public XactikaMainGameClass(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, XactikaVMData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, ICardInfo <XactikaCardInformation> cardInfo, CommandContainer command, XactikaGameContainer gameContainer, ITrickData trickData, ITrickPlay trickPlay, IAdvancedTrickProcesses aTrick, IBidProcesses bidProcesses, IShapeProcesses shapeProcesses, IModeProcesses modeProcesses ) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, cardInfo, command, gameContainer, trickData, trickPlay) { _model = currentMod; _command = command; _gameContainer = gameContainer; _aTrick = aTrick; _bidProcesses = bidProcesses; _shapeProcesses = shapeProcesses; _modeProcesses = modeProcesses; _gameContainer.StartNewTrickAsync = StartNewTrickAsync; _gameContainer.ShowHumanCanPlayAsync = ShowHumanCanPlayAsync; _gameContainer.ShowTurn = (() => this.ShowTurn()); }
public RookMainGameClass(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, RookVMData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, ICardInfo <RookCardInformation> cardInfo, CommandContainer command, RookGameContainer gameContainer, ITrickData trickData, ITrickPlay trickPlay, IAdvancedTrickProcesses aTrick, IBidProcesses bidProcesses, ITrumpProcesses trumpProcesses, INestProcesses nestProcesses ) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, cardInfo, command, gameContainer, trickData, trickPlay) { _model = currentMod; _command = command; _gameContainer = gameContainer; _aTrick = aTrick; _bidProcesses = bidProcesses; _trumpProcesses = trumpProcesses; _nestProcesses = nestProcesses; _gameContainer.StartNewTrickAsync = StartNewTrickAsync; _gameContainer.StartingStatus = (() => this.StartingStatus()); }
public RageCardGameMainGameClass(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, RageCardGameVMData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, ICardInfo <RageCardGameCardInformation> cardInfo, CommandContainer command, RageCardGameGameContainer gameContainer, ITrickData trickData, ITrickPlay trickPlay, IAdvancedTrickProcesses aTrick, IColorProcesses colorProcesses, IBidProcesses bidProcesses, RageDelgates delgates ) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, cardInfo, command, gameContainer, trickData, trickPlay) { _model = currentMod; _command = command; _gameContainer = gameContainer; _aTrick = aTrick; _colorProcesses = colorProcesses; _bidProcesses = bidProcesses; _delgates = delgates; delgates.CardsToPassOut = (() => SaveRoot.CardsToPassOut); }
public SkuckCardGameMainGameClass(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, SkuckCardGameVMData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, ICardInfo <SkuckCardGameCardInformation> cardInfo, CommandContainer command, SkuckCardGameGameContainer gameContainer, ITrickData trickData, ITrickPlay trickPlay, IAdvancedTrickProcesses aTrick, IBidProcesses bidProcesses, IPlayChoiceProcesses choiceProcesses, ITrumpProcesses trumpProcesses ) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, cardInfo, command, gameContainer, trickData, trickPlay) { _model = currentMod; _command = command; _gameContainer = gameContainer; _aTrick = aTrick; _bidProcesses = bidProcesses; _choiceProcesses = choiceProcesses; _trumpProcesses = trumpProcesses; _gameContainer.ComputerTurnAsync = ComputerTurnAsync; _gameContainer.StartNewTrickAsync = StartNewTrickAsync; _gameContainer.ShowHumanCanPlayAsync = ShowHumanCanPlayAsync; }
public RoundsCardGameMainGameClass(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, RoundsCardGameVMData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, ICardInfo <RoundsCardGameCardInformation> cardInfo, CommandContainer command, RoundsCardGameGameContainer gameContainer, ITrickData trickData, ITrickPlay trickPlay, IAdvancedTrickProcesses aTrick ) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, cardInfo, command, gameContainer, trickData, trickPlay) { _model = currentMod; _command = command; _aTrick = aTrick; }
public TrickGameClass(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, ITrickCardGamesData <T, SU> currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, ICardInfo <T> cardInfo, CommandContainer command, TrickGameContainer <T, P, SA, SU> gameContainer, ITrickData trickData, ITrickPlay trickPlay ) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, cardInfo, command, gameContainer) { _trickData = trickData; _trickPlay = trickPlay; _model = currentMod; _gameContainer = gameContainer; _gameContainer.CardClickedAsync = CardClickedAsync; _gameContainer.ContinueTrickAsync = ContinueTrickAsync; _gameContainer.EndTrickAsync = EndTrickAsync; }
public GalaxyCardGameMainGameClass(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, GalaxyCardGameVMData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, ICardInfo <GalaxyCardGameCardInformation> cardInfo, CommandContainer command, GalaxyCardGameGameContainer gameContainer, ITrickData trickData, ITrickPlay trickPlay, IAdvancedTrickProcesses aTrick, GalaxyDelegates delegates ) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, cardInfo, command, gameContainer, trickData, trickPlay) { _model = currentMod; _command = command; _gameContainer = gameContainer; _aTrick = aTrick; delegates.PlayerGetCards = (() => PlayerGetCards); _rummys = new RummyProcesses <EnumSuitList, EnumColorList, GalaxyCardGameCardInformation>(); }