public BattleshipsGameBoard(IGameResources resx, IGameOptions opt, IGameRepository repo) { GameResources = resx; GameOptions = opt; GameRepository = repo; InputValidator = new InputValidator(resx, repo, opt); }
public JobSystem(IGameResources gameResources, ISkillSystem skillSystem, IPlayerPacketFactory playerPacketFactory, ISpecialEffectPacketFactory specialEffectPacketFactory) { _gameResources = gameResources; _skillSystem = skillSystem; _playerPacketFactory = playerPacketFactory; _specialEffectPacketFactory = specialEffectPacketFactory; }
/// <summary> /// Creates a new <see cref="CharacterHandler"/> instance. /// </summary> /// <param name="logger">Logger.</param> /// <param name="database">Rhisis database.</param> /// <param name="clusterServer">Cluster server instance.</param> /// <param name="gameResources">Game resources.</param> /// <param name="clusterPacketFactory">Cluster server packet factory.</param> public CharacterHandler(ILogger <CharacterHandler> logger, IRhisisDatabase database, IClusterServer clusterServer, IGameResources gameResources, IClusterPacketFactory clusterPacketFactory) { _logger = logger; _database = database; _clusterServer = clusterServer; _gameResources = gameResources; _clusterPacketFactory = clusterPacketFactory; }
/// <summary> /// Creates a new <see cref="NpcLoader"/> instance. /// </summary> /// <param name="logger">Logger</param> /// <param name="cache">Memory cache.</param> /// <param name="gameResources">Game resources.</param> /// <param name="worldConfiguration">World configuration.</param> public NpcLoader(ILogger <NpcLoader> logger, IMemoryCache cache, IGameResources gameResources, IOptions <WorldConfiguration> worldConfiguration) { _logger = logger; _cache = cache; _gameResources = gameResources; _configuration = worldConfiguration.Value; _texts = _cache.Get <IDictionary <string, string> >(GameResourcesConstants.Texts); }
/// <summary> /// Creates a new <see cref="MapManager"/> instance. /// </summary> /// <param name="logger">Logger.</param> /// <param name="worldConfiguration">World server configuration.</param> /// <param name="gameResources">Game resources.</param> /// <param name="mapFactory">Map factory.</param> public MapManager(ILogger <MapManager> logger, IOptions <WorldConfiguration> worldConfiguration, IGameResources gameResources, IMapFactory mapFactory) { _logger = logger; _worldConfiguration = worldConfiguration.Value; _gameResources = gameResources; _mapFactory = mapFactory; _maps = new ConcurrentDictionary <int, IMapInstance>(); }
/// <summary> /// Creates a new <see cref="ItemFactory"/> instance. /// </summary> /// <param name="logger">Logger.</param> /// <param name="serviceProvider">Service provider.</param> /// <param name="gameResources">Game resources.</param> public ItemFactory(ILogger <ItemFactory> logger, IServiceProvider serviceProvider, IGameResources gameResources) { _logger = logger; _serviceProvider = serviceProvider; _gameResources = gameResources; _itemFactory = ActivatorUtilities.CreateFactory(typeof(Item), new[] { typeof(int), typeof(byte), typeof(ElementType), typeof(byte), typeof(ItemData), typeof(int) }); _itemDatabaseFactory = ActivatorUtilities.CreateFactory(typeof(Item), new[] { typeof(DbItem), typeof(ItemData) }); _itemEntityFactory = ActivatorUtilities.CreateFactory(typeof(ItemEntity), Type.EmptyTypes); }
/// <summary> /// Creates a new <see cref="PlayerFactory"/> instance. /// </summary> /// <param name="serviceProvider">Service provider.</param> /// <param name="database">Rhisis database access layer.</param> /// <param name="gameResources">Game resources.</param> /// <param name="mapManager">Map manager.</param> /// <param name="behaviorManager">Behavior manager.</param> /// <param name="itemFactory">Item factory.</param> public PlayerFactory(IServiceProvider serviceProvider, IRhisisDatabase database, IGameResources gameResources, IMapManager mapManager, IBehaviorManager behaviorManager, IItemFactory itemFactory) { _serviceProvider = serviceProvider; _database = database; _gameResources = gameResources; _mapManager = mapManager; _behaviorManager = behaviorManager; _itemFactory = itemFactory; _playerFactory = ActivatorUtilities.CreateFactory(typeof(PlayerEntity), Type.EmptyTypes); }
