public ApplyDamageController( IUnitSettings unitSettings, IOccupatedPossitionsMap occupatedPossitionsMap) { _occupatedPossitionsMap = occupatedPossitionsMap; _unitSettings = unitSettings; }
public MoveStepByStepController( IUnitGameObjectController unitGameObjectController, IOccupatedPossitionsMap occupatedPossitionsMap) { _unitGameObjectController = unitGameObjectController; _occupatedPossitionsMap = occupatedPossitionsMap; }
public WaitObstacleController(IOccupatedPossitionsMap occupatedPossitionsMap, IBaseActionController baseActionController) { _occupatedPossitionsMap = occupatedPossitionsMap; _baseActionController = baseActionController; _subscribedUnits = new List <IOneUnitController>(); }
public UnitsController( EnemyController.Factory enemyFactory, IOccupatedPossitionsMap occupatedPossitionsMap, IGrid grid, IPlayerController player) { _occupatedPossitionsMap = occupatedPossitionsMap; _enemyFactory = enemyFactory; _grid = grid; _player = player; var ch = new ChaosBattlefield(enemyFactory, _occupatedPossitionsMap); ch.Activate(); /* * var enemy1 = _enemyFactory.Invoke(); * enemy1.SetOnPosition(new IntVector2(0,5)); * * var enemy2 = _enemyFactory.Invoke(); * enemy2.SetOnPosition(new IntVector2(1,6)); * * var enemy3 = _enemyFactory.Invoke(); * enemy3.SetOnPosition(new IntVector2(1,5)); * * var enemy4 = _enemyFactory.Invoke(); * enemy4.SetOnPosition(new IntVector2(4,4)); * * var enemy5 = _enemyFactory.Invoke(); * enemy5.SetOnPosition(new IntVector2(5,5)); * * var enemy6 = _enemyFactory.Invoke(); * enemy6.SetOnPosition(new IntVector2(5,6)); * * var enemy7 = _enemyFactory.Invoke(); * enemy7.SetOnPosition(new IntVector2(5,7)); * * var enemy8 = _enemyFactory.Invoke(); * enemy8.SetOnPosition(new IntVector2(5,8)); * * var enemy9 = _enemyFactory.Invoke(); * enemy9.SetOnPosition(new IntVector2(5,9)); * * enemy1.Attack(_player); * enemy2.Attack(_player); * enemy3.Attack(_player); * enemy4.Attack(_player); * enemy5.Attack(_player); * enemy6.Attack(_player); * enemy7.Attack(_player); * enemy8.Attack(_player); * enemy9.Attack(_player); * /* * for (int i = 0; i < 8; i++) * { * GenerateEnemy(); * }*/ }
private void InitializeMap(List <OneUnitControllerMock> list) { _occupatedPossitionsMap = new OccupatedPossitionsMap(); foreach (var unitControllerMock in list) { _occupatedPossitionsMap.AddUnit(unitControllerMock); } }
public HostileController( IBaseActionController baseActionController, TargetOvertaker targetOvertaker, IOccupatedPossitionsMap occupatedPossitionsMap) { _baseActionController = baseActionController; _occupatedPossitionsMap = occupatedPossitionsMap; _targetOvertaker = targetOvertaker; }
public NoWayPlacidController( IOccupatedPossitionsMap occupatedPossitionsMap, IMovingRandomizer movingRandomizer, IUnitInfoInternal unitInfo, IBaseActionController baseActionController ) { _occupatedPossitionsMap = occupatedPossitionsMap; _movingRandomizer = movingRandomizer; _baseActionController = baseActionController; _unitInfo = unitInfo; }
public FreePointToGoResolver( IAdjacentPointsResolver adjacentPointsResolver, IPathFinderController pathFinderController, IBaseActionController baseActionController, IOccupatedPossitionsMap occupatedPossitionsMap, IFreePossitionsMap freePossitionsMap) { _freePossitionsMap = freePossitionsMap; _adjacentPointsResolver = adjacentPointsResolver; _pathFinder = pathFinderController; _occupatedPossitionsMap = occupatedPossitionsMap; _baseActionController = baseActionController; }
public MoveConsideringOccupatedController( IOccupatedPossitionsMap occupatedPossitionsMap, IUnitGameObjectController unitGameObjectController, IPathGeneratorController pathGeneratorController, IMoveStepByStepController moveStepByStepController ) { _occupatedPossitionsMap = occupatedPossitionsMap; _moveStepByStepController = moveStepByStepController; _unitGameObjectController = unitGameObjectController; _pathGeneratorController = pathGeneratorController; SubscribeOnEvent(); }
