public BattleSetupController(PlayerContext playerContext, PlayerPresenterContext playerPresenterContext, BattleSetupUI ui) { this.playerContext = playerContext; this.playerPresenterContext = playerPresenterContext; this.ui = ui; }
public BattleSaveController(PlayerContext playerContext, PlayerPresenterContext playerPresenterContext, BattleSaveUI ui, SaveInfoLoader saveInfoLoader, Dictionary <string, SaveInfo> saves, BattleSimulationDebugController battleSimulationController) { this.playerContext = playerContext; this.playerPresenterContext = playerPresenterContext; this.ui = ui; this.saveInfoLoader = saveInfoLoader; this.saves = saves; this.battleSimulationController = battleSimulationController; }
public BattleSimulationDebugController(BattleSimulation simulation, BattleSimulationUI ui, AiContext context, PlayerContext playerContext, PlayerPresenterContext playerPresenterContext, RealtimeBattleSimulationController realtimeBattleSimulationController, BattleSimulationPresenter simulationPresenter) { this.simulation = simulation; this.ui = ui; this.context = context; this.playerContext = playerContext; this.playerPresenterContext = playerPresenterContext; this.realtimeBattleSimulationController = realtimeBattleSimulationController; this.simulationPresenter = simulationPresenter; }
IEnumerator Start() { #region Config log.Info("\n\nStart"); var units = new UnitInfoLoader().Load(); var saveDataLoader = new SaveInfoLoader(); var saves = saveDataLoader.Load(); var decisionTreeLoader = new DecisionTreeLoader(); var decisionTreeComponent = decisionTreeLoader.Load(); #endregion #region Infrastructure var tickController = new TickController(); var inputController = new InputController(tickController); //TODO: implement event bus that won't allocate(no delegates) var eventBus = new EventBus(); //TODO: stop using eventbus Ievent interface to remove reference on that library from model EventBus.Log = m => log.Info($"{m}"); //TODO: remove that lmao EventBus.IsLogOn = () => DebugController.Info.IsDebugOn; #endregion #region View var mainCamera = Camera.main; var tileSpawner = new TilePresenter(TileStartPoints, new TileViewFactory(TileViewPrefab)); var coordFinder = new CoordFinder(TileStartPoints); var unitViewFactory = new UnitViewFactory(units, UnitViewPrefab, coordFinder, mainCamera); var unitViewCoordChangedHandler = new UnitViewCoordChangedHandler(coordFinder); var boardPresenter = new BoardPresenter(unitViewCoordChangedHandler); var playerPresenterContext = new PlayerPresenterContext( new PlayerPresenter(unitViewFactory, unitViewCoordChangedHandler), new PlayerPresenter(unitViewFactory, unitViewCoordChangedHandler)); #endregion #region Model var decisionTreeLookup = new DecisionTreeLookup(); var decisionTreeCreatorVisitor = new DecisionTreeCreatorVisitor(eventBus, d => new LoggingDecorator(d, DebugController.Info), decisionTreeLookup); var unitFactory = new UnitFactory(units, new DecisionFactory( decisionTreeCreatorVisitor, decisionTreeComponent)); //TODO: replace board/bench dictionaries with array? var playerContext = new PlayerContext(new Player(unitFactory), new Player(unitFactory)); var board = new Board(); var aiHeap = new AiHeap(); var aiContext = new AiContext(board, aiHeap); #endregion #region Shared var worldContext = new PlayerSharedContext(playerContext, playerPresenterContext, BattleSetupUI); #endregion #region Controller var raycastController = new RaycastController(mainCamera, LayerMask.GetMask("Terrain", "GlobalCollider"), LayerMask.GetMask("Unit")); var unitSelectionController = new UnitSelectionController(inputController, raycastController, coordFinder); var unitTooltipController = new UnitTooltipController(UnitTooltipUI, unitSelectionController); #endregion #region Unit drag var battleStateController = new BattleStateController(BattleSimulationUI); var unitDragController = new UnitDragController(raycastController, new CoordFinderBySelectedPlayer(coordFinder, BattleSetupUI), inputController, unitSelectionController, new CanStartDrag(battleStateController, BattleSetupUI)); var tileHighlightController = new TileHighlighterController(tileSpawner, unitDragController); var unitMoveController = new UnitMoveController(worldContext, unitDragController); #endregion #region Battle simulation var movementController = new MovementController(boardPresenter, coordFinder); var attackController = new AttackController(boardPresenter, unitTooltipController); var animationController = new AnimationController(boardPresenter); eventBus.Register <StartMoveEvent>(movementController, animationController); //TODO: register implicitly? eventBus.Register <FinishMoveEvent>(movementController); eventBus.Register <RotateEvent>(movementController); eventBus.Register <UpdateHealthEvent>(attackController); eventBus.Register <DeathEvent>(attackController); eventBus.Register <IdleEvent>(animationController); eventBus.Register <StartAttackEvent>(animationController); var battleSimulationPresenter = new BattleSimulationPresenter(coordFinder, boardPresenter, movementController, movementController); var battleSimulation = new BattleSimulation(aiContext, board, aiHeap); var realtimeBattleSimulationController = new RealtimeBattleSimulationController( movementController, battleSimulation); #endregion #region Debug var battleSimulationDebugController = new BattleSimulationDebugController( battleSimulation, BattleSimulationUI, aiContext, playerContext, playerPresenterContext, realtimeBattleSimulationController, battleSimulationPresenter); var battleSaveController = new BattleSaveController(playerContext, playerPresenterContext, BattleSaveUI, saveDataLoader, saves, battleSimulationDebugController); var battleSetupController = new BattleSetupController(playerContext, playerPresenterContext, BattleSetupUI); var unitModelDebugController = new UnitModelDebugController(playerContext, board, ModelUI, DebugController.Info, unitSelectionController); var takenCoordDebugController = new TakenCoordDebugController(board, DebugController, tileSpawner); var targetDebugController = new TargetDebugController( board, coordFinder, DebugController.Info); var uiDebugController = new UIDebugController( BattleSetupUI, BattleSaveUI, BattleSimulationUI, unitModelDebugController); #endregion yield return(null); #region Infrastructure tickController.InitObservable(takenCoordDebugController, targetDebugController, uiDebugController, unitModelDebugController, realtimeBattleSimulationController, DebugController); //TODO: register implicitly? inputController.InitObservables(); #endregion #region View BattleSetupUI.SetDropdownOptions(units.Keys.ToList()); BattleSaveUI.SubToUI(saves.Keys.ToList()); tileSpawner.SpawnTiles(); #endregion decisionTreeCreatorVisitor.Init(); #region Controller unitSelectionController.SubToInput(disposable); battleStateController.SubToUI(); unitDragController.SubToUnitSelection(disposable); tileHighlightController.SubToDrag(disposable); unitMoveController.SubToDrag(disposable); unitTooltipController.SubToUnitSelection(disposable); #endregion #region Debug battleSaveController.SubToUI(); battleSetupController.SubToUI(); unitModelDebugController.SubToUnitSelection(disposable); battleSimulationDebugController.SubToUI(); DebugController.Init(UnitTooltipUI); #endregion MonoBehaviourCallBackController.StartUpdating(tickController); }
public PlayerSharedContext(PlayerContext playerContext, PlayerPresenterContext playerPresenterContext, BattleSetupUI battleSetupUI) { this.playerContext = playerContext; this.playerPresenterContext = playerPresenterContext; this.battleSetupUI = battleSetupUI; }