public int DisableAccounts() { ClearDataGrid(Viewer.DataGridView_Disable); int count = 0; foreach (var resign in DisableList) { if (Executioner.DisableAccount(resign, out string erorr)) { resign.Status = RecordStatus.Disabled; Viewer.AddToDisableGrid(resign, erorr, ActionOkColor); if (!Adapter.UpdateRecord(resign, out var error)) { throw new DbException(error); } count++; } else { resign.Status = RecordStatus.Erorr; Viewer.AddToDisableGrid(resign, erorr, ActionFailColor); resign.AppendErrorMessage(erorr); if (!Adapter.UpdateRecord(resign, out var error)) { throw new DbException(error); } } } DisableList.Clear(); return(count); }
public void Execute(object parameter) { if (parameter is TValue value) { Executioner?.Invoke(value); return; } Executioner?.Invoke(default);
public static void Main(string[] args) { var n = 5m; Console.WriteLine(Executioner.GetRate(n)); // -> prints 15 // provides a new method to be called Executioner.GetRateFunc = a => a * 2; Console.WriteLine(Executioner.GetRate(n)); // -> prints 10 }
private static void UpdateMeeting(MeetingHud __instance, Executioner role) { foreach (var player in __instance.playerStates) { if (player.TargetPlayerId == role.target.PlayerId) { player.NameText.color = Color.black; } } }
static void Main(string[] args) { IReader reader = new Reader(); IWriter writer = new Writer(); Executioner executioner = new Executioner(new JobFactory(), new EmployeeFactory(), writer); JobCentre jobCentre = new JobCentre(); Engine engine = new Engine(reader, executioner, jobCentre); engine.Run(); }
public int DisableAccounts() { var disableList = Logic.GetTodayDisables().ToList(); _logger.Log($"Disable - total: {disableList.Count()}"); int count = 1; foreach (var resign in disableList) { if (Executioner.DisableAccount(resign, out string erorr)) { resign.Status = RecordStatus.Disabled; DisablesResults.Add(MakeRow(resign.Id.ToString(), resign.ADName, resign.HRCode, resign.ReceiveDate.ToString(DateStringFormat), resign.ResignDay.ToString(DateStringFormat), erorr, Code.I.ToString())); if (!Adapter.UpdateRecord(resign, out var dbError)) { throw new DbException(dbError); } _logger.Log($"Disable - OK: {resign.ADName}"); } else { resign.Status = RecordStatus.Erorr; DisablesResults.Add(MakeRow(resign.Id.ToString(), resign.ADName, resign.HRCode, resign.ReceiveDate.ToString(DateStringFormat), resign.ResignDay.ToString(DateStringFormat), erorr, Code.E.ToString())); resign.AppendErrorMessage(erorr); if (!Adapter.UpdateRecord(resign, out var dbError)) { throw new DbException(dbError); //unlikely to happen } _logger.Log($"Disable - Fail: {resign.ADName} reason: {erorr}"); } count++; } DisablesResults.Sort((item1, item2) => (item1.Last().CompareTo(item2.Last()))); return(count); }
public Deck() { CardNames = Executioner.DeckCreate(); }
public FlowTests() { var executionManager = new SimpleExecutionManager(); _executioner = executionManager.ToNewExecutioner(); }
public override void Execute(TValue value) { Executioner?.Invoke(value); }
// Methods private static IEnumerable <string> GetResults(Role role) { switch (role) { case Vigilante _: case Veteran _: case Mafioso _: // case Pirate _: case Ambusher _: return(new[] { Vigilante.GetName(), Veteran.GetName(), Mafioso.GetName(), Ambusher.GetName() }); case Medium _: case Janitor _: case Retributionist _: // case Necromancer _: case Trapper _: return(new[] { Medium.GetName(), Janitor.GetName(), Retributionist.GetName(), Trapper.GetName() }); case Survivor _: case VampireHunter _: case Amnesiac _: // case Medusa _: case Psychic _: return(new[] { Survivor.GetName(), VampireHunter.GetName(), Amnesiac.GetName(), Psychic.GetName() }); case Spy _: case Blackmailer _: case Jailor _: case GuardianAngel _: return(new[] { Spy.GetName(), Blackmailer.GetName(), Jailor.GetName(), GuardianAngel.GetName() }); case Sheriff _: case Executioner _: case Werewolf _: // case Poisoner _: return(new[] { Sheriff.GetName(), Executioner.GetName(), Werewolf.GetName() }); case Framer _: case Vampire _: case Jester _: // case HexMaster _: return(new[] { Framer.GetName(), Vampire.GetName(), Jester.GetName() }); case Lookout _: case Forger _: // case Juggernaut _: // case CovenLeader _: return(new[] { Lookout.GetName(), Forger.GetName() }); case Escort _: case Transporter _: case Consort _: case Hypnotist _: return(new[] { Escort.GetName(), Transporter.GetName(), Consort.GetName(), Hypnotist.GetName() }); case Doctor _: case Disguiser _: case SerialKiller _: // case PotionMaster _: return(new[] { Doctor.GetName(), Disguiser.GetName(), SerialKiller.GetName() }); case Investigator _: case Consigliere _: case Mayor _: case Tracker _: // case Plaguebearer _: return(new[] { Investigator.GetName(), Consigliere.GetName(), Mayor.GetName(), Tracker.GetName() }); case Bodyguard _: case Godfather _: case Arsonist _: case Crusader _: return(new[] { Bodyguard.GetName(), Godfather.GetName(), Arsonist.GetName(), Crusader.GetName() }); } return(new string[] { }); }
// Methods private static string GetResult(Role role) { switch (role) { case Investigator _: return($"{role.Owner.Data.PlayerName} gathers information about people. They must be an {Investigator.GetName()}."); case Lookout _: return($"{role.Owner.Data.PlayerName} watches who visits people at night. They must be a {Lookout.GetName()}."); case Psychic _: return($"{role.Owner.Data.PlayerName} has the sight. They must be a {Psychic.GetName()}."); case Sheriff _: return($"{role.Owner.Data.PlayerName} is a protector of the {Faction.Crew.Name}. They must be a {Sheriff.GetName()}."); case Spy _: return($"{role.Owner.Data.PlayerName} secretly watches who someone visits. They must be a {Spy.GetName()}."); case Tracker _: return($"{role.Owner.Data.PlayerName} is a skilled in the art of tracking. They must be a {Tracker.GetName()}."); case Jailor _: return($"{role.Owner.Data.PlayerName} detains people at night. They must be a {Jailor.GetName()}."); case VampireHunter _: return($"{role.Owner.Data.PlayerName} tracks Vampires. They must be a {VampireHunter.GetName()}!"); case Veteran _: return($"{role.Owner.Data.PlayerName} is a paranoid war hero. They must be a {Veteran.GetName()}."); case Vigilante _: return($"{role.Owner.Data.PlayerName} will bend the law to enact justice. They must be a {Vigilante.GetName()}."); case Bodyguard _: return($"{role.Owner.Data.PlayerName} is a trained protector. They must be a {Bodyguard.GetName()}."); case Doctor _: return($"{role.Owner.Data.PlayerName} is a professional surgeon. They must be a {Doctor.GetName()}."); case Crusader _: return($"{role.Owner.Data.PlayerName} is a divine protector. They must be a {Crusader.GetName()}."); case Trapper _: return($"{role.Owner.Data.PlayerName} is waiting for a big catch. They must be a {Trapper.GetName()}."); case Escort _: return($"{role.Owner.Data.PlayerName} is a beautiful person working for the {Faction.Crew.Name}. They must be an {Escort.GetName()}."); case Mayor _: return($"{role.Owner.Data.PlayerName} is the leader of the {Faction.Crew.Name}. They must be the {Mayor.GetName()}."); case Medium _: return($"{role.Owner.Data.PlayerName} speaks with the dead. They must be a {Medium.GetName()}."); case Retributionist _: return($"{role.Owner.Data.PlayerName} wields mystical powers. They must be a {Retributionist.GetName()}."); case Transporter _: return($"{role.Owner.Data.PlayerName} specializes in transportation. They must be a {Transporter.GetName()}."); case Disguiser _: return($"{role.Owner.Data.PlayerName} makes