public BattleManager(uint battleId, BattleLocation location, BattleOwner owner, IRewardStrategy rewardStrategy, IDbManager dbManager, IBattleReport battleReport, ICombatListFactory combatListFactory, IBattleFormulas battleFormulas, IBattleOrder battleOrder, IBattleRandom battleRandom) { groupIdGen = new LargeIdGenerator(uint.MaxValue); idGen = new LargeIdGenerator(uint.MaxValue); // Group id 1 is always reserved for local troop groupIdGen.Set(1); BattleId = battleId; Location = location; Owner = owner; BattleReport = battleReport; Attackers = combatListFactory.GetAttackerCombatList(); Defenders = combatListFactory.GetDefenderCombatList(); this.rewardStrategy = rewardStrategy; this.dbManager = dbManager; this.battleOrder = battleOrder; this.battleFormulas = battleFormulas; this.battleRandom = battleRandom; }
public PublicBattleManager(uint battleId, BattleLocation location, BattleOwner owner, IRewardStrategy rewardStrategy, IDbManager dbManager, IBattleReport battleReport, ICombatListFactory combatListFactory, IBattleFormulas battleFormulas, IBattleOrder battleOrder, IBattleRandom battleRandom) : base(battleId, location, owner, rewardStrategy, dbManager, battleReport, combatListFactory, battleFormulas, battleOrder, battleRandom) { }
public StrongholdMainBattleManager(uint battleId, BattleLocation location, BattleOwner owner, IRewardStrategy rewardStrategy, IDbManager dbManager, IBattleReport battleReport, ICombatListFactory combatListFactory, IGameObjectLocator gameObjectLocator, IBattleOrder battleOrder, IBattleFormulas battleFormulas, IBattleRandom random) : base(battleId, location, owner, rewardStrategy, dbManager, battleReport, combatListFactory, battleFormulas, battleOrder, random) { this.gameObjectLocator = gameObjectLocator; }
public BattleManagerGate(uint battleId, IStronghold stronghold, BattleLocation location, BattleOwner owner, IRewardStrategy rewardStrategy, IDbManager dbManager, IBattleReport battleReport, ICombatListFactory combatListFactory, IBattleFormulas battleFormulas, IBattleOrder battleOrder, IBattleRandom battleRandom) : base(battleId, location, owner, rewardStrategy, dbManager, battleReport, combatListFactory, battleFormulas, battleOrder, battleRandom) { this.stronghold = stronghold; precision = 1m + (new Random((int)(owner.Id + battleId + location.Id)).Next(-20, 20) / 100m); }