public DeathSystem(ILogger <DeathSystem> logger, IOptions <WorldConfiguration> worldConfiguration, IGameResources gameResources, IMapManager mapManager, ITeleportSystem teleportSystem, IPlayerPacketFactory playerPacketFactory, IMoverPacketFactory moverPacketFactory) { _logger = logger; _worldConfiguration = worldConfiguration.Value; _gameResources = gameResources; _mapManager = mapManager; _teleportSystem = teleportSystem; _playerPacketFactory = playerPacketFactory; _moverPacketFactory = moverPacketFactory; }
/// <summary> /// Creates a new <see cref="ClusterServer"/> instance. /// </summary> /// <param name="logger">Logger.</param> /// <param name="clusterConfiguration">Cluster Server configuration.</param> /// <param name="gameResources">Game resources.</param> /// <param name="serviceProvider">Service provider.</param> public ClusterServer(ILogger <ClusterServer> logger, IOptions <ClusterConfiguration> clusterConfiguration, IGameResources gameResources, IServiceProvider serviceProvider, IRhisisDatabase database) { _logger = logger; ClusterConfiguration = clusterConfiguration.Value; _gameResources = gameResources; _serviceProvider = serviceProvider; _database = database; PacketProcessor = new FlyffPacketProcessor(); ServerConfiguration = new NetServerConfiguration(ClusterConfiguration.Host, ClusterConfiguration.Port, ClientBacklog, ClientBufferSize); }
public SkillSystem(ILogger <SkillSystem> logger, IRhisisDatabase database, IGameResources gameResources, IBattleSystem battleSystem, IInventorySystem inventorySystem, IProjectileSystem projectileSystem, ISkillPacketFactory skillPacketFactory, ITextPacketFactory textPacketFactory, ISpecialEffectPacketFactory specialEffectPacketFactory, IMoverPacketFactory moverPacketFactory) { _logger = logger; _database = database; _gameResources = gameResources; _battleSystem = battleSystem; _inventorySystem = inventorySystem; _projectileSystem = projectileSystem; _skillPacketFactory = skillPacketFactory; _textPacketFactory = textPacketFactory; _specialEffectPacketFactory = specialEffectPacketFactory; _moverPacketFactory = moverPacketFactory; }
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; }
/// <summary> /// Creates a new <see cref="WorldServer"/> instance. /// </summary> public WorldServer(ILogger <WorldServer> logger, IOptions <WorldConfiguration> worldConfiguration, IWorldServerTaskManager worldServerTaskManager, IGameResources gameResources, IServiceProvider serviceProvider, IMapManager mapManager, IBehaviorManager behaviorManager, IChatCommandManager chatCommandManager, IRhisisDatabase database) { _logger = logger; _worldServerTaskManager = worldServerTaskManager; _worldConfiguration = worldConfiguration.Value; _gameResources = gameResources; _serviceProvider = serviceProvider; _mapManager = mapManager; _behaviorManager = behaviorManager; _chatCommandManager = chatCommandManager; _database = database; PacketProcessor = new FlyffPacketProcessor(); ServerConfiguration = new NetServerConfiguration(_worldConfiguration.Host, _worldConfiguration.Port, ClientBacklog, ClientBufferSize); }
public DefaultMonsterBehavior(IMonsterEntity monster, IOptions <WorldConfiguration> worldConfiguration, IGameResources gameResources, IMobilitySystem mobilitySystem, IBattleSystem battleSystem, IFollowSystem followSystem, IDropSystem dropSystem, IMoverPacketFactory moverPacketFactory) { _monster = monster; _worldConfiguration = worldConfiguration.Value; _gameResources = gameResources; _mobilitySystem = mobilitySystem; _battleSystem = battleSystem; _followSystem = followSystem; _dropSystem = dropSystem; _moverPacketFactory = moverPacketFactory; }
/// <summary> /// Creates a new <see cref="ExperienceSystem"/> instance. /// </summary> /// <param name="gameResources">Game resources.</param> /// <param name="playerPacketFactory">Player packet factory.</param> public ExperienceSystem(IGameResources gameResources, IMoverPacketFactory moverPacketFactory, IPlayerPacketFactory playerPacketFactory) { _gameResources = gameResources; _moverPacketFactory = moverPacketFactory; _playerPacketFactory = playerPacketFactory; }
/// <summary> /// Creates a new <see cref="NpcFactory"/> instance. /// </summary> /// <param name="gameResources">Game resources.</param> /// <param name="behaviorManager">Behavior manager.</param> /// <param name="itemFactory">Item Factory.</param> public NpcFactory(IGameResources gameResources, IBehaviorManager behaviorManager, IItemFactory itemFactory) { _gameResources = gameResources; _behaviorManager = behaviorManager; _itemFactory = itemFactory; }
public InputValidator(IGameResources resx, IGameRepository repo, IGameOptions opt) { GameResources = resx; GameRepository = repo; GameOptions = opt; }