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, int initialPlayerArmiesPerTerritory, RoundingModeEnum roundingMode, double luckModifier, bool multiAttack, bool allowPercentageAttacks, Dictionary <CardIDType, object> cards, bool localDeployments, GameFogLevel fog, bool nosplit) { this.OffenseKillRate = offensiveKillRate; this.DefenseKillRate = defensiveKillRate; this.OneArmyStandsGuard = oneArmyMustStandGuard; this.MinimumArmyBonus = baseIncome; this.InitialPlayerArmiesPerTerritory = initialPlayerArmiesPerTerritory; this.InitialNeutralsInDistribution = initialNeutralsInDistribution; this.InitialNonDistributionArmies = initialNonDistributionArmies; this.LimitDistributionTerritories = limitDistributionTerritories; this.DistributionModeID = distributionModeID; this.OverriddenBonuses = overriddenBonuses; this.Commanders = commanders; this.AllowAttackOnly = allowAttackOnly; this.AllowTransferOnly = allowTransferOnly; this.RoundingMode = roundingMode; this.LuckModifier = luckModifier; this.MultiAttack = multiAttack; this.AllowPercentageAttacks = allowPercentageAttacks; this.Cards = cards; this.LocalDeployments = localDeployments; this.FogLevel = fog; this.NoSplit = nosplit; }
public List <TerritoryIDType> GetTerritoriesForScenario(DistributionIDType distributionModeID, ushort scenarioID) { return(DistributionModes[distributionModeID].Territories.Where(o => o.Value == scenarioID).Select(o => o.Key).ToList()); }
public bool IsScenarioDistribution(DistributionIDType distID) { return(DistributionModes.ContainsKey(distID) && DistributionModes[distID].Type == "scenario"); }