Example #1
0
    public static void Main()
    {
        List <IWaterVehicle> waterVehicles = new List <IWaterVehicle>();

        MasterCraft myBoat      = new MasterCraft(10, "good transmission", 68.0, 87.0);
        Pontoon     mySlowBoat  = new Pontoon(16, "old transmission", 44.0, 13.0);
        JetSki      mySpeedBoat = new JetSki(2, "awesome transmission", 30.0, 100.99);

        waterVehicles.Add(myBoat);
        waterVehicles.Add(mySlowBoat);
        waterVehicles.Add(mySpeedBoat);

        waterVehicles.ForEach(vehicle =>
        {
            vehicle.Start();
            vehicle.Drive();
            vehicle.Stop();
        });
        // Build a collection of all vehicles that fly

        // With a single `foreach`, have each vehicle Fly()



        // Build a collection of all vehicles that operate on roads

        // With a single `foreach`, have each road vehicle Drive()



        // Build a collection of all vehicles that operate on water

        // With a single `foreach`, have each water vehicle Drive()
    }
Example #2
0
 public void Set_craft(string mastercraft)
 {
     this.Craft = MasterCraft.None;
     if (mastercraft == "Blacksmith")
     {
         this.Blacksmith   = 2;
         this.SwordMastery = 1;
         this.Archery      = 1;
         this.Craft        = MasterCraft.Blacksmith;
     }
     else if (mastercraft == "Alchemy")
     {
         this.Alchemy = 3;
         this.Farm    = 1;
         this.Craft   = MasterCraft.Alchemy;
     }
     else if (mastercraft == "Warior")
     {
         this.SwordMastery = 2;
         this.Archery      = 1;
         this.Blacksmith   = 1;
         this.Craft        = MasterCraft.Warior;
     }
     else if (mastercraft == "Archer")
     {
         this.Archery    = 2;
         this.Alchemy    = 1;
         this.Blacksmith = 1;
         this.Craft      = MasterCraft.Archer;
     }
     else if (mastercraft == "Farm")
     {
         this.Farm  = 4;
         this.Craft = MasterCraft.Farm;
     }
     else if (mastercraft == "Merchant")
     {
         this.Trade = 2;
         this.Farm  = 2;
         this.Craft = MasterCraft.Merchant;
     }
 }
Example #3
0
        public CurrencyFactory(
            IFetchCurrencyValues currencyValueFetch,
            TransmutationOrb transmutation,
            AlterationOrb alteration,
            AugmentationOrb augmentation,
            AlchemyOrb alchemy,
            ChaosOrb chaos,
            RegalOrb regal,
            BlessedOrb blessed,
            ChanceOrb chance,
            DivineOrb divine,
            ExaltedOrb exalted,
            MasterCraft masterCraft,
            ScouringOrb scouring,
            //   VaalOrb vaal,
            AnullmentOrb anull
            )
        {
            Currency = new List <ICurrency>
            {
                transmutation,
                alteration,
                augmentation,
                alchemy,
                chaos,
                regal,
                blessed,
                chance,
                divine,
                exalted,
                masterCraft,
                scouring,
                //   vaal,
                anull
            };

            _currencyFetch = currencyValueFetch;
        }
Example #4
0
 public void Set_craft(MasterCraft masterCraft)
 {
     if (masterCraft == MasterCraft.Blacksmith)
     {
         this.Blacksmith   = 2;
         this.SwordMastery = 1;
         this.Archery      = 1;
     }
     else if (masterCraft == MasterCraft.Alchemy)
     {
         this.Alchemy = 3;
         this.Farm    = 1;
     }
     else if (masterCraft == MasterCraft.Warior)
     {
         this.SwordMastery = 2;
         this.Archery      = 1;
         this.Blacksmith   = 1;
     }
     else if (masterCraft == MasterCraft.Archer)
     {
         this.Archery    = 2;
         this.Alchemy    = 1;
         this.Blacksmith = 1;
     }
     else if (masterCraft == MasterCraft.Farm)
     {
         this.Farm = 4;
     }
     else if (masterCraft == MasterCraft.Merchant)
     {
         this.Trade = 2;
         this.Farm  = 2;
     }
     this.Craft = masterCraft;
 }