public static Game CreateGame(IEnumerable<IPlayer> players) { var dice = new MonopolyDice(); var banker = new Banker(players); var realEstateHandler = new OwnableHandler(BoardFactory.CreateRealEstate(dice), banker); var spaces = BoardFactory.CreateNonRealEstateSpaces(banker); var spaceHandler = new UnownableHandler(spaces); var boardHandler = new BoardHandler(players, realEstateHandler, spaceHandler, banker); var jailHandler = new JailHandler(dice, boardHandler, banker); var turnHandler = new TurnHandler(dice, boardHandler, jailHandler, realEstateHandler, banker); var deckFactory = new DeckFactory(players, jailHandler, boardHandler, realEstateHandler, banker); var communityChest = deckFactory.BuildCommunityChestDeck(); var chance = deckFactory.BuildChanceDeck(dice); foreach (var space in spaces.Values.OfType<DrawCard>()) { if (space.ToString() == "Community Chest") space.AddDeck(communityChest); else space.AddDeck(chance); } return new Game(players, turnHandler, banker); }
public void Init() { fixture = new Fixture().Customize(new AutoMoqCustomization()); mockDice = fixture.Create<Mock<Dice>>(); ninject = new StandardKernel(new BindingsModule()); ninject.Rebind<IDice>().ToConstant(mockDice.Object); turnHandler = ninject.Get<TurnHandler>(); player1 = ninject.Get<IPlayer>(); player2 = ninject.Get<IPlayer>(); realtor = ninject.Get<IRealtor>(); jailer = ninject.Get<IJailer>(); }
private void SetupGameWithPlayers(Int32 numberOfPlayers) { var players = GeneratePlayerIEnumerable(numberOfPlayers); var realEstateHandler = FakeHandlerFactory.CreateEmptyRealEstateHandler(players); banker = new Banker(players); var boardHandler = FakeHandlerFactory.CreateBoardHandlerForFakeBoard(players, realEstateHandler, banker); dice = new ControlledDice(); var jailHandler = new JailHandler(dice, boardHandler, banker); var turnHandler = new TurnHandler(dice, boardHandler, jailHandler, realEstateHandler, banker); game = new Game(players, turnHandler, banker); }