Esempio n. 1
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 public GameSettings(double offensiveKillRate, double defensiveKillRate, bool oneArmyMustStandGuard, int baseIncome, int initialNeutralsInDistribution, int initialNonDistributionArmies, int limitDistributionTerritories, DistributionIDType distributionModeID, Dictionary <BonusIDType, int> overriddenBonuses, bool commanders, bool allowAttackOnly, bool allowTransferOnly)
 {
     this.OffensiveKillRate             = offensiveKillRate;
     this.DefensiveKillRate             = defensiveKillRate;
     this.OneArmyMustStandGuard         = oneArmyMustStandGuard;
     this.MinimumArmyBonus              = baseIncome;
     this.InitialNeutralsInDistribution = initialNeutralsInDistribution;
     this.InitialNonDistributionArmies  = initialNonDistributionArmies;
     this.LimitDistributionTerritories  = limitDistributionTerritories;
     this.DistributionModeID            = distributionModeID;
     this.OverriddenBonuses             = overriddenBonuses;
     this.Commanders        = commanders;
     this.AllowAttackOnly   = allowAttackOnly;
     this.AllowTransferOnly = allowTransferOnly;
 }
Esempio n. 2
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 public List <TerritoryIDType> GetTerritoriesForScenario(DistributionIDType distributionModeID, ushort scenarioID)
 {
     return(DistributionModes[distributionModeID].Territories.Where(o => o.Value == scenarioID).Select(o => o.Key).ToList());
 }
Esempio n. 3
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 public bool IsScenarioDistribution(DistributionIDType distID)
 {
     return(DistributionModes.ContainsKey(distID) && DistributionModes[distID].Type == "scenario");
 }