internal Ghost SetToEdible(IDirectionPicker directionPicker) { var strategy = new RandomStrategy(directionPicker); return(WithNewEdibleAndDirectionAndStrategy(GhostStatus.Edible, Direction.Opposite(), strategy)); }
public RandomStrategy(IDirectionPicker directionPicker) { _directionPicker = directionPicker; }
public SparsifyDeadEndsCommand(IDirectionPicker directionPicker) { _directionPicker = directionPicker; // this allows to create nice loops for sparsified corridors _directionPicker.SetTwistFactor(0); }
public CorridorBuilderCommand(IDirectionPicker directionPicker) { _directionPicker = directionPicker; }