Map.GetLength(0)]; for (int i = 0; i < FactionMap.GetLength(0); i++) { for (int j = 0; j < FactionMap.GetLength(0); j++) { FactionMap[i, j] = Tile.Fog; } } _pathfinder = new ServerPathfinder(); Territory = new HashSet <ByteVector2>(); _toReveal = new HashSet <ByteVector2>(); if (!neutral) { SendInit(); CrashDown(); SendMap(); } _neutral = neutral; }
public ServerMapManager(byte mapSize, ServerGameManager context) { Debug.Log("Map Manager: Initializing map manager"); MapGenerator gen = new MapGenerator(mapSize); Map = gen.GetMap(); Pathfinder = new ServerPathfinder(); Pathfinder.SetByteMap(Map); TileTriggerGrid = new TriggerGrid(mapSize); TileOccupationGrid = new OccupationGrid(mapSize); TileGasManager = new GasManager(this); GameManager = context; //DebugPrintMap(); }
public ServerGameManager gameManager; // The instance of the game public Context(int ownerID, int factionID, ServerGameManager context) { this.ownerID = ownerID; this.factionID = factionID; this.gameManager = context; }