public LoginCommandsModule(IActionFactory actionFactory, ITribeManager tribeManager, IDbManager dbManager, ILocker locker, IWorld world, Procedure procedure, ICityFactory cityFactory, ILocationStrategyFactory locationStrategyFactory, IBarbarianTribeManager barbarianTribeManager, CallbackProcedure callbackProcedure, IChannel channel, IThemeManager themeManager, IPlayerFactory playerFactory, ILoginHandler loginHandler) { this.actionFactory = actionFactory; this.tribeManager = tribeManager; this.dbManager = dbManager; this.locker = locker; this.world = world; this.procedure = procedure; this.callbackProcedure = callbackProcedure; this.channel = channel; this.themeManager = themeManager; this.playerFactory = playerFactory; this.loginHandler = loginHandler; this.cityFactory = cityFactory; this.locationStrategyFactory = locationStrategyFactory; this.barbarianTribeManager = barbarianTribeManager; }
public SystemVariablesUpdater(IWorld world, ITribeManager tribeManager, IDbManager dbManager, IScheduler scheduler, IStrongholdManager strongholdManager, IForestManager forestManager, ISystemVariableManager systemVariableManager, INetworkServer networkServer, IChannel channel, BlockingBufferManager bufferManager, SocketAwaitablePool socketAwaitablePool) { this.world = world; this.tribeManager = tribeManager; this.dbManager = dbManager; this.scheduler = scheduler; this.strongholdManager = strongholdManager; this.forestManager = forestManager; this.systemVariableManager = systemVariableManager; this.networkServer = networkServer; this.channel = channel; this.bufferManager = bufferManager; this.socketAwaitablePool = socketAwaitablePool; if (!string.IsNullOrEmpty(Config.api_id)) { graphiteKeyPrefix = string.Format("servers.{0}_tribalhero_com.tribalhero.", Config.api_id); } }
public TribeController(IMemberManager memberManager, ITribeManager manager, ILogger <TribeController> logger, IHostingEnvironment env) { this._memberManager = memberManager; this._manager = manager; this._logger = logger; this._env = env; }
public MemberController(IDivisionManager division, IMemberManager manager, ITribeManager tribe, IGroupManager group, ILogger <MemberController> logger, IHostingEnvironment env) { this._division = division; this._manager = manager; this._group = group; this._logger = logger; this._env = env; this._tribe = tribe; }
public GroupController(IGroupManager manager, ITribeManager tribeManager, IMemberManager memberManager, IHostingEnvironment env, ILogger <GroupController> logger, IVotedGroupManager votedGroupManager) { this._manager = manager; this._tribeManager = tribeManager; this._memberManager = memberManager; this._env = env; this._logger = logger; this._votedGroupManager = votedGroupManager; }
public TribeCommandsModule(IStrongholdManager strongholdManager, IWorld world, ITribeManager tribeManager, ILocker locker) { this.strongholdManager = strongholdManager; this.world = world; this.tribeManager = tribeManager; this.locker = locker; }
public TribesmanCommandsModule(IActionFactory actionFactory, IStructureCsvFactory structureCsvFactory, ILocker locker, IWorld world, IDbManager dbManager, IStrongholdManager strongholdManager, ITribeManager tribeManager) { this.actionFactory = actionFactory; this.structureCsvFactory = structureCsvFactory; this.locker = locker; this.world = world; this.dbManager = dbManager; this.strongholdManager = strongholdManager; this.tribeManager = tribeManager; }
public StrongholdCommandLineModule(ITribeManager tribeManager, IWorld world, ILocker locker, IStrongholdManager strongholdManager, MapFactory mapFactory, Formula formula, ITileLocator tileLocator) { this.tribeManager = tribeManager; this.world = world; this.locker = locker; this.strongholdManager = strongholdManager; this.mapFactory = mapFactory; this.formula = formula; this.tileLocator = tileLocator; }
public MapDataExport(IStrongholdManager strongholdManager, ICityManager cityManager, IForestManager forestManager, IBarbarianTribeManager barbarianTribeManager, ITribeManager tribeManager, IWorld world, IScheduler scheduler) { this.strongholdManager = strongholdManager; this.cityManager = cityManager; this.forestManager = forestManager; this.barbarianTribeManager = barbarianTribeManager; this.tribeManager = tribeManager; this.world = world; this.scheduler = scheduler; }
public World(IRoadManager roadManager, IStrongholdManager strongholdManager, ICityManager cityManager, IRegionManager regionManager, ITribeManager tribeManager, IBarbarianTribeManager barbarianTribeManager, IDbManager dbManager) { this.barbarianTribeManager = barbarianTribeManager; this.dbManager = dbManager; Roads = roadManager; strongholds = strongholdManager; Cities = cityManager; Regions = regionManager; Tribes = tribeManager; Battles = new Dictionary <uint, IBattleManager>(); Lock = new object(); Players = new ConcurrentDictionary <uint, IPlayer>(); }
