public virtual void JoinOrCreateBarbarianTribeBattle(IBarbarianTribe barbarianTribe, ITroopObject attackerTroopObject, out ICombatGroup combatGroup, out uint battleId) { // If battle already exists, then we just join it in also bringing any new units if (barbarianTribe.Battle != null) { combatGroup = battleProcedure.AddAttackerToBattle(barbarianTribe.Battle, attackerTroopObject); } // Otherwise, the battle has to be created else { var battleOwner = new BattleOwner(BattleOwnerType.BarbarianTribe, barbarianTribe.ObjectId); barbarianTribe.Battle = battleManagerFactory.CreateBarbarianBattleManager(new BattleLocation(BattleLocationType.BarbarianTribe, barbarianTribe.ObjectId), battleOwner, barbarianTribe); combatGroup = battleProcedure.AddAttackerToBattle(barbarianTribe.Battle, attackerTroopObject); var battlePassiveAction = actionFactory.CreateBarbarianTribeBattlePassiveAction(barbarianTribe.ObjectId); Error result = barbarianTribe.Worker.DoPassive(barbarianTribe, battlePassiveAction, false); if (result != Error.Ok) { throw new Exception(string.Format("Failed to start a battle due to error {0}", result)); } barbarianTribe.BeginUpdate(); barbarianTribe.LastAttacked = DateTime.UtcNow; barbarianTribe.State = GameObjectStateFactory.BattleState(barbarianTribe.Battle.BattleId); barbarianTribe.EndUpdate(); } battleId = barbarianTribe.Battle.BattleId; }