public ChaosBattlefield( EnemyController.Factory enemyFactory, IOccupatedPossitionsMap occupatedPossitionsMap) { _enemyFactory = enemyFactory; _occupatedPossitionsMap = occupatedPossitionsMap; _unitsCountNotifier = new UnitsCountNotifier(); _unitNameResolver = new UnitNameResolver(); _unitsCountNotifier.UnitsCountDecreased += OnUnitsCountDecreased; TOP_LEFT = new IntVector2(0, 10); BOTTOM_RIGHT = new IntVector2(10, 0); _random = new Random(); }
public ChaosUnitController(EnemyController unit, UnitsCountNotifier unitsCountNotifier, IOccupatedPossitionsMap occupatedPossitionsMap, UnitNameResolver unitNameResolver, ChaosBattlefield.SquareArea area) { _unit = unit; _occupatedPossitionsMap = occupatedPossitionsMap; _unitsCountNotifier = unitsCountNotifier; _unitNameResolver = unitNameResolver; _unitName = _unitNameResolver.ResolveNextName(); _area = area; Initialize(); }
public EnemyController( IPeacefulBehaviour peacefulBehaviour, IAgressiveBehaviour agressiveBehaviour, IOccupatedPossitionsMap occupatedPossitionsMap, IStateControllerExternal stateController, ILifeController lifeController, IUnitEvents unitEvents, IUnitInfoExternal unitInfoExternal ) : base(occupatedPossitionsMap, unitEvents, stateController, lifeController, unitInfoExternal) { _peacefulBehaviour = peacefulBehaviour; _agressiveBehaviour = agressiveBehaviour; _occupatedPossitionsMap = occupatedPossitionsMap; Initialize(); }
public PlayerController( IGameEvents gameEvents, IEventDispatcher eventDispatcher, IUnitSettings unitSettings, IOccupatedPossitionsMap occupatedPossitionsMap, IStateControllerExternal stateController, ILifeController lifeController, IUnitEvents unitEvents, IUnitInfoExternal unitInfo ) : base(occupatedPossitionsMap, unitEvents, stateController, lifeController, unitInfo) { _gameEvents = gameEvents; _eventDispatcher = eventDispatcher; _unitSettings = unitSettings; Initialize(); }
public OneUnitController( IOccupatedPossitionsMap occupatedPossitionsMap, IUnitEvents unitEvents, IStateControllerExternal stateController, ILifeController lifeController, IUnitInfoExternal unitInfoExternal) { _occupatedPossitionsMap = occupatedPossitionsMap; _unitEvents = unitEvents; _unitInfoExternal = unitInfoExternal; _stateController = stateController; _lifeController = lifeController; _occupatedPossitionsMap.AddUnit(this); _unitEvents.HealthEnded += HealthEndedHandler; _unitEvents.DieComplete += DieCompleteHandler; _lifeController.HealthEnded += HealthEndedHandler; }
public static List <IOneUnitController> GetUnitsInRegion(this IOccupatedPossitionsMap possitionsMap, IntVector2 point1, IntVector2 point2) { var units = new List <IOneUnitController>(); var loopParamsI = new LoopPaprams(point1.x, point2.x); for (int i = loopParamsI.StartValue; loopParamsI.Condition(i); i = loopParamsI.Operation(i)) { var loopParamsJ = new LoopPaprams(point1.y, point2.y); for (int j = loopParamsJ.StartValue; loopParamsJ.Condition(j); j = loopParamsJ.Operation(j)) { if (!possitionsMap.IsVacantPosition(new IntVector2(i, j))) { units.Add(possitionsMap.GetUnitOnPosition(new IntVector2(i, j))); } } } return(units); }
public static List <IntVector2> GetFreePositionsInRegion(this IOccupatedPossitionsMap possitionsMap, IntVector2 point1, IntVector2 point2) { var positions = new List <IntVector2>(); var tempPosition = IntVector2Constant.UNASSIGNET; var loopParamsI = new LoopPaprams(point1.x, point2.x); for (int i = loopParamsI.StartValue; loopParamsI.Condition(i); i = loopParamsI.Operation(i)) { var loopParamsJ = new LoopPaprams(point1.y, point2.y); for (int j = loopParamsJ.StartValue; loopParamsJ.Condition(j); j = loopParamsJ.Operation(j)) { tempPosition = new IntVector2(i, j); if (possitionsMap.IsVacantPosition(tempPosition)) { positions.Add(tempPosition); } } } return(positions); }
public OccupatedMapExtensionsTests() { _occupatedPossitionsMap = new OccupatedPossitionsMap(); }
public FreePositionsMap(IGrid grid, IOccupatedPossitionsMap occupatedPossitionsMap) { _grid = grid; _occupatedPossitionsMap = occupatedPossitionsMap; }
public MoveStepByStepTests() { _occupatedPossitionsMap = Mock.Create <IOccupatedPossitionsMap>(); _stateController = Mock.Create <IStateControllerExternal>(); _unitGameObjectController = new UnitGameObjectControllerMock(); }