public BasicGameClass(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, IViewModelData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, BasicGameContainer <P, S> gameContainer ) { MainContainer = mainContainer; Aggregator = aggregator; BasicData = basicData; Test = test; _currentMod = currentMod; State = state; Delay = delay; _command = command; _gameContainer = gameContainer; SaveRoot = mainContainer.Resolve <S>(); //i think this would be fine (?) PlayerList = SaveRoot.PlayerList; gameContainer.EndTurnAsync = EndTurnAsync; gameContainer.ContinueTurnAsync = ContinueTurnAsync; gameContainer.ShowWinAsync = ShowWinAsync; gameContainer.StartNewTurnAsync = StartNewTurnAsync; gameContainer.SaveStateAsync = SaveStateAsync; //if i need anything else, rethink. Network = gameContainer.Network; Check = gameContainer.Check; }
public MancalaMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, MancalaVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, GameBoardProcesses gameBoard, BasicGameContainer <MancalaPlayerItem, MancalaSaveInfo> gameContainer ) : base(resolver, aggregator, basic, test, model, state, delay, command, gameContainer) { _model = model; _command = command; _gameBoard = gameBoard; _gameBoard.PlayerList = GetPlayerList; _gameBoard.SingleInfo = GetCurrentPlayer; _gameBoard.SetCurrentPlayer = ((x) => SingleInfo = x); _gameBoard.EndTurnAsync = EndTurnAsync; _gameBoard.WhoTurn = GetWhoTurn; _gameBoard.ContinueTurnAsync = ContinueTurnAsync; _gameBoard.ShowWinAsync = ShowWinAsync; _gameBoard.ShowTieAsync = ShowTieAsync; _gameBoard.SaveRoot = GetSaveInfo; GameBoardGraphicsCP.CreateSpaceList(_model); }
public ThreeLetterFunMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, ThreeLetterFunVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, GameBoard gameboard, GlobalHelpers global, IListShuffler <ThreeLetterFunCardData> deck, BasicGameContainer <ThreeLetterFunPlayerItem, ThreeLetterFunSaveInfo> gameContainer ) : base(resolver, aggregator, basic, test, model, state, delay, command, gameContainer) { _test = test; _model = model; _command = command; _gameboard = gameboard; _global = global; _deck = deck; _gameboard.SetSelf = (() => { SingleInfo = PlayerList.GetSelf(); }); _gameboard.SingleInfo = (() => SingleInfo !); _gameboard.SaveRoot = (() => SaveRoot); }
public BoardDiceGameClass( IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, IDiceBoardGamesData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, BasicGameContainer <P, S> gameContainer, StandardRollProcesses <SimpleDice, P> roller ) : base( mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer) { _model = currentMod; Roller = roller; Roller.AfterRollingAsync = AfterRollingAsync; Roller.AfterSelectUnselectDiceAsync = AfterSelectUnselectDiceAsync; Roller.CurrentPlayer = (() => SingleInfo !); }
public DiceGameClass( IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, IBasicDiceGamesData <D> currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, BasicGameContainer <P, S> gameContainer, StandardRollProcesses <D, P> roller ) : base( mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer) { _model = currentMod; Roller = roller; Roller.CurrentPlayer = (() => SingleInfo !); Roller.AfterRollingAsync = AfterRollingAsync; Roller.AfterSelectUnselectDiceAsync = AfterSelectUnselectDiceAsync; //not sure about the before roll and whether it can roll (iffy). }
public TicTacToeMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, TicTacToeVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, BasicGameContainer <TicTacToePlayerItem, TicTacToeSaveInfo> gameContainer ) : base(resolver, aggregator, basic, test, model, state, delay, command, gameContainer) { _command = command; }
public BowlingDiceGameMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, BowlingDiceGameVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, BasicGameContainer <BowlingDiceGamePlayerItem, BowlingDiceGameSaveInfo> gameContainer ) : base(resolver, aggregator, basic, test, model, state, delay, command, gameContainer) { _test = test; }
public ItalianDominosMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, ItalianDominosVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, BasicGameContainer <ItalianDominosPlayerItem, ItalianDominosSaveInfo> gameContainer ) : base(resolver, aggregator, basic, test, model, state, delay, command, gameContainer) { _model = model; DominosToPassOut = 6; //usually 6 but can be changed. }
public TileRummyMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, TileRummyVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, BasicGameContainer <TileRummyPlayerItem, TileRummySaveInfo> gameContainer ) : base(resolver, aggregator, basic, test, model, state, delay, command, gameContainer) { _model = model; _command = command; _rummys = new RummyProcesses <EnumColorType, EnumColorType, TileInfo>(); //decided to create new one here. hopefully i don't regret this }
public A21DiceGameMainGameClass(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, A21DiceGameVMData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, BasicGameContainer <A21DiceGamePlayerItem, A21DiceGameSaveInfo> gameContainer, StandardRollProcesses <SimpleDice, A21DiceGamePlayerItem> roller) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer, roller) { _model = currentMod; //if not needed, take this out and the _model variable. _roller = roller; }
public BeginningColorProcessorClass(BeginningColorModel <E, O, P> model, BasicGameContainer <P, S> gameContainer ) { _model = model; _gameContainer = gameContainer; //looks like i have to set a delegate for showing for all now with pauses. MiscDelegates.ComputerChooseColorsAsync = ComputerChooseColorAsync; MiscDelegates.ContinueColorsAsync = ContinueColorsAsync; MiscDelegates.FillRestColors = (() => { _model.ColorChooser.FillInRestOfColors(); }); }
public DominosGameClass( IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, IDominoGamesData <D> currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, BasicGameContainer <P, S> gameContainer ) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer) { _model = currentMod; _command = command; }
public DominosRegularMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, DominosRegularVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, BasicGameContainer <DominosRegularPlayerItem, DominosRegularSaveInfo> gameContainer ) : base(resolver, aggregator, basic, test, model, state, delay, command, gameContainer) { _model = model; DominosToPassOut = 6; //usually 6 but can be changed. _model.GameBoard1.DominoPileClicked = DominoPileClicked; }
public DominosMexicanTrainMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, DominosMexicanTrainVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, GlobalClass global, BasicGameContainer <DominosMexicanTrainPlayerItem, DominosMexicanTrainSaveInfo> gameContainer ) : base(resolver, aggregator, basic, test, model, state, delay, command, gameContainer) { _model = model; _global = global; DominosToPassOut = 12; }
public SinisterSixMainGameClass(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, SinisterSixVMData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, BasicGameContainer <SinisterSixPlayerItem, SinisterSixSaveInfo> gameContainer, StandardRollProcesses <EightSidedDice, SinisterSixPlayerItem> roller) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer, roller) { _model = currentMod; //if not needed, take this out and the _model variable. roller.BeforeRollingAsync = BeforeRollingAsync; roller.CanRollAsync = CanRollAsync; }
public BingoMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, BingoVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, RandomGenerator rs, BasicGameContainer <BingoPlayerItem, BingoSaveInfo> gameContainer ) : base(resolver, aggregator, basic, test, model, state, delay, command, gameContainer) { _model = model; _rs = rs; }
public LottoDominosMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, LottoDominosVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, GameBoardCP gameBoard, BasicGameContainer <LottoDominosPlayerItem, LottoDominosSaveInfo> gameContainer ) : base(resolver, aggregator, basic, test, model, state, delay, command, gameContainer) { _test = test; _model = model; _gameBoard = gameBoard; _gameBoard.MakeMoveAsync = MakeMoveAsync; }
public RummyDiceMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, RummyDiceVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, RummyBoardCP rummyBoard, BasicGameContainer <RummyDicePlayerItem, RummyDiceSaveInfo> gameContainer ) : base(resolver, aggregator, basic, test, model, state, delay, command, gameContainer) { _test = test; _model = model; _command = command; MainBoard1 = rummyBoard; MainBoard1.SaveRoot = GetSave; MainBoard1.SelectOneMainAsync = SelectOneMainAsync; }
public BattleshipMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, BattleshipVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, GameBoardCP gameBoard1, ShipControlCP ships, BasicGameContainer <BattleshipPlayerItem, BattleshipSaveInfo> gameContainer ) : base(resolver, aggregator, basic, test, model, state, delay, command, gameContainer) { _test = test; _model = model; _command = command; GameBoard1 = gameBoard1; Ships = ships; }
public CandylandBoardProcesses GameBoard1; //i think public CandylandMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, CandylandVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, DrawShuffleClass <CandylandCardData, CandylandPlayerItem> shuffle, CandylandBoardProcesses gameBoard1, BasicGameContainer <CandylandPlayerItem, CandylandSaveInfo> gameContainer ) : base(resolver, aggregator, basic, test, model, state, delay, command, gameContainer) { _test = test; _command = command; _shuffle = shuffle; GameBoard1 = gameBoard1; _shuffle.CurrentPlayer = CurrentPlayer; _shuffle.AfterDrawingAsync = AfterDrawingAsync; }
public SnakesAndLaddersMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, SnakesAndLaddersVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, StandardRollProcesses <SimpleDice, SnakesAndLaddersPlayerItem> roll, GameBoardProcesses gameBoard1, BasicGameContainer <SnakesAndLaddersPlayerItem, SnakesAndLaddersSaveInfo> gameContainer ) : base(resolver, aggregator, basic, test, model, state, delay, command, gameContainer) { _test = test; _model = model; Roll = roll; GameBoard1 = gameBoard1; Roll.AfterRollingAsync = AfterRollingAsync; //hopefully this simple. roll.CurrentPlayer = GetCurrentPlayer; GameBoard1.CurrentPlayer = GetCurrentPlayer; }
public SimpleBoardGameClass(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, ISimpleBoardGamesData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, BasicGameContainer <P, S> gameContainer) : base( mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer) { _currentMod = currentMod; }
public static bool CanSendMessage <P, S>(this BasicGameContainer <P, S> gameContainer) where P : class, IPlayerItem, new() where S : BasicSavedGameClass <P>, new() { return(gameContainer.SingleInfo !.CanSendMessage(gameContainer.BasicData)); }