public NationsBuilder() { this.allNations = new List <Nation>(); this.benderFactory = new BenderFactory(); this.monumentFactory = new MonumentFactory(); this.wars = new List <Nation>(); }
public NationsBuilder() { this.benderFactory = new BenderFactory(); this.monumentFactory = new MonumentFactory(); this.nations = new Dictionary <string, Nation>(); this.warsList = new List <string>(); }
public void AssignBender(List <string> benderArgs) { Bender bender = BenderFactory.CreateBender(benderArgs); string benderName = bender.GetTypeName(); this.nations[benderName].AddMember(bender); }
public void AssignBender(List <string> benderArgs) { var type = benderArgs[1]; Bender bender = BenderFactory.CreateBender(benderArgs); this.nations.Where(n => n.Name == type).FirstOrDefault().Benders.Add(bender); }
public void AssignBender(List <string> benderArgs) { var benderFactory = new BenderFactory(); var bender = benderFactory.CreateBender(benderArgs); Nation.AddBender(bender); }
public void AssignBender(List <string> benderArgs) { string type = benderArgs[0]; switch (type) { case "Air": this.Nations[type].Benders.Add(BenderFactory.CreateBender(benderArgs)); //this.AirNation.Benders.Add(BenderFactory.CreateBender(benderArgs)); break; case "Water": this.Nations[type].Benders.Add(BenderFactory.CreateBender(benderArgs)); //this.WaterNation.Benders.Add(BenderFactory.CreateBender(benderArgs)); break; case "Fire": this.Nations[type].Benders.Add(BenderFactory.CreateBender(benderArgs)); //this.FireNation.Benders.Add(BenderFactory.CreateBender(benderArgs)); break; case "Earth": this.Nations[type].Benders.Add(BenderFactory.CreateBender(benderArgs)); //this.EarthNation.Benders.Add(BenderFactory.CreateBender(benderArgs)); break; } }
//type (string), name (string), power (int), secondaryParameter (floating-point number). public void AssignBender(List <string> benderArgs) { string benderType = benderArgs[0]; Bender currentbender = BenderFactory.MakeBender(benderArgs); this.nations[benderType].AddBender(currentbender); }
public void AssignBender(List <string> benderArgs) { Bender bender = BenderFactory.GetBender(benderArgs); string type = bender.GetType().FullName; Nations[type].AddBender(bender); }
public NationsBuilder() { this.benders = new List <Bender>(); this.monuments = new List <Monument>(); this.benderFactory = new BenderFactory(); this.monumentFactory = new MonumentFactory(); this.wars = new List <string>(); }
public NationsBuilder() { this.airNation = new Nation("Air"); this.earthNation = new Nation("Earth"); this.fireNation = new Nation("Fire"); this.waterNation = new Nation("Water"); this.benderFactory = new BenderFactory(); this.monumentFactory = new MonumentFactory(); this.issuedWars = new List <string>(); }
public void AssignBender(List <string> benderArgs) { string type = benderArgs[0]; if (nations.ContainsKey(type)) { Bender bender = BenderFactory.CreateBender(benderArgs); nations[type].AddBender(bender); } }
public void AssignBender(List <string> benderArgs) { var type = benderArgs[0]; var name = benderArgs[1]; var power = int.Parse(benderArgs[2]); var secondaryParameter = double.Parse(benderArgs[3]); var bender = BenderFactory.MakeBender(type, name, power, secondaryParameter); this.nations[type].Benders.Add(bender); }
public void AssignBender(List <string> benderArgs) { //Bender {type} {name} {power} {secondaryParameter} try { var benderType = benderArgs[0]; Bender newBender = BenderFactory.CreateBender(benderArgs); nations[benderType].AddBender(newBender); } catch (Exception) { } }
public NationsBuilder() { this.airNation = new AirNation(); this.earthNation = new EarthNation(); this.fireNation = new FireNation(); this.waterNation = new WaterNation(); this.allNations = new List <Nation>() { airNation, earthNation, fireNation, waterNation }; this.warRecord = new StringBuilder(); this.benderFactory = new BenderFactory(); this.monumentFactory = new MonumentFactory(); this.warNumber = 1; }
public NationsBuilder() { this.benderFactory = new BenderFactory(); this.monumentFactory = new MonumentFactory(); this.nationsIssuedWars = new List <string>(); nations = Assembly.GetExecutingAssembly() .GetTypes() .Where(t => t.IsClass && t.Name.EndsWith(nameof(Bender))) .Select(t => t.Name.Substring(0, t.Name.Length - nameof(Bender).Length)) .ToArray(); this.bendersByNation = nations.ToDictionary(nation => nation, value => new List <IBender>()); this.monumentsByNation = nations.ToDictionary(nation => nation, value => new List <IMonument>()); }
public void AssignBender(List <string> benderArgs) { string type = benderArgs[1]; string name = benderArgs[2]; int power = int.Parse(benderArgs[3]); double secondaryParameter = double.Parse(benderArgs[4]); try { Bender bender = BenderFactory.CreateBender(type, name, power, secondaryParameter); nations.Where(n => n.Name == type).FirstOrDefault().AddBender(bender); } catch (Exception ex) { Console.WriteLine(ex.Message); } }
public NationsBuilder() { this.nations = new Dictionary <string, List <Bender> >() { { "Air", new List <Bender>() }, { "Fire", new List <Bender>() }, { "Earth", new List <Bender>() }, { "Water", new List <Bender>() } }; this.monuments = new Dictionary <string, List <Monument> >() { { "Air", new List <Monument>() }, { "Fire", new List <Monument>() }, { "Earth", new List <Monument>() }, { "Water", new List <Monument>() } }; this.benderFactory = new BenderFactory(); this.monumentFactory = new MonumentFactory(); this.issuedWars = new List <string>(); }
public void AssignBender(List <string> benderArgs) { Bender bender = BenderFactory.Create(benderArgs); string type = benderArgs[1]; if (type == "Air") { airNation.Add(bender); } else if (type == "Water") { waterNation.Add(bender); } else if (type == "Fire") { fireNation.Add(bender); } else if (type == "Earth") { earthNation.Add(bender); } }
public void AssignBender(List <string> benderArgs) { var benderType = benderArgs[0]; benders[benderType].Add(BenderFactory.CreateBender(benderArgs)); }
public void AssignBender(List <string> benderArgs) { Bender bender = BenderFactory.CreateBender(benderArgs); nations[benderArgs[1]].AddBender(bender); }
public void AssignBender(List <string> benderArgs) { Bender bender = BenderFactory.CreateBender(benderArgs); this.benders.Add(bender); }
public NationsBuilder() { this.InitializeNations(); this.benderFactory = new BenderFactory(); this.monumentFactory = new MonumentFactory(); }
public void AssignBender(List <string> benderArgs) { var bander = BenderFactory.Bender(benderArgs); benders[benderArgs[0]].Add(bander); }