Ejemplo n.º 1
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 /// <summary>
 /// Creates a new <see cref="NpcShopSystem"/> instance.
 /// </summary>
 /// <param name="logger">Logger.</param>
 /// <param name="inventorySystem">Inventory System.</param>
 /// <param name="playerDataSystem">Player data system.</param>
 /// <param name="npcShopPacketFactory">Npc shop packet factory.</param>
 /// <param name="textPacketFactory">Text packet factory.</param>
 public NpcShopSystem(ILogger <NpcShopSystem> logger, IInventorySystem inventorySystem, IPlayerDataSystem playerDataSystem, INpcShopPacketFactory npcShopPacketFactory, ITextPacketFactory textPacketFactory)
 {
     _logger               = logger;
     _inventorySystem      = inventorySystem;
     _playerDataSystem     = playerDataSystem;
     _npcShopPacketFactory = npcShopPacketFactory;
     _textPacketFactory    = textPacketFactory;
 }
Ejemplo n.º 2
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 /// <summary>
 /// Creates a new <see cref="CustomizationSystem"/> instance.
 /// </summary>
 /// <param name="inventorySystem">Inventory system.</param>
 /// <param name="customizationPacketFactory">Customization packet factory.</param>
 /// <param name="worldServerConfiguration">World server configuration.</param>
 /// <param name="playerDataSystem">Player data system.</param>
 /// <param name="textPacketFactory">Text packet factory.</param>
 public CustomizationSystem(IInventorySystem inventorySystem, ICustomizationPacketFactory customizationPacketFactory, IOptions <WorldConfiguration> worldServerConfiguration, IPlayerDataSystem playerDataSystem, ITextPacketFactory textPacketFactory)
 {
     _inventorySystem            = inventorySystem;
     _customizationPacketFactory = customizationPacketFactory;
     _playerDataSystem           = playerDataSystem;
     _textPacketFactory          = textPacketFactory;
     _worldServerConfiguration   = worldServerConfiguration.Value;
 }
Ejemplo n.º 3
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 /// <summary>
 /// Creates a new <see cref="TradeSystem"/> instance.
 /// </summary>
 /// <param name="logger">Logger.</param>
 /// <param name="tradePacketFactory">Trade packet factory.</param>
 /// <param name="textPacketFactory">Text packet factory.</param>
 /// <param name="playerDataSystem">Player data system.</param>
 /// <param name="inventorySystem">Inventory system.</param>
 public TradeSystem(ILogger <TradeSystem> logger, ITradePacketFactory tradePacketFactory, ITextPacketFactory textPacketFactory, IPlayerDataSystem playerDataSystem, IInventorySystem inventorySystem)
 {
     _logger             = logger;
     _tradePacketFactory = tradePacketFactory;
     _textPacketFactory  = textPacketFactory;
     _playerDataSystem   = playerDataSystem;
     _inventorySystem    = inventorySystem;
 }
Ejemplo n.º 4
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 /// <summary>
 /// Creates a new <see cref="InventoryItemUsage"/> instance.
 /// </summary>
 public InventoryItemUsage(ILogger <InventoryItemUsage> logger, IInventoryPacketFactory inventoryPacketFactory, IMapManager mapManager, ISpecialEffectSystem specialEffectSystem, ITeleportSystem teleportSystem, IMoverPacketFactory moverPacketFactory, ITextPacketFactory textPacketFactory, IPlayerDataSystem playerDataSystem, IOptions <WorldConfiguration> worldServerConfiguration)
 {
     _logger = logger;
     _inventoryPacketFactory   = inventoryPacketFactory;
     _mapManager               = mapManager;
     _specialEffectSystem      = specialEffectSystem;
     _teleportSystem           = teleportSystem;
     _moverPacketFactory       = moverPacketFactory;
     _textPacketFactory        = textPacketFactory;
     _playerDataSystem         = playerDataSystem;
     _worldServerConfiguration = worldServerConfiguration.Value;
 }
Ejemplo n.º 5
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 public QuestSystem(ILogger <QuestSystem> logger, IRhisisDatabase database, IGameResources gameResources,
                    IPlayerDataSystem playerDataSystem, IInventorySystem inventorySystem, IExperienceSystem experienceSystem, IJobSystem jobSystem,
                    IQuestPacketFactory questPacketFactory, INpcDialogPacketFactory npcDialogPacketFactory, ITextPacketFactory textPacketFactory)
 {
     _logger                 = logger;
     _database               = database;
     _gameResources          = gameResources;
     _playerDataSystem       = playerDataSystem;
     _inventorySystem        = inventorySystem;
     _experienceSystem       = experienceSystem;
     _jobSystem              = jobSystem;
     _questPacketFactory     = questPacketFactory;
     _npcDialogPacketFactory = npcDialogPacketFactory;
     _textPacketFactory      = textPacketFactory;
 }
Ejemplo n.º 6
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 /// <summary>
 /// Creates a new <see cref="DefaultPlayerBehavior"/> instance.
 /// </summary>
 /// <param name="player">Current player.</param>
 /// <param name="worldConfiguration">World Server configuration.</param>
 /// <param name="mobilitySystem">Mobility system.</param>
 /// <param name="inventorySystem">Inventory system.</param>
 /// <param name="playerDataSystem">Player data system.</param>
 /// <param name="recoverySystem">Recovery system.</param>
 /// <param name="regionTriggerSystem">Region trigger system.</param>
 /// <param name="questSystem">Quest system.</param>
 /// <param name="experienceSystem">Experience system.</param>
 /// <param name="moverPacketFactory">Mover packet factory.</param>
 /// <param name="textPacketFactory">Text packet factory.</param>
 public DefaultPlayerBehavior(IPlayerEntity player,
                              IOptions <WorldConfiguration> worldConfiguration,
                              IMobilitySystem mobilitySystem,
                              IInventorySystem inventorySystem,
                              IPlayerDataSystem playerDataSystem,
                              IRecoverySystem recoverySystem,
                              IRegionTriggerSystem regionTriggerSystem,
                              IQuestSystem questSystem,
                              IExperienceSystem experienceSystem,
                              IMoverPacketFactory moverPacketFactory,
                              ITextPacketFactory textPacketFactory)
 {
     _player              = player;
     _worldConfiguration  = worldConfiguration.Value;
     _mobilitySystem      = mobilitySystem;
     _inventorySystem     = inventorySystem;
     _playerDataSystem    = playerDataSystem;
     _recoverySystem      = recoverySystem;
     _regionTriggerSystem = regionTriggerSystem;
     _questSystem         = questSystem;
     _experienceSystem    = experienceSystem;
     _moverPacketFactory  = moverPacketFactory;
     _textPacketFactory   = textPacketFactory;
 }
Ejemplo n.º 7
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 /// <summary>
 /// Creates a new <see cref="ExpUpStopChatCommand"/> instance.
 /// </summary>
 /// <param name="logger">Logger.</param>
 /// <param name="playerDataSystem">Player data system.</param>
 public ExpUpStopChatCommand(ILogger <ExpUpStopChatCommand> logger, IPlayerDataSystem playerDataSystem)
 {
     _logger           = logger;
     _playerDataSystem = playerDataSystem;
 }
Ejemplo n.º 8
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 /// <summary>
 /// Creates a new <see cref="GetGoldChatCommand"/> instance.
 /// </summary>
 /// <param name="logger">Logger.</param>
 /// <param name="playerDataSystem">Player data system.</param>
 public GetGoldChatCommand(ILogger <GetGoldChatCommand> logger, IPlayerDataSystem playerDataSystem)
 {
     _logger           = logger;
     _playerDataSystem = playerDataSystem;
 }