public BattlegroundRelation(BattlegroundTeamQueue queue, ICharacterSet participants, bool isEnqueued) { _queue = queue; _participants = participants; IsEnqueued = isEnqueued; _created = DateTime.Now; }
public BattlegroundRelation(BattlegroundTeamQueue queue, ICharacterSet participants, bool isEnqueued) { this._queue = queue; this._participants = participants; this.IsEnqueued = isEnqueued; this._created = DateTime.Now; }
/// <summary>Enqueues the given Character(s) for the given side</summary> public BattlegroundRelation Enqueue(ICharacterSet chrs, BattlegroundSide side) { BattlegroundTeamQueue teamQueue = this.GetTeamQueue(side); BattlegroundRelation request = new BattlegroundRelation(teamQueue, chrs); teamQueue.Enqueue(request); return(request); }
public int CancelRelation(int index, BattlegroundRelation relation, bool charActive) { this._chr.EnsureContext(); BattlegroundTeamQueue queue = relation.Queue; if (queue != null) { queue.Remove(relation); } this.RemoveRelation(index, relation, charActive); return(index); }
public BattlegroundTeam(BattlegroundTeamQueue queue, BattlegroundSide side, Battleground battleground) { Queue = queue; Side = side; _battleground = battleground; var templ = battleground.Template; if (side == BattlegroundSide.Alliance) { _startPosition = templ.AllianceStartPosition; _startOrientation = templ.AllianceStartOrientation; } else { _startPosition = templ.HordeStartPosition; _startOrientation = templ.HordeStartOrientation; } }
public BattlegroundTeam(BattlegroundTeamQueue queue, BattlegroundSide side, Battleground battleground) { this.Queue = queue; this.Side = side; this._battleground = battleground; BattlegroundTemplate template = battleground.Template; if (side == BattlegroundSide.Alliance) { this._startPosition = template.AllianceStartPosition; this._startOrientation = template.AllianceStartOrientation; } else { this._startPosition = template.HordeStartPosition; this._startOrientation = template.HordeStartOrientation; } }
/// <summary>Is called when a Character logs back in</summary> protected internal virtual bool LogBackIn(Character chr) { BattlegroundSide battlegroundTeam = chr.Record.BattlegroundTeam; BattlegroundTeam team = this.GetTeam(battlegroundTeam); if (battlegroundTeam != BattlegroundSide.End && !team.IsFull) { BattlegroundTeamQueue queue = team.Queue; int queueIndex = chr.Battlegrounds.AddRelation(new BattlegroundRelation(queue, (ICharacterSet)chr, false)); chr.Battlegrounds.Invitation = new BattlegroundInvitation(team, queueIndex); } else if (!chr.Role.IsStaff) { this.TeleportOutside(chr); return(false); } return(true); }
public BattlegroundRelation(BattlegroundTeamQueue queue, ICharacterSet participants) : this(queue, participants, true) { }