public PlayerCommandLineModule(IPlayersRemoverFactory playerRemoverFactory, IPlayerSelectorFactory playerSelectorFactory, ICityRemoverFactory cityRemoverFactory, Chat chat, IDbManager dbManager, ITribeManager tribeManager, IWorld world, ILocker locker, IStructureCsvFactory structureFactory, UnitFactory unitFactory, TechnologyFactory technologyFactory) { this.playerRemoverFactory = playerRemoverFactory; this.playerSelectorFactory = playerSelectorFactory; this.cityRemoverFactory = cityRemoverFactory; this.chat = chat; this.dbManager = dbManager; this.tribeManager = tribeManager; this.world = world; this.locker = locker; this.structureFactory = structureFactory; this.unitFactory = unitFactory; this.technologyFactory = technologyFactory; }
public AssignmentCommandLineModule(IWorld world, ITribeManager tribeManager, ILocker locker) { this.world = world; this.tribeManager = tribeManager; this.locker = locker; }
public static void AddTribeInfo(IStrongholdManager strongholdManager, ITribeManager tribeManager, Session session, ITribe tribe, Packet packet) { if (session.Player.IsInTribe && tribe.Id == session.Player.Tribesman.Tribe.Id) { packet.AddByte(1); packet.AddUInt32(tribe.Id); packet.AddUInt32(tribe.Owner.PlayerId); packet.AddByte(tribe.Level); packet.AddString(tribe.Name); packet.AddString(tribe.Description); packet.AddString(tribe.PublicDescription); packet.AddFloat((float)tribe.VictoryPoint); packet.AddUInt32(UnixDateTime.DateTimeToUnix(tribe.Created)); AddToPacket(tribe.Resource, packet); packet.AddInt16((short)tribe.Count); foreach (var tribesman in tribe.Tribesmen) { packet.AddUInt32(tribesman.Player.PlayerId); packet.AddString(tribesman.Player.Name); packet.AddInt32(tribesman.Player.GetCityCount()); packet.AddByte(tribesman.Rank.Id); packet.AddUInt32(tribesman.Player.IsLoggedIn ? 0 : UnixDateTime.DateTimeToUnix(tribesman.Player.LastLogin)); AddToPacket(tribesman.Contribution, packet); } // Incoming List var incomingList = tribeManager.GetIncomingList(tribe).ToList(); packet.AddInt16((short)incomingList.Count()); foreach (var incoming in incomingList) { AddToPacket(incoming.Target, packet); AddToPacket(incoming.Source, packet); packet.AddUInt32(UnixDateTime.DateTimeToUnix(incoming.EndTime.ToUniversalTime())); } // Assignment List packet.AddInt16(tribe.AssignmentCount); foreach (var assignment in tribe.Assignments) { AddToPacket(assignment, packet); } // Strongholds var strongholds = strongholdManager.StrongholdsForTribe(tribe).ToList(); packet.AddInt16((short)strongholds.Count); foreach (var stronghold in strongholds) { packet.AddUInt32(stronghold.ObjectId); packet.AddString(stronghold.Name); packet.AddByte((byte)stronghold.StrongholdState); packet.AddByte(stronghold.Lvl); packet.AddFloat((float)stronghold.Gate); packet.AddInt32(stronghold.GateMax); packet.AddUInt32(stronghold.PrimaryPosition.X); packet.AddUInt32(stronghold.PrimaryPosition.Y); packet.AddInt32(stronghold.Troops.StationedHere().Sum(x => x.Upkeep)); packet.AddFloat((float)stronghold.VictoryPointRate); packet.AddUInt32(UnixDateTime.DateTimeToUnix(stronghold.DateOccupied.ToUniversalTime())); packet.AddUInt32(stronghold.GateOpenTo == null ? 0 : stronghold.GateOpenTo.Id); packet.AddString(stronghold.GateOpenTo == null ? string.Empty : stronghold.GateOpenTo.Name); if (stronghold.GateBattle != null) { packet.AddByte(1); packet.AddUInt32(stronghold.GateBattle.BattleId); } else if (stronghold.MainBattle != null) { packet.AddByte(2); packet.AddUInt32(stronghold.MainBattle.BattleId); } else { packet.AddByte(0); } } // Attackable Strongholds strongholds = strongholdManager.OpenStrongholdsForTribe(tribe).ToList(); packet.AddInt16((short)strongholds.Count); foreach (var stronghold in strongholds) { packet.AddUInt32(stronghold.ObjectId); packet.AddString(stronghold.Name); packet.AddUInt32(stronghold.Tribe == null ? 0 : stronghold.Tribe.Id); packet.AddString(stronghold.Tribe == null ? string.Empty : stronghold.Tribe.Name); packet.AddByte((byte)stronghold.StrongholdState); packet.AddByte(stronghold.Lvl); packet.AddUInt32(stronghold.PrimaryPosition.X); packet.AddUInt32(stronghold.PrimaryPosition.Y); if (stronghold.GateBattle != null) { packet.AddByte(1); packet.AddUInt32(stronghold.GateBattle.BattleId); } else if (stronghold.MainBattle != null) { packet.AddByte(2); packet.AddUInt32(stronghold.MainBattle.BattleId); } else { packet.AddByte(0); } } } else { packet.AddByte(0); packet.AddUInt32(tribe.Id); packet.AddString(tribe.Name); packet.AddString(tribe.PublicDescription); packet.AddByte(tribe.Level); packet.AddUInt32(UnixDateTime.DateTimeToUnix(tribe.Created)); packet.AddByte((byte)tribe.Ranks.Count()); foreach (var rank in tribe.Ranks) { packet.AddString(rank.Name); } packet.AddInt16((short)tribe.Count); foreach (var tribesman in tribe.Tribesmen) { packet.AddUInt32(tribesman.Player.PlayerId); packet.AddString(tribesman.Player.Name); packet.AddInt32(tribesman.Player.GetCityCount()); packet.AddByte(tribesman.Rank.Id); } var strongholds = strongholdManager.StrongholdsForTribe(tribe).ToList(); packet.AddInt16((short)strongholds.Count); foreach (var stronghold in strongholds) { packet.AddUInt32(stronghold.ObjectId); packet.AddString(stronghold.Name); packet.AddByte(stronghold.Lvl); packet.AddUInt32(stronghold.PrimaryPosition.X); packet.AddUInt32(stronghold.PrimaryPosition.Y); } } }