Example #1
0
 public Movement(IWriteToClient writeToClient, ICache cache, IRoomActions roomActions, IUpdateClientUI updateUI, IDice dice, ICombat combat, IMobScripts mobScripts)
 {
     _writeToClient = writeToClient;
     _cache         = cache;
     _roomActions   = roomActions;
     _updateUi      = updateUI;
     _dice          = dice;
     _combat        = combat;
     _mobScripts    = mobScripts;
 }
 public CastSpell(IWriteToClient writer, ISpellTargetCharacter spellTargetCharacter, ICache cache, IDamage damage, IUpdateClientUI updateClientUi, IDice dice, ISpellList spellList)
 {
     _writer = writer;
     _spellTargetCharacter = spellTargetCharacter;
     _cache          = cache;
     _damage         = damage;
     _updateClientUi = updateClientUi;
     _dice           = dice;
     _spellList      = spellList;
 }
Example #3
0
 public GameHub(IDataBase db, ICache cache, ILogger <GameHub> logger, IWriteToClient writeToClient, ICommands commands, IUpdateClientUI updateClientUi, IMobScripts mobScripts, ITime time)
 {
     _logger         = logger;
     _db             = db;
     _cache          = cache;
     _writeToClient  = writeToClient;
     _commands       = commands;
     _updateClientUi = updateClientUi;
     _mobScripts     = mobScripts;
     _time           = time;
 }
 public MobScripts(ICache cache, ICombat
                   combat, IWriteToClient writeToClient, IDice dice, IUpdateClientUI updateClientUi, IGain gain, ISpells spells)
 {
     _cache          = cache;
     _combat         = combat;
     _writeToClient  = writeToClient;
     _dice           = dice;
     _updateClientUi = updateClientUi;
     _gain           = gain;
     _spells         = spells;
 }
Example #5
0
 public DoSkill(IWriteToClient writer, ISpellTargetCharacter spellTargetCharacter, ICache cache, IDamage damage, IUpdateClientUI updateClientUi, IMobScripts mobScripts, IDice dice, ISkillList skillList)
 {
     _writer = writer;
     _spellTargetCharacter = spellTargetCharacter;
     _cache          = cache;
     _damage         = damage;
     _updateClientUi = updateClientUi;
     _mobScripts     = mobScripts;
     _dice           = dice;
     _skillList      = skillList;
 }
Example #6
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 public UtilSkills(IWriteToClient writer, IUpdateClientUI updateClientUi, IDice dice, IDamage damage, ICombat fight, ISkillManager skillManager, ICache cache, IGain gain)
 {
     _writer         = writer;
     _updateClientUi = updateClientUi;
     _dice           = dice;
     _damage         = damage;
     _fight          = fight;
     _skillManager   = skillManager;
     _cache          = cache;
     _gain           = gain;
 }
Example #7
0
 public GameLoop(IWriteToClient writeToClient, ICache cache, ICommands commands, ICombat combat, IDataBase database, IDice dice, IUpdateClientUI client, ITime time)
 {
     _writeToClient = writeToClient;
     _cache         = cache;
     _commands      = commands;
     _combat        = combat;
     _db            = database;
     _dice          = dice;
     _client        = client;
     _time          = time;
 }
Example #8
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 public PassiveSkills(IWriteToClient writer, IUpdateClientUI updateClientUi, IDice dice, IDamage damage, ICombat fight, ISkillManager skillManager, ICache cache, IGain gain, IEquip equip)
 {
     _writer         = writer;
     _updateClientUi = updateClientUi;
     _dice           = dice;
     _damage         = damage;
     _fight          = fight;
     _skillManager   = skillManager;
     _cache          = cache;
     _gain           = gain;
     _equip          = equip;
 }
Example #9
0
 public Combat(IWriteToClient writer, IUpdateClientUI clientUi, IDamage damage, IFormulas formulas, IGain gain, ICache cache, IQuestLog quest, IDice dice, IRandomItem randomItem, IPlayerDataBase pdb)
 {
     _writer     = writer;
     _clientUi   = clientUi;
     _damage     = damage;
     _formulas   = formulas;
     _gain       = gain;
     _cache      = cache;
     _quest      = quest;
     _dice       = dice;
     _randomItem = randomItem;
     _pdb        = pdb;
 }
Example #10
0
 public GameHub(IDataBase db, IPlayerDataBase pdb, ICache cache, ILogger <GameHub> logger, IWriteToClient writeToClient, ICommands commands, IUpdateClientUI updateClientUi, IMobScripts mobScripts, ITime time, IDice dice, IGain gain, IFormulas formulas)
 {
     _logger         = logger;
     _db             = db;
     _pdb            = pdb;
     _cache          = cache;
