private static IActor CreateHumanActor(HumanPlayer humanPlayer, IHumanPersonFactory personFactory, ISectorManager sectorManager, IActorManager actorManager, IPerkResolver perkResolver) { var person = personFactory.Create(); Console.WriteLine("Start properties:"); foreach (var equipment in person.EquipmentCarrier) { Console.WriteLine($"Equiped: {equipment}"); } foreach (var prop in person.Inventory.CalcActualItems()) { Console.WriteLine(prop); } humanPlayer.MainPerson = person; var playerActorStartNode = sectorManager.CurrentSector.Map.Regions .SingleOrDefault(x => x.IsStart).Nodes .First(); var actor = new Actor(humanPlayer.MainPerson, humanPlayer, playerActorStartNode, perkResolver); actorManager.Add(actor); return(actor); }
public MonsterActorTaskSource(IBotPlayer player, IDecisionSource decisionSource, ITacticalActUsageService actService, ISectorManager sectorManager, IActorManager actorManager) : this((IPlayer)player, decisionSource, actService, sectorManager, actorManager) { }
public MoveCommand( ISectorManager sectorManager, ISectorUiState playerState) : base(sectorManager, playerState) { Path = new List <IGraphNode>(); }
protected ActorCommandBase(IGameLoop gameLoop, ISectorManager sectorManager, ISectorUiState playerState) : base(gameLoop) { SectorManager = sectorManager; PlayerState = playerState; }
public MineDepositCommand( ISectorManager sectorManager, ISectorUiState playerState, IMineDepositMethodRandomSource mineDepositMethodRandomSource) : base(sectorManager, playerState) { _mineDepositMethodRandomSource = mineDepositMethodRandomSource; }
public MoveCommand(IGameLoop gameLoop, ISectorManager sectorManager, IPlayerState playerState) : base(gameLoop, sectorManager, playerState) { _path = new List <IMapNode>(); }
public GameLoop(ISectorManager sectorManager, IActorTaskSourceCollector actorTaskSourceCollector) { _taskDict = new ConcurrentDictionary <IActor, TaskState>(); _sectorManager = sectorManager ?? throw new ArgumentNullException(nameof(sectorManager)); _actorTaskSourceCollector = actorTaskSourceCollector ?? throw new ArgumentNullException(nameof(actorTaskSourceCollector)); }
public EquipCommand(IGameLoop gameLoop, ISectorManager sectorManager, ISectorUiState playerState, IInventoryState inventoryState) : base(gameLoop, sectorManager, playerState) { _inventoryState = inventoryState; }
public TacticalActUsageService( ITacticalActUsageRandomSource actUsageRandomSource, ISectorManager sectorManager, IActUsageHandlerSelector actUsageHandlerSelector, IEquipmentDurableService equipmentDurableService) : this(actUsageRandomSource, sectorManager, actUsageHandlerSelector) { EquipmentDurableService = equipmentDurableService ?? throw new ArgumentNullException(nameof(equipmentDurableService)); }
public UseSelfCommand(IGameLoop gameLoop, ISectorManager sectorManager, IPlayerState playerState, IInventoryState inventoryState) : base(gameLoop, sectorManager, playerState) { _inventoryState = inventoryState; }
public UseSelfCommand( ISectorManager sectorManager, ISectorUiState playerState, IInventoryState inventoryState) : base(sectorManager, playerState) { _inventoryState = inventoryState; }
public AttackCommand( ISectorManager sectorManager, ISectorUiState playerState, ITacticalActUsageService tacticalActUsageService) : base(sectorManager, playerState) { _tacticalActUsageService = tacticalActUsageService; }
public AttackCommand(IGameLoop gameLoop, ISectorManager sectorManager, IPlayerState playerState, ITacticalActUsageService tacticalActUsageService) : base(gameLoop, sectorManager, playerState) { _tacticalActUsageService = tacticalActUsageService; }
public DefeatTargetLogicState(ISectorManager sectorManager, ITacticalActUsageService actService, IActorManager actorManager) { _map = sectorManager.CurrentSector.Map; _actService = actService ?? throw new ArgumentNullException(nameof(actService)); _actorManager = actorManager ?? throw new ArgumentNullException(nameof(actorManager)); }
/// <summary> /// Конструирует экземпляр службы <see cref="TacticalActUsageService"/>. /// </summary> /// <param name="actUsageRandomSource">Источник рандома для выполнения действий.</param> /// <param name="perkResolver">Сервис для работы с прогрессом перков.</param> /// <param name="sectorManager">Менеджер сектора.</param> /// <exception cref="System.ArgumentNullException"> /// actUsageRandomSource /// or /// perkResolver /// or /// sectorManager /// </exception> public TacticalActUsageService(ITacticalActUsageRandomSource actUsageRandomSource, IPerkResolver perkResolver, ISectorManager sectorManager) { _actUsageRandomSource = actUsageRandomSource ?? throw new ArgumentNullException(nameof(actUsageRandomSource)); _perkResolver = perkResolver ?? throw new ArgumentNullException(nameof(perkResolver)); _sectorManager = sectorManager ?? throw new ArgumentNullException(nameof(sectorManager)); }
public NextTurnCommand(IGameLoop gameLoop, ISectorManager sectorManager, IPlayerState playerState, IDecisionSource decisionSource) : base(gameLoop, sectorManager, playerState) { _decisionSource = decisionSource; }
/// <summary> /// Конструирует экземпляр службы <see cref="TacticalActUsageService"/>. /// </summary> /// <param name="actUsageRandomSource">Источник рандома для выполнения действий.</param> /// <param name="perkResolver">Сервис для работы с прогрессом перков.</param> /// <param name="sectorManager">Менеджер сектора.</param> /// <exception cref="System.ArgumentNullException"> /// actUsageRandomSource /// or /// perkResolver /// or /// sectorManager /// </exception> public TacticalActUsageService( ITacticalActUsageRandomSource actUsageRandomSource, ISectorManager sectorManager, IActUsageHandlerSelector actUsageHandlerSelector) { _actUsageRandomSource = actUsageRandomSource ?? throw new ArgumentNullException(nameof(actUsageRandomSource)); _sectorManager = sectorManager ?? throw new ArgumentNullException(nameof(sectorManager)); _actUsageHandlerSelector = actUsageHandlerSelector ?? throw new ArgumentNullException(nameof(actUsageHandlerSelector)); }
protected MoveLogicStateBase(IDecisionSource decisionSource, ISectorManager sectorManager) { if (sectorManager is null) { throw new ArgumentNullException(nameof(sectorManager)); } DecisionSource = decisionSource ?? throw new ArgumentNullException(nameof(decisionSource)); Map = sectorManager.CurrentSector.Map; }
public LootLogicState(ISectorManager sectorManager) { if (sectorManager is null) { throw new System.ArgumentNullException(nameof(sectorManager)); } _map = sectorManager.CurrentSector.Map; _sectorManager = sectorManager; }
public MoveCommand(IGameLoop gameLoop, ISectorManager sectorManager, ISectorUiState playerState, IActorManager actorManager) : base(gameLoop, sectorManager, playerState) { _actorManager = actorManager; Path = new List <IMapNode>(); }
protected MonsterActorTaskSource(IPlayer player, IDecisionSource decisionSource, ITacticalActUsageService actService, ISectorManager sectorManager, IActorManager actorManager) { _logicDict = new Dictionary <IActor, IBotLogic>(); _player = player; _decisionSource = decisionSource; _actService = actService; _sectorManager = sectorManager; _actorManager = actorManager; }
public async Task SetUpAsync() { var actUsageRandomSourceMock = new Mock <ITacticalActUsageRandomSource>(); actUsageRandomSourceMock.Setup(x => x.RollToHit(It.IsAny <Roll>())).Returns(6); actUsageRandomSourceMock.Setup(x => x.RollEfficient(It.IsAny <Roll>())).Returns(1); _actUsageRandomSource = actUsageRandomSourceMock.Object; _perkResolverMock = new Mock <IPerkResolver>(); _perkResolver = _perkResolverMock.Object; var personMock = new Mock <IPerson>(); _person = personMock.Object; var evolutionDataMock = new Mock <IEvolutionData>(); var evolutionData = evolutionDataMock.Object; personMock.SetupGet(x => x.EvolutionData).Returns(evolutionData); var actScheme = new TestTacticalActStatsSubScheme { Offence = new TestTacticalActOffenceSubScheme { Type = OffenseType.Tactical, Impact = ImpactType.Kinetic, ApRank = 10 } }; var actMock = new Mock <ITacticalAct>(); actMock.SetupGet(x => x.Stats).Returns(actScheme); _act = actMock.Object; var sectorManagerMock = new Mock <ISectorManager>(); var sectorManager = sectorManagerMock.Object; var map = await SquareMapFactory.CreateAsync(3); var sectorMock = new Mock <ISector>(); sectorMock.SetupGet(x => x.Map).Returns(map); var sector = sectorMock.Object; sectorManagerMock.SetupGet(x => x.CurrentSector).Returns(sector); _sectorManager = sectorManager; }
private static IActor CreateHumanActor(HumanPlayer humanPlayer, IPerson humanPerson, ISectorManager sectorManager, IPlayerEventLogService playerEventLogService) { var playerActorStartNode = sectorManager.CurrentSector.Map.Regions .SingleOrDefault(x => x.IsStart) .Nodes .First(); humanPlayer.MainPerson = humanPerson; var actor = new Actor(humanPerson, humanPlayer, playerActorStartNode); playerEventLogService.Actor = actor; sectorManager.CurrentSector.ActorManager.Add(actor); return(actor); }
public LootDetectedTrigger(IPropContainerManager propContainerManager, ISectorManager sectorManager) { _propContainerManager = propContainerManager; _map = sectorManager.CurrentSector.Map; }
protected SpecialActorCommandBase(IGameLoop gameloop, ISectorManager sectorManager, ISectorUiState playerState) : base(gameloop, sectorManager, playerState) { }
public LootDetectedTrigger(ISectorManager sectorManager) { _sectorManager = sectorManager ?? throw new System.ArgumentNullException(nameof(sectorManager)); _map = sectorManager.CurrentSector.Map; }
public SectorTransitionMoveCommand( ISectorManager sectorManager, ISectorUiState playerState) : base(sectorManager, playerState) { }
public ExploreLogicState(IDecisionSource decisionSource, ISectorManager sectorManager) : base(decisionSource, sectorManager) { }
public IntruderDetectedTrigger(IActorManager actorManager, ISectorManager sectorManager) { _actorManager = actorManager; _map = sectorManager.CurrentSector.Map; }
protected SpecialActorCommandBase( ISectorManager sectorManager, ISectorUiState playerState) : base(sectorManager, playerState) { }