public ChanceFactory(IBanker banker, IJailRoster jailRoster, GameBoard board, IDice dice) { this.banker = banker; this.jailRoster = jailRoster; this.board = board; this.dice = dice; }
public void SetUp() { playerId = 0; var faker = new MotherFaker(); banker = faker.Banker; jailRoster = faker.JailRoster; gameBoard = faker.GameBoard; goToJail = new GoToJail(30, "Go To Jail", 10, banker, jailRoster, gameBoard); }
public void SetUp() { var faker = new MotherFaker(); jailRoster = faker.JailRoster; banker = faker.Banker; gameBoard = faker.GameBoard; dice = faker.Dice; PutPlayerInJail(); }
public MotherFaker() { Dice = new FakeDice(); Banker = new TraditionalBanker(new[] { 0 }); JailRoster = new TraditionalJailRoster(Banker); GameBoard = new GameBoard(Banker); var cardDeckFactory = new TraditionalCardDeckFactory(Banker, JailRoster, GameBoard, Dice); LocationFactory = new TraditionalLocationFactory(Banker, Dice, JailRoster, GameBoard, cardDeckFactory); GameBoard.SetLocations(LocationFactory.GetLocations(), LocationFactory.GetRailroads(), LocationFactory.GetUtilities()); }
public void TestGetDeckReturnsACardDeck() { var banker = new TraditionalBanker(new[] { 0, 1 }); var jailRoster = new TraditionalJailRoster(banker); var locationManager = new GameBoard(banker); var communityChestFactory = new CommunityChestFactory(banker, jailRoster, locationManager); var deck = communityChestFactory.GetCards(); Assert.That(deck.Count(), Is.EqualTo(16)); }
public void SetUp() { playerId = 0; banker = new TraditionalBanker(new[] { playerId }); jailRoster = new TraditionalJailRoster(banker); board = new GameBoard(banker); cardDeckFactory = new FakeCardDeckFactory(CreateCards()); var locationFactory = new TraditionalLocationFactory(banker, dice, jailRoster, board, cardDeckFactory); board.SetLocations(locationFactory.GetLocations(), locationFactory.GetRailroads(), locationFactory.GetUtilities()); }
private GameBoard CreateBoard() { var gameBoard = new GameBoard(banker); dice = new TraditionalDice(); jailRoster = new TraditionalJailRoster(banker); var traditionalCardDeckFactory = new TraditionalCardDeckFactory(banker, jailRoster, gameBoard, dice); var locationFactory = new TraditionalLocationFactory(banker, dice, jailRoster, gameBoard, traditionalCardDeckFactory); gameBoard.SetLocations(locationFactory.GetLocations(), locationFactory.GetRailroads(), locationFactory.GetUtilities()); return gameBoard; }
public virtual void SetUp() { playerOneId = 0; playerTwoId = 1; playerThreeId = 2; playerFourId = 3; playerFiveId = 4; banker = new TraditionalBanker(new[] { playerOneId, playerTwoId, playerThreeId, playerFourId, playerFiveId }); jailRoster = new TraditionalJailRoster(banker); gameBoard = new GameBoard(banker); dice = new FakeDice(); var cardDeckFactory = new TraditionalCardDeckFactory(banker, jailRoster, gameBoard, dice); var locationFactory = new TraditionalLocationFactory(banker, dice, jailRoster, gameBoard, cardDeckFactory); gameBoard.SetLocations(locationFactory.GetLocations(), locationFactory.GetRailroads(), locationFactory.GetUtilities()); }
public TraditionalCardDeckFactory(IBanker banker, IJailRoster jailRoster, GameBoard board, IDice dice) { this.communityChestFactory = new CommunityChestFactory(banker, jailRoster, board); this.chanceFactory = new ChanceFactory(banker, jailRoster, board, dice); }
//Method that is used to determine what the player action should be. //Method depends heavliy on what space is sent over. public void Action(Space space, GameBoard board, List <Player> players) { if (space is PropertySpace) { PropertySpace temp = (PropertySpace)space; PropertySpaceAction(temp); } else if (space is ChanceSpace) { //Player draws a chance card and the card effect is applied ChanceCards card = ChanceSpace.DrawCard(); MessageBox.Show(card.GetChanceDescription()); card.CardEffect(this, board, card, players); //Activates the property space action when player is moved to a property space. if (card.GetChanceEffect() == 2 || card.GetChanceEffect() == 3 || card.GetChanceEffect() == 13 || card.GetChanceEffect() == 12) { PropertySpace temp = (PropertySpace)GetSpaceOccupied(); PropertySpaceAction(temp); } } else if (space is CommunityChestSpace) { //Player draws a community chest card and the card effect is applied CommunuityChestCards card = CommunityChestSpace.DrawCard(); MessageBox.Show(card.GetCommunuityChestName()); card.CardEffect(this, card); } else if (space is UtilitySpace) { UtilityAction(space); } else if (space is FreeParkingSpace) { //Gives player who landed on free parking the total money given to free parking. FreeParkingSpace fpSpace = (FreeParkingSpace)space; MessageBox.Show($"Player {playerId} has collect {fpSpace.GetAccumulatedMoney().ToString("C2")}"); fpSpace.CollectMoney(this); } else if (space is RailroadSpace) { RailroadSpace temp = (RailroadSpace)space; RailroadSpaceAction(temp); } else if (space is GoToJailSpace) { //Sends player to jail space and jails them MessageBox.Show("Sent to Jail"); MovePlayerToSpace(board.GetJailSpace()); JailSpace jailSpace = (JailSpace)spaceOccupied; if (!isJailed) { jailSpace.AddPlayerToJail(this); } else { jailSpace.EscapeJail(this); } } else if (space is JailSpace || IsPlayerJailed() == true) { //If player is jailed, it allows them to attempt escape or if they //have a get out of jail free card, they can instantly escape. JailSpace jailSpace = (JailSpace)board.GetJailSpace(); if (HasGetOutOfJailFreeCard()) { jailSpace.RemovePlayerFromJail(this); } if (isJailed) { jailSpace.EscapeJail(this); } } CheckForLost(); }
public NormalTurn(Int32 playerId, IDice dice, IJailRoster jailRoster, GameBoard board) : base(playerId, dice, jailRoster, board) { }
public void TestSetLocationsBuildsLocationsList() { var board = new GameBoard(banker); var location = new NullLocation(0, "null"); var railroad = new Railroad(1, "railroad", 10, 10, banker, new Railroad[] {}); var utility = new Utility(2, "utility", 10, 10, banker, new Utility[] {}, new FakeDice()); board.SetLocations(new Location[] { location }, new Railroad[] { railroad }, new Utility[] { utility }); Assert.That(board.Locations.Count(), Is.EqualTo(3)); }
public TraditionalTurnFactory(TraditionalBanker banker) { this.banker = banker; board = CreateBoard(); }
public CommunityChestFactory(IBanker banker, IJailRoster jailRoster, GameBoard board) { this.banker = banker; this.jailRoster = jailRoster; this.board = board; }