public void Dispatcher_Tests_Base_SetUp() { Engine.Cosmogenesis("bang", __factory); var atlas = SourceMe.The <Atlas>(); var legend = atlas.Legend; ttFloor = legend[TerrainEnum.Floor]; ttWall = legend[TerrainEnum.Wall]; ttDoorOpen = legend[TerrainEnum.DoorOpen]; ttDoorClosed = legend[TerrainEnum.DoorClosed]; ttSoil = legend[TerrainEnum.Soil]; ttSoilTilled = legend[TerrainEnum.SoilTilled]; ttSoilPlanted = legend[TerrainEnum.SoilPlanted]; _gameState = SourceMe.The <IGameState>(); _gameState.Map = new CompoundMap { BeingMap = new BeingMap(), RotMap = new RotMap(), SpaceMap = CreateSmallTestMap(), ItemMap = new ItemMap(), }; _controls = SourceMe.The <IControlPanel>(); BeingCreator = SourceMe.The <IBeingCreator>(); }
public void SetUp() { Basis.ConnectIDGenerator(); _beingCreator = SourceMe.The <IBeingCreator>(); var _loader = SourceMe.The <MapLoader>(); _serializer = _loader.GetSerializer(); _deserializer = _loader.GetDeserializer(); }
public void SetUp() { BeingCreator = SourceMe.The <IBeingCreator>(); Basis.ConnectIDGenerator(); // Torch as club, crunch and burn tac = new AttackMethod(); tac_impact = new AttackEffect { Type = "physical.impact.blunt", DamageRange = "1d5" }; tac_flame = new AttackEffect { Type = "energetic.fire", DamageRange = "1d3 - 1" }; tac.AttackEffects.Add(tac_impact); tac.AttackEffects.Add(tac_flame); // Brekka-onu's Flame Hammer, bigger crunch, bigger burn bfh = new AttackMethod(); bfh_impact = new AttackEffect { Type = "physical.impact.blunt", DamageRange = "2d6 + 4" }; bfh_flame = new AttackEffect { Type = "energetic.fire", DamageRange = "1d4 + 2" }; bfh.AttackEffects.Add(bfh_impact); bfh.AttackEffects.Add(bfh_flame); leather_armor = new DefenseMethod(); leather_armor.Resistances["physical.impact.blunt"] = "1/4 ..4"; leather_armor.Resistances["physical"] = "1/2 ..4"; leather_armor.Resistances["energetic"] = "2/3 ..4"; leather_armor.Resistances["magical"] = "1/3 ..1"; leather_armor.Resistances["vital"] = "1/3 ..2"; //leather_armor.Resistances["default"] = "1/3 ..3"; //not needed with all branches covered ring_armor = new DefenseMethod(); ring_armor.Resistances["physical.impact.blunt"] = "1/2 ..6"; ring_armor.Resistances["physical"] = "2/3 ..8"; ring_armor.Resistances["energetic.fire"] = "2/3 ..5"; ring_armor.Resistances["default"] = "1/2 ..5"; //0.2: Keep the tree of damage types in data, and type-check attacks/defenses at load time... }
public SocialRegister Register_FromYaml(IParser parser, IBeingCreator creator) { parser.Consume <MappingStart>(); var register = new SocialRegister(creator); while (parser.TryConsume <Scalar>(out var evt) && evt.Value == "Being") { parser.Consume <MappingStart>(); IBeing being = creator.Being_FromYaml(parser); parser.Consume <MappingEnd>(); register.WellKnownBeings[being.Name] = being; } parser.Consume <MappingEnd>(); return(register); }
public Compendium( IDGenerator idGen, IBeingCreator beingCreator, TomeOfChaos tomeOfChaos, Herbal herbal, SocialRegister socialRegister, Dramaticon dramaticon, Atlas atlas ) { IDGenerator = idGen; BeingCreator = beingCreator; TomeOfChaos = tomeOfChaos; Herbal = herbal; SocialRegister = socialRegister; Dramaticon = dramaticon; Atlas = atlas; }
public void Register_ToYaml(IEmitter emitter, IBook book, IBeingCreator creator) { if (book == null) { return; } var reg = (SocialRegister)book; emitter.StartNamedMapping("SocialRegister"); foreach (var key in reg.WellKnownBeings.Keys) { emitter.StartNamedMapping("Being"); creator.Being_ToYaml(emitter, reg.WellKnownBeings[key]); emitter.EndMapping(); } emitter.EndMapping(); }
public MapLoader(ILog logger, Atlas atlas, IBeingCreator creator) : this(logger, atlas) { }
public SocialRegister Register_FromNew(IBeingCreator creator) { var register = new SocialRegister(creator); return(register); }
public BookPublisher(IBeingCreator creator) { BeingCreator = creator; }
public SocialRegister(IBeingCreator creator) { BeingCreator = creator; WellKnownBeings = new Dictionary <string, IBeing>(); }
public YConv_IBook(IBeingCreator creator) { Creator = creator; Publisher = new BookPublