public void Apply(TasClient tas, Ladder ladder) { var b = tas.GetBattle(); if (b == null) return; var d = b.Details; int mint, maxt; if (ladder != null) d = ladder.CheckBattleDetails(d, out mint, out maxt); tas.UpdateBattleDetails(d); if (enableAllUnits) tas.EnableAllUnits(); if (disabledUnits.Length > 0) tas.DisableUnits(UnitInfo.ToStringList(disabledUnits)); foreach (var s in perform) tas.Say(TasClient.SayPlace.Battle, "", s, false); }
public void Apply(TasClient tas, Ladder ladder) { Battle b = tas.GetBattle(); if (b == null) return; BattleDetails d = b.Details; if (startingMetal.HasValue) d.StartingMetal = startingMetal.Value; if (startingEnergy.HasValue) d.StartingEnergy = startingEnergy.Value; if (maxUnits.HasValue) d.MaxUnits = maxUnits.Value; if (startPos.HasValue) d.StartPos = startPos.Value; if (endCondition.HasValue) d.EndCondition = endCondition.Value; if (limitDgun.HasValue) d.LimitDgun = limitDgun.Value; if (diminishingMM.HasValue) d.DiminishingMM = diminishingMM.Value; if (ghostedBuildings.HasValue) d.GhostedBuildings = ghostedBuildings.Value; d.Validate(); int mint, maxt; if (ladder != null) d = ladder.CheckBattleDetails(d, out mint, out maxt); tas.UpdateBattleDetails(d); if (enableAllUnits) tas.EnableAllUnits(); if (disabledUnits.Length > 0) tas.DisableUnits(UnitInfo.ToStringList(disabledUnits)); foreach (string s in perform) tas.Say(TasClient.SayPlace.Battle, "", s, false); }
public void Apply(TasClient tas) { Battle b = tas.GetBattle(); if (b == null) return; BattleDetails d = b.Details; if (startingMetal.HasValue) d.StartingMetal = startingMetal.Value; if (startingEnergy.HasValue) d.StartingEnergy = startingEnergy.Value; if (maxUnits.HasValue) d.MaxUnits = maxUnits.Value; if (startPos.HasValue) d.StartPos = startPos.Value; if (endCondition.HasValue) d.EndCondition = endCondition.Value; if (limitDgun.HasValue) d.LimitDgun = limitDgun.Value; if (diminishingMM.HasValue) d.DiminishingMM = diminishingMM.Value; if (ghostedBuildings.HasValue) d.GhostedBuildings = ghostedBuildings.Value; d.Validate(); tas.UpdateBattleDetails(d); if (enableAllUnits) tas.EnableAllUnits(); if (disabledUnits.Length > 0) { tas.DisableUnits(UnitInfo.ToStringList(disabledUnits)); } }