     _writeToClient  = writeToClient;
     _commands       = commands;
     _updateClientUi = updateClientUi;
     _mobScripts     = mobScripts;
     _time           = time;
     _dice           = dice;
     _gain           = gain;
     _formulas       = formulas;
 }
Example #11
0
        public GameLoop(IWriteToClient writeToClient, ICache cache, ICommands commands, ICombat combat, IDataBase database, IDice dice, IUpdateClientUI client, ITime time, ICore core, ISpellList spelllist, IWeather weather)
        {
            _writeToClient = writeToClient;
            _cache         = cache;
            _commands      = commands;
            _combat        = combat;
            _db            = database;
            _dice          = dice;
            _client        = client;
            _time          = time;
            _core          = core;
            _spellList     = spelllist;
            _weather       = weather;

            if (_hints == null)
            {
                _hints = _core.Hints();
            }
        }
Example #12
0
 public Social(IWriteToClient writeToClient, ICache cache, IMobScripts mobScripts)
 {
     _writeToClient = writeToClient;
     _cache         = cache;
     _mobScripts    = mobScripts;
 }
Example #13
0
 public Core(ICache cache, IWriteToClient writeToClient, IDataBase db)
 {
     _cache         = cache;
     _writeToClient = writeToClient;
     _db            = db;
 }
Example #14
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 public Gain(IWriteToClient writer, IUpdateClientUI clientUI)
 {
     _writer   = writer;
     _clientUi = clientUI;
 }
Example #15
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 public Shop(IWriteToClient writer, IUpdateClientUI clientUi, IPassiveSkills passiveSkills)
 {
     _writer        = writer;
     _clientUi      = clientUi;
     _passiveSkills = passiveSkills;
 }
 public RoomActions(IWriteToClient writeToClient, ITime time)
 {
     _writeToClient = writeToClient;
     _time          = time;
 }
Example #17
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 public Inventory(IWriteToClient writer)
 {
     _writer = writer;
 }
Example #18
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 public QuestLog(IWriteToClient writeToClient, IUpdateClientUI updateClientUi)
 {
     _writeToClient  = writeToClient;
     _updateClientUi = updateClientUi;
 }
Example #19
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 public Score(IWriteToClient writer)
 {
     _writer = writer;
 }
Example #20
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 public SpellTargetItem(IWriteToClient writer)
 {
     _writer = writer;
 }
Example #21
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 public Object(IWriteToClient writer, IUpdateClientUI updateUi, IMobScripts mobScripts)
 {
     _writer     = writer;
     _updateUi   = updateUi;
     _mobScripts = mobScripts;
 }
 public CommandHandler(ISocials social, ICache cache, IWriteToClient writeToClient)
 {
     _socials       = social;
     _cache         = cache;
     _writeToClient = writeToClient;
 }
Example #23
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 public Social(IWriteToClient writeToClient, ICache cache)
 {
     _writeToClient = writeToClient;
     _cache         = cache;
 }
Example #24
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 public RoomActions(IWriteToClient writeToClient, ITime time, ICache cache)
 {
     _writeToClient = writeToClient;
     _time          = time;
     _cache         = cache;
 }
Example #25
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 public Shop(IWriteToClient writer, IUpdateClientUI clientUi)
 {
     _writer   = writer;
     _clientUi = clientUi;
 }
Example #26
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 public SkillMessage(IWriteToClient writer)
 {
     _writer = writer;
 }
Example #27
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 public SpellEffect(IWriteToClient writer, SkillTarget skillTarget, int value)
 {
     _writer      = writer;
     _skillTarget = skillTarget;
     _value       = value;
 }
Example #28
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 public Debug(IWriteToClient writeToClient)
 {
     _writeToClient = writeToClient;
 }
Example #29
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 public Object(IWriteToClient writer, IUpdateClientUI updateUi)
 {
     _writer   = writer;
     _updateUi = updateUi;
 }
Example #30
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 public SpellTargetCharacter(IWriteToClient writer)
 {
     _writer = writer;
 }