public void GetTechnologyResponse_InstantiateCorrectly(Tuple <Technology, TechnologyResponse> data) { TechnologyResponse result = TechnologyFactory.GetTechnologyResponse(data.Item1); Assert.AreEqual(data.Item2.Id, result.Id); Assert.AreEqual(data.Item2.Name, result.Name); }
public TechnologyCreateHandler(GlobalSolusindoDb db, tblM_User user, TechnologyValidator technologyValidator, TechnologyFactory technologyFactory, TechnologyQuery technologyQuery, AccessControl accessControl) : base(db, user) { this.technologyValidator = technologyValidator; this.technologyFactory = technologyFactory; this.technologyQuery = technologyQuery; this.technologyEntryDataProvider = new TechnologyEntryDataProvider(db, user, accessControl, technologyQuery); }
public TechnologyUpgradeActiveAction(IWorld world, Formula formula, ILocker locker, TechnologyFactory technologyFactory, CallbackProcedure callbackProcedure) { this.world = world; this.formula = formula; this.locker = locker; this.technologyFactory = technologyFactory; this.callbackProcedure = callbackProcedure; }
public TechnologyUpgradeActiveAction(uint cityId, uint structureId, uint techId, IWorld world, Formula formula, ILocker locker, TechnologyFactory technologyFactory, CallbackProcedure callbackProcedure) : this(world, formula, locker, technologyFactory, callbackProcedure) { this.cityId = cityId; this.structureId = structureId; this.techId = techId; }
void InitGame() { techFactory = new TechnologyFactory(); CreatePlayers(); //Setup starmap based on player input StarScreenManager screenManager = GameObject.Find("StarCollider").GetComponent <StarScreenManager>(); generator.SetupScene(starData); SetupHomeworlds(); screenManager.maxStarPositions = -generator.maxStarPositions; screenManager.minStarPositions = -generator.minStarPositions; }
public CityPassiveAction(uint cityId, IObjectTypeFactory objectTypeFactory, ILocker locker, Formula formula, IActionFactory actionFactory, Procedure procedure, IGameObjectLocator locator, IBattleFormulas battleFormulas, IStructureCsvFactory structureFactory, TechnologyFactory technologyFactory, UnitFactory unitFactory) : this(objectTypeFactory, locker, formula, actionFactory, procedure, locator, battleFormulas, structureFactory, technologyFactory, unitFactory) { this.cityId = cityId; }
public ResearchManager() { factory = GameManager.techFactory; researchSpendingBook = new Dictionary <string, float>(); researchProgress = new Dictionary <string, float>(); techSelection = new Dictionary <string, Technology>(); possessedTech = new Dictionary <string, List <Technology> >(); researchSpendingBook["electronics"] = 0.16f; researchSpendingBook["energy"] = 0.16f; researchSpendingBook["engines"] = 0.16f; researchSpendingBook["weapons"] = 0.16f; researchSpendingBook["biology"] = 0.18f; researchSpendingBook["chemistry"] = 0.18f; researchProgress["electronics"] = 0.0f; researchProgress["energy"] = 0.0f; researchProgress["engines"] = 0.0f; researchProgress["weapons"] = 0.0f; researchProgress["biology"] = 0.0f; researchProgress["chemistry"] = 0.0f; techSelection["electronics"] = factory.GetTechLevel("electronics", 1); techSelection["energy"] = factory.GetTechLevel("energy", 1); techSelection["engines"] = factory.GetTechLevel("engines", 1); techSelection["weapons"] = factory.GetTechLevel("weapons", 1); techSelection["biology"] = factory.GetTechLevel("biology", 1); techSelection["chemistry"] = factory.GetTechLevel("chemistry", 1); possessedTech["electronics"] = new List <Technology>(); possessedTech["energy"] = new List <Technology>(); possessedTech["engines"] = new List <Technology>(); possessedTech["weapons"] = new List <Technology>(); possessedTech["biology"] = new List <Technology>(); possessedTech["chemistry"] = new List <Technology>(); }
public PlayerCommandLineModule(IPlayersRemoverFactory playerRemoverFactory, IPlayerSelectorFactory playerSelectorFactory, ICityRemoverFactory cityRemoverFactory, Chat chat, IDbManager dbManager, ITribeManager tribeManager, IWorld world, ILocker locker, IStructureCsvFactory structureFactory, UnitFactory unitFactory, TechnologyFactory technologyFactory) { this.playerRemoverFactory = playerRemoverFactory; this.playerSelectorFactory = playerSelectorFactory; this.cityRemoverFactory = cityRemoverFactory; this.chat = chat; this.dbManager = dbManager; this.tribeManager = tribeManager; this.world = world; this.locker = locker; this.structureFactory = structureFactory; this.unitFactory = unitFactory; this.technologyFactory = technologyFactory; }
public CityPassiveAction(IObjectTypeFactory objectTypeFactory, ILocker locker, Formula formula, IActionFactory actionFactory, Procedure procedure, IGameObjectLocator locator, IBattleFormulas battleFormulas, IStructureCsvFactory structureFactory, TechnologyFactory technologyFactory, UnitFactory unitFactory) { this.objectTypeFactory = objectTypeFactory; this.locker = locker; this.formula = formula; this.actionFactory = actionFactory; this.procedure = procedure; this.locator = locator; this.battleFormulas = battleFormulas; this.structureFactory = structureFactory; this.technologyFactory = technologyFactory; this.unitFactory = unitFactory; CreateSubscriptions(); }
private void Initialize(TechnologyValidator technologyValidator, TechnologyFactory technologyFactory) { this.technologyValidator = technologyValidator; this.technologyFactory = technologyFactory; }
public virtual decimal CalculateTotalCityExpense(ICity city, IStructureCsvFactory structureFactory, TechnologyFactory technologyFactory, UnitFactory unitFactory) { decimal expenses = 0m; Func <Resource, decimal> calculateCost = resource => resource.Crop + resource.Wood + resource.Gold * 2 + resource.Iron * 5 + resource.Labor * 100; foreach (var structure in city) { for (var lvl = 0; lvl <= structure.Lvl; lvl++) { expenses += calculateCost(structureFactory.GetCost(structure.Type, lvl)); } foreach (var technology in structure.Technologies) { for (var lvl = 0; lvl <= technology.Level; lvl++) { expenses += calculateCost(technologyFactory.GetTechnology(technology.Type, (byte)lvl).TechBase.Resources); } } } foreach (var unit in city.Template) { for (var lvl = 1; lvl <= unit.Value.Lvl; lvl++) { expenses += calculateCost(unitFactory.GetUpgradeCost(unit.Value.Type, lvl)); } } return(expenses); }
public TechnologyCreatePassiveAction(TechnologyFactory technologyFactory, CallbackProcedure callbackProcedure) { this.technologyFactory = technologyFactory; this.callbackProcedure = callbackProcedure; }