private void CalculatePrices() { PriceFunction function = new PriceFunction(null); if (m_losesPrice == null) { LossesPrice minLosesPrice = new LossesPrice(function.CalculateLosses(m_battle.Units, m_minAttackerLosses)); LossesPrice maxLosesPrice = new LossesPrice(function.CalculateLosses(m_battle.Units, m_maxAttackerLosses)); LossesPrice avgLosesPrice = new LossesPrice(function.CalculateLosses(m_battle.Units, m_avgAttackerLosses)); m_losesPrice = new StatisticsLossesPrice(minLosesPrice, avgLosesPrice, maxLosesPrice); } }
internal BattleLosses(IEnumerable <Losses> playerLosses, IEnumerable <Losses> enemyLosses, Statistics.Statistics statistics) { m_playerLosses = playerLosses; m_enemyLosses = enemyLosses; if (statistics != null) { m_minLossesRecoveryTime = statistics.MinLossesRecoveryTime; m_maxLossesRecoveryTime = statistics.MaxLossesRecoveryTime; m_avgLossesRecoveryTime = statistics.AvgLossesRecoveryTime; m_minBattleTime = statistics.MinBattleTime; m_minBattleTimeChance = statistics.MinBattleTimeChance; m_maxBattleTime = statistics.MaxBattleTime; m_maxBattleTimeChance = statistics.MaxBattleTimeChance; m_avgBattleTime = statistics.AvgBattleTime; m_battleTimeStatistics = statistics.BattleTimeStatistics; m_losesPrice = statistics.LosesPrice; } }