public new void Setup()
 {
     base.Setup();
     collisionService  = new CollisionService(EngineConfigFake, WorldStateService, VectorCalculatorService);
     collisionHandlers = new List <ICollisionHandler>
     {
         new FoodCollisionHandler(WorldStateService, EngineConfigFake),
         new PlayerCollisionHandler(WorldStateService, collisionService, EngineConfigFake, VectorCalculatorService)
     };
     collisionHandlerResolver = new CollisionHandlerResolver(collisionHandlers);
     actionHandlers           = new List <IActionHandler>
     {
         new ForwardActionHandler(),
         new StartAfterburnerActionHandler(WorldStateService, EngineConfigFake),
         new StopAfterburnerActionHandler(WorldStateService),
         new StopActionHandler()
     };
     actionHandlerResolver = new ActionHandlerResolver(actionHandlers);
     actionService         = new ActionService(WorldStateService, actionHandlerResolver);
     tickProcessingService = new TickProcessingService(
         collisionHandlerResolver,
         VectorCalculatorService,
         WorldStateService,
         collisionService);
     engineService = new EngineService(WorldStateService, actionService, EngineConfigFake, tickProcessingService);
 }
 public new void Setup()
 {
     base.Setup();
     actionHandlers = new List <IActionHandler>
     {
         new ForwardActionHandler(),
         new StartAfterburnerActionHandler(WorldStateService, EngineConfigFake),
         new StopAfterburnerActionHandler(WorldStateService)
     };
     actionHandlerResolver = new ActionHandlerResolver(actionHandlers);
     actionService         = new ActionService(WorldStateService, actionHandlerResolver);
 }
 public ActionService(IWorldStateService worldStateService, IActionHandlerResolver actionHandlerResolver)
 {
     this.worldStateService     = worldStateService;
     this.actionHandlerResolver = actionHandlerResolver;
 }