private ArenaPartyCreation TryCreateBalancedTeam(ArenaParty party, ref List <ArenaParty> p2, ref List <Character> characters) { var i = 0; var searchedRank = -1; ArenaPartyCreation creation; while (p2.Count > i && !this.CanBeBalanced(party, p2[i], ref searchedRank)) { ++i; } if (i < p2.Count) { var character = characters.FirstOrDefault(entry => Math.Abs(entry.Record.HiddenArenaRank - searchedRank) < 150); if (character == null) { creation = null; } else { creation = new ArenaPartyCreation(p2[i], character); p2.Remove(p2[i]); characters.Remove(character); } } else { creation = null; } return(creation); }
private bool CanArena(WorldClient client, ArenaParty party) { bool result; result = true; // TODO return(result); }
/// <summary> /// Check if the fight between p3 and p2 can be balanced. If is true, the method calculate the best desired rank for the last player. /// </summary> /// <param name="p3"></param> /// <param name="p2"></param> /// <param name="bestRank"></param> /// <returns></returns> private bool CanBeBalanced(ArenaParty p3, ArenaParty p2, ref int bestRank) { bool result; var orderedP3 = p3.Members.OrderByDescending(entry => entry.Record.HiddenArenaRank); var orderedP2 = p2.Members.OrderByDescending(entry => entry.Record.HiddenArenaRank); result = false; // TODO return(result); }
public ArenaPartyCreation(params Character[] characters) { this.m_characters = new List <Character>(); this.m_characters.AddRange(characters); this.m_party = null; }
// PROPERTIES // CONSTRUCTORS public ArenaPartyCreation(ArenaParty party) { this.m_characters = new List <Character>(); this.m_party = party; }
public bool IsInQueue(ArenaParty party) { return(false); }