other people appear to be someone they're not. They must be a {Disguiser.GetName()}"); case Forger _: return($"{role.Owner.Data.PlayerName} is good at forging documents. They must be a {Forger.GetName()}."); case Framer _: return($"{role.Owner.Data.PlayerName} has a desire to deceive. They must be a {Framer.GetName()}!"); case Hypnotist _: return($"{role.Owner.Data.PlayerName} is skilled at disrupting others. They must be a {Hypnotist.GetName()}."); case Janitor _: return($"{role.Owner.Data.PlayerName} cleans up dead bodies. They must be a {Janitor.GetName()}."); case Ambusher _: return($"{role.Owner.Data.PlayerName} lies in wait. They must be an {Ambusher.GetName()}."); case Godfather _: return($"{role.Owner.Data.PlayerName} is the leader of the {Faction.Mafia.Name}. They must be the {Godfather.GetName()}."); case Mafioso _: return($"{role.Owner.Data.PlayerName} does the {Godfather.GetName()}'s dirty work. They must be a {Mafioso.GetName()}."); case Blackmailer _: return($"{role.Owner.Data.PlayerName} uses information to silence people. They must be a {Blackmailer.GetName()}."); case Consigliere _: return($"{role.Owner.Data.PlayerName} gathers information for the {Faction.Mafia.Name}. They must be a {Consigliere.GetName()}."); case Consort _: return($"{role.Owner.Data.PlayerName} is a beautiful person working for the {Faction.Mafia.Name}. They must be a {Consort.GetName()}."); case Amnesiac _: return($"{role.Owner.Data.PlayerName} does not remember their role. They must be an {Amnesiac.GetName()}."); case GuardianAngel _: return($"{role.Owner.Data.PlayerName} is watching over someone. They must be a {GuardianAngel.GetName()}."); case Survivor _: return($"{role.Owner.Data.PlayerName} simply wants to live. They must be a {Survivor.GetName()}."); case Vampire _: return($"{role.Owner.Data.PlayerName} drinks blood. They must be a {Vampire.GetName()}!"); case Executioner _: return($"{role.Owner.Data.PlayerName} wants someone to be lynched at any cost. They must be an {Executioner.GetName()}."); case Jester _: return($"{role.Owner.Data.PlayerName} wants to be lynched. They must be a {Jester.GetName()}."); case Witch _: return($"{role.Owner.Data.PlayerName} casts spells on people. They must be a {Witch.GetName()}."); case Arsonist _: return($"{role.Owner.Data.PlayerName} likes to watch things burn. They must be an {Arsonist.GetName()}."); case SerialKiller _: return($"{role.Owner.Data.PlayerName} wants to kill everyone. They must be a {SerialKiller.GetName()}"); case Werewolf _: return($"{role.Owner.Data.PlayerName} howls at the moon. They must be a {Werewolf.GetName()}."); default: return("No special role found."); } }
public override void Load() { AbnormalEffect effect = 0; AbnormalItem item = new PithyProfessional(effect); AddItem("UnusualPithyProfessional", item); AddEquipTexture(item, EquipType.Head, "UnusualPithyProfessional_Head", "Highlander/Items/Armor/PithyProfessional_Head"); item = new LegendaryLid(effect); AddItem("UnusualLegendaryLid", item); AddEquipTexture(item, EquipType.Head, "UnusualLegendaryLid_Head", "Highlander/Items/Armor/LegendaryLid_Head"); item = new BrassBucket(effect); AddItem("UnusualBrassBucket", item); AddEquipTexture(item, EquipType.Head, "UnusualBrassBucket_Head", "Highlander/Items/Armor/BrassBucket_Head"); item = new TeamCaptain(effect); AddItem("UnusualTeamCaptain", item); AddEquipTexture(item, EquipType.Head, "UnusualTeamCaptain_Head", "Highlander/Items/Armor/TeamCaptain_Head"); item = new StainlessPot(effect); AddItem("UnusualStainlessPot", item); AddEquipTexture(item, EquipType.Head, "UnusualStainlessPot_Head", "Highlander/Items/Armor/StainlessPot_Head"); item = new Hotrod(effect); AddItem("UnusualHotrod", item); AddEquipTexture(item, EquipType.Head, "UnusualHotrod_Head", "Highlander/Items/Armor/Hotrod_Head"); item = new StoutShako(effect); AddItem("UnusualStoutShako", item); AddEquipTexture(item, EquipType.Head, "UnusualStoutShako_Head", "Highlander/Items/Armor/StoutShako_Head"); item = new SamurEye(effect); AddItem("UnusualSamurEye", item); AddEquipTexture(item, EquipType.Head, "UnusualSamurEye_Head", "Highlander/Items/Armor/SamurEye_Head"); item = new OlSnaggletooth(effect); AddItem("UnusualOlSnaggletooth", item); AddEquipTexture(item, EquipType.Head, "UnusualOlSnaggletooth_Head", "Highlander/Items/Armor/OlSnaggletooth_Head"); item = new PyromancerMask(effect); AddItem("UnusualPyromancerMask", item); AddEquipTexture(item, EquipType.Head, "UnusualPyromancerMask_Head", "Highlander/Items/Armor/PyromancerMask_Head"); item = new HongKongCone(effect); AddItem("UnusualHongKongCone", item); AddEquipTexture(item, EquipType.Head, "UnusualHongKongCone_Head", "Highlander/Items/Armor/HongKongCone_Head"); item = new KillerExclusive(effect); AddItem("UnusualKillerExclusive", item); AddEquipTexture(item, EquipType.Head, "UnusualKillerExclusive_Head", "Highlander/Items/Armor/KillerExclusive_Head"); item = new TartanTyrolean(effect); AddItem("UnusualTartanTyrolean", item); AddEquipTexture(item, EquipType.Head, "UnusualTartanTyrolean_Head", "Highlander/Items/Armor/TartanTyrolean_Head"); item = new ColdfrontCommander(effect); AddItem("UnusualColdfrontCommander", item); AddEquipTexture(item, EquipType.Head, "UnusualColdfrontCommander_Head", "Highlander/Items/Armor/ColdfrontCommander_Head"); item = new SinnerShade(effect); AddItem("UnusualSinnerShade", item); AddEquipTexture(item, EquipType.Head, "UnusualSinnerShade_Head", "Highlander/Items/Armor/SinnerShade_Head"); item = new MightyMitre(effect); AddItem("UnusualMightyMitre", item); AddEquipTexture(item, EquipType.Head, "UnusualMightyMitre_Head", "Highlander/Items/Armor/MightyMitre_Head"); item = new CondorCap(effect); AddItem("UnusualCondorCap", item); AddEquipTexture(item, EquipType.Head, "UnusualCondorCap_Head", "Highlander/Items/Armor/CondorCap_Head"); item = new SurgeonShako(effect); AddItem("UnusualSurgeonShako", item); AddEquipTexture(item, EquipType.Head, "UnusualSurgeonShako_Head", "Highlander/Items/Armor/SurgeonShako_Head"); item = new ToySoldier(effect); AddItem("UnusualToySoldier", item); AddEquipTexture(item, EquipType.Head, "UnusualToySoldier_Head", "Highlander/Items/Armor/ToySoldier_Head"); item = new PatriotPeak(effect); AddItem("UnusualPatriotPeak", item); AddEquipTexture(item, EquipType.Head, "UnusualPatriotPeak_Head", "Highlander/Items/Armor/PatriotPeak_Head"); item = new Globetrotter(effect); AddItem("UnusualGlobetrotter", item); AddEquipTexture(item, EquipType.Head, "UnusualGlobetrotter_Head", "Highlander/Items/Armor/Globetrotter_Head"); item = new Anger(effect); AddItem("UnusualAnger", item); AddEquipTexture(item, EquipType.Head, "UnusualAnger_Head", "Highlander/Items/Armor/Anger_Head"); // Series 2 item = new DeadCone(effect); AddItem("UnusualDeadCone", item); AddEquipTexture(item, EquipType.Head, "UnusualDeadCone_Head", "Highlander/Items/Armor/Series2/DeadCone_Head"); item = new FruitShoot(effect); AddItem("UnusualFruitShoot", item); AddEquipTexture(item, EquipType.Head, "UnusualFruitShoot_Head", "Highlander/Items/Armor/Series2/FruitShoot_Head"); item = new FuriousFukaamigasa(effect); AddItem("UnusualFuriousFukaamigasa", item); AddEquipTexture(item, EquipType.Head, "UnusualFuriousFukaamigasa_Head", "Highlander/Items/Armor/Series2/FuriousFukaamigasa_Head"); item = new HeroHachimaki(effect); AddItem("UnusualHeroHachimaki", item); AddEquipTexture(item, EquipType.Head, "UnusualHeroHachimaki_Head", "Highlander/Items/Armor/Series2/HeroHachimaki_Head"); item = new HotDogger(effect); AddItem("UnusualHotDogger", item); AddEquipTexture(item, EquipType.Head, "UnusualHotDogger_Head", "Highlander/Items/Armor/Series2/HotDogger_Head"); item = new JanissaryKetche(effect); AddItem("UnusualJanissaryKetche", item); AddEquipTexture(item, EquipType.Head, "UnusualJanissaryKetche_Head", "Highlander/Items/Armor/Series2/JanissaryKetche_Head"); item = new Law(effect); AddItem("UnusualLaw", item); AddEquipTexture(item, EquipType.Head, "UnusualLaw_Head", "Highlander/Items/Armor/Series2/Law_Head"); item = new MediMask(effect); AddItem("UnusualMediMask", item); AddEquipTexture(item, EquipType.Head, "UnusualMediMask_Head", "Highlander/Items/Armor/Series2/MediMask_Head"); item = new SurgeonStahlhelm(effect); AddItem("UnusualSurgeonStahlhelm", item); AddEquipTexture(item, EquipType.Head, "UnusualSurgeonStahlhelm_Head", "Highlander/Items/Armor/Series2/SurgeonStahlhelm_Head"); item = new ToughStuffMuffs(effect); AddItem("UnusualToughStuffMuffs", item); AddEquipTexture(item, EquipType.Head, "UnusualToughStuffMuffs_Head", "Highlander/Items/Armor/Series2/ToughStuffMuffs_Head"); // Halloween Hats item = new CroneDome(effect); AddItem("UnusualCroneDome", item); AddEquipTexture(item, EquipType.Head, "UnusualCroneDome_Head", "Highlander/Items/Armor/Halloween/CroneDome_Head"); item = new Executioner(effect); AddItem("UnusualExecutioner", item); AddEquipTexture(item, EquipType.Head, "UnusualExecutioner_Head", "Highlander/Items/Armor/Halloween/Executioner_Head"); item = new Hellmet(effect); AddItem("UnusualHellmet", item); AddEquipTexture(item, EquipType.Head, "UnusualHellmet_Head", "Highlander/Items/Armor/Halloween/Hellmet_Head"); item = new InfernalImpaler(effect); AddItem("UnusualInfernalImpaler", item); AddEquipTexture(item, EquipType.Head, "UnusualInfernalImpaler_Head", "Highlander/Items/Armor/Halloween/InfernalImpaler_Head"); item = new MacabreMask(effect); AddItem("UnusualMacabreMask", item); AddEquipTexture(item, EquipType.Head, "UnusualMacabreMask_Head", "Highlander/Items/Armor/Halloween/MacabreMask_Head"); item = new OneWayTicket(effect); AddItem("UnusualOneWayTicket", item); AddEquipTexture(item, EquipType.Head, "UnusualOneWayTicket_Head", "Highlander/Items/Armor/Halloween/OneWayTicket_Head"); item = new SearedSorcerer(effect); AddItem("UnusualSearedSorcerer", item); AddEquipTexture(item, EquipType.Head, "UnusualSearedSorcerer_Head", "Highlander/Items/Armor/Halloween/SearedSorcerer_Head"); item = new SirPumpkinton(effect); AddItem("UnusualSirPumpkinton", item); AddEquipTexture(item, EquipType.Head, "UnusualSirPumpkinton_Head", "Highlander/Items/Armor/Halloween/SirPumpkinton_Head"); // OG Hats item = new PaperBag(effect); AddItem("UnusualPaperBag", item); AddEquipTexture(item, EquipType.Head, "UnusualPaperBag_Head", "Highlander/Items/Armor/PaperBag_Head"); item = new OpenMind(effect); AddItem("UnusualOpenMind", item); AddEquipTexture(item, EquipType.Head, "UnusualOpenMind_Head", "Highlander/Items/Armor/OpenMind_Head"); item = new Headless(effect); AddItem("UnusualHeadless", item); AddEquipTexture(item, EquipType.Head, "UnusualHeadless_Head", "Highlander/Items/Armor/Headless_Head"); item = new GuerrillaRebel(effect); AddItem("UnusualGuerrillaRebel", item); AddEquipTexture(item, EquipType.Head, "UnusualGuerrillaRebel_Head", "Highlander/Items/Armor/GuerrillaRebel_Head"); item = new SkiMask(effect); AddItem("UnusualSkiMask", item); AddEquipTexture(item, EquipType.Head, "UnusualSkiMask_Head", "Highlander/Items/Armor/SkiMask_Head"); item = new ImpregnableHelm(effect); AddItem("UnusualImpregnableHelm", item); AddEquipTexture(item, EquipType.Head, "UnusualImpregnableHelm_Head", "Highlander/Items/Armor/ImpregnableHelm_Head"); item = new NinjaHeadband(effect); AddItem("UnusualNinjaHeadband", item); AddEquipTexture(item, EquipType.Head, "UnusualNinjaHeadband_Head", "Highlander/Items/Armor/NinjaHeadband_Head"); item = new AutonomousOrb(effect); AddItem("UnusualAutonomousOrb", item); AddEquipTexture(item, EquipType.Head, "UnusualAutonomousOrb_Head", "Highlander/Items/Armor/AutonomousOrb_Head"); item = new MedicalMask(effect); AddItem("UnusualMedicalMask", item); AddEquipTexture(item, EquipType.Head, "UnusualMedicalMask_Head", "Highlander/Items/Armor/MedicalMask_Head"); item = new BloodWarriorMask(effect); AddItem("UnusualBloodWarriorMask", item); AddEquipTexture(item, EquipType.Head, "UnusualBloodWarriorMask_Head", "Highlander/Items/Armor/BloodWarriorMask_Head"); /**for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * PithyProfessional item = new PithyProfessional(effect); * AddItem(effect + "PithyProfessional", item); * AddEquipTexture(item, EquipType.Head, "PithyProfessional" + effect + "_Head", "Highlander/Items/Armor/PithyProfessional_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * LegendaryLid item = new LegendaryLid(effect); * AddItem(effect + "LegendaryLid", item); * AddEquipTexture(item, EquipType.Head, "LegendaryLid" + effect + "_Head", "Highlander/Items/Armor/LegendaryLid_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * BrassBucket item = new BrassBucket(effect); * AddItem(effect + "BrassBucket", item); * AddEquipTexture(item, EquipType.Head, "BrassBucket" + effect + "_Head", "Highlander/Items/Armor/BrassBucket_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * TeamCaptain item = new TeamCaptain(effect); * AddItem(effect + "TeamCaptain", item); * AddEquipTexture(item, EquipType.Head, "TeamCaptain" + effect + "_Head", "Highlander/Items/Armor/TeamCaptain_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * StainlessPot item = new StainlessPot(effect); * AddItem(effect + "StainlessPot", item); * AddEquipTexture(item, EquipType.Head, "StainlessPot" + effect + "_Head", "Highlander/Items/Armor/StainlessPot_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * Hotrod item = new Hotrod(effect); * AddItem(effect + "Hotrod", item); * AddEquipTexture(item, EquipType.Head, "Hotrod" + effect + "_Head", "Highlander/Items/Armor/Hotrod_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * StoutShako item = new StoutShako(effect); * AddItem(effect + "StoutShako", item); * AddEquipTexture(item, EquipType.Head, "StoutShako" + effect + "_Head", "Highlander/Items/Armor/StoutShako_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * SamurEye item = new SamurEye(effect); * AddItem(effect + "SamurEye", item); * AddEquipTexture(item, EquipType.Head, "SamurEye" + effect + "_Head", "Highlander/Items/Armor/SamurEye_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * OlSnaggletooth item = new OlSnaggletooth(effect); * AddItem(effect + "OlSnaggletooth", item); * AddEquipTexture(item, EquipType.Head, "OlSnaggletooth" + effect + "_Head", "Highlander/Items/Armor/OlSnaggletooth_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * PyromancerMask item = new PyromancerMask(effect); * AddItem(effect + "PyromancerMask", item); * AddEquipTexture(item, EquipType.Head, "PyromancerMask" + effect + "_Head", "Highlander/Items/Armor/PyromancerMask_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * HongKongCone item = new HongKongCone(effect); * AddItem(effect + "HongKongCone", item); * AddEquipTexture(item, EquipType.Head, "HongKongCone" + effect + "_Head", "Highlander/Items/Armor/HongKongCone_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * KillerExclusive item = new KillerExclusive(effect); * AddItem(effect + "KillerExclusive", item); * AddEquipTexture(item, EquipType.Head, "KillerExclusive" + effect + "_Head", "Highlander/Items/Armor/KillerExclusive_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * BombBeanie item = new BombBeanie(effect); * AddItem(effect + "BombBeanie", item); * AddEquipTexture(item, EquipType.Head, "BombBeanie" + effect + "_Head", "Highlander/Items/Armor/BombBeanie_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * TartanTyrolean item = new TartanTyrolean(effect); * AddItem(effect + "TartanTyrolean", item); * AddEquipTexture(item, EquipType.Head, "TartanTyrolean" + effect + "_Head", "Highlander/Items/Armor/TartanTyrolean_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * ColdfrontCommander item = new ColdfrontCommander(effect); * AddItem(effect + "ColdfrontCommander", item); * AddEquipTexture(item, EquipType.Head, "ColdfrontCommander" + effect + "_Head", "Highlander/Items/Armor/ColdfrontCommander_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * SinnerShade item = new SinnerShade(effect); * AddItem(effect + "SinnerShade", item); * AddEquipTexture(item, EquipType.Head, "SinnerShade" + effect + "_Head", "Highlander/Items/Armor/SinnerShade_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * MightyMitre item = new MightyMitre(effect); * AddItem(effect + "MightyMitre", item); * AddEquipTexture(item, EquipType.Head, "MightyMitre" + effect + "_Head", "Highlander/Items/Armor/MightyMitre_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * CondorCap item = new CondorCap(effect); * AddItem(effect + "CondorCap", item); * AddEquipTexture(item, EquipType.Head, "CondorCap" + effect + "_Head", "Highlander/Items/Armor/CondorCap_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * SurgeonShako item = new SurgeonShako(effect); * AddItem(effect + "SurgeonShako", item); * AddEquipTexture(item, EquipType.Head, "SurgeonShako" + effect + "_Head", "Highlander/Items/Armor/SurgeonShako_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * ToySoldier item = new ToySoldier(effect); * AddItem(effect + "ToySoldier", item); * AddEquipTexture(item, EquipType.Head, "ToySoldier" + effect + "_Head", "Highlander/Items/Armor/ToySoldier_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * PatriotPeak item = new PatriotPeak(effect); * AddItem(effect + "PatriotPeak", item); * AddEquipTexture(item, EquipType.Head, "PatriotPeak" + effect + "_Head", "Highlander/Items/Armor/PatriotPeak_Head"); * }**/ }
public void SetUp() { _iocContainer = MockRepository.GenerateMock<IIocContainer>(); #region extension types var conditionLogType = typeof(TestExtensions.ConditionLog); var sessionLogType = typeof(TestExtensions.SessionLog); var preEventLogType = typeof(TestExtensions.PreEventLog); var postEventLogType = typeof(TestExtensions.PostEventLog); var exceptionHandlerLogType = typeof(TestExtensions.ExceptionHandlerLog); var recklessLogType = typeof(TestExtensions.RecklessLog); #endregion #region ioc registration _iocContainer.Expect(x => x.Resolve(conditionLogType)) .Return(new TestExtensions.ConditionLog()); _iocContainer.Expect(x => x.Resolve(sessionLogType)) .Return(new TestExtensions.SessionLog()); _iocContainer.Expect(x => x.Resolve(preEventLogType)) .Return(new TestExtensions.PreEventLog()); _iocContainer.Expect(x => x.Resolve(postEventLogType)) .Return(new TestExtensions.PostEventLog()); _iocContainer.Expect(x => x.Resolve(exceptionHandlerLogType)) .Return(new TestExtensions.ExceptionHandlerLog()); _iocContainer.Expect(x => x.Resolve(recklessLogType)) .Return(new TestExtensions.RecklessLog()); #endregion var extensions = new SimpleList<Type> { conditionLogType, sessionLogType, preEventLogType, postEventLogType, exceptionHandlerLogType, recklessLogType }; var executionManager = new ExtendedExecutionManager(_iocContainer, extensions); _executioner = executionManager.ToNewExecutioner(); }