private void AddUnits(int villageId, TroupType type, TroupData data) { if (!_troupDataVillage.TryGetValue(villageId, out var troupDataVillage)) { _troupDataVillage.Add(villageId, new TroupDataVillage { VillageId = villageId }); } switch (type) { case TroupType.TROUP_OWN: _troupDataVillage[villageId].TroupOwn = data; break; case TroupType.TROUP_VILLAGE: _troupDataVillage[villageId].TroupVillage = data; break; case TroupType.TROUP_OUT: _troupDataVillage[villageId].TroupOut = data; break; case TroupType.TROUP_AWAY: _troupDataVillage[villageId].TroupAway = data; break; } }
public int GetTroupPop(TroupData data) { var pop = 0; pop += data.UnitSpear * _server.Local.ConfigUnits.GetConfig <int>("spear", "pop"); pop += data.UnitSword * _server.Local.ConfigUnits.GetConfig <int>("sword", "pop"); pop += data.UnitAxe * _server.Local.ConfigUnits.GetConfig <int>("axe", "pop"); pop += data.UnitSpy * _server.Local.ConfigUnits.GetConfig <int>("spy", "pop"); pop += data.UnitLight * _server.Local.ConfigUnits.GetConfig <int>("light", "pop"); pop += data.UnitHeavy * _server.Local.ConfigUnits.GetConfig <int>("heavy", "pop"); pop += data.UnitRam * _server.Local.ConfigUnits.GetConfig <int>("ram", "pop"); pop += data.UnitCatapult * _server.Local.ConfigUnits.GetConfig <int>("catapult", "pop"); pop += data.UnitKnight * _server.Local.ConfigUnits.GetConfig <int>("knight", "pop"); pop += data.UnitSnob * _server.Local.ConfigUnits.GetConfig <int>("snob", "pop"); return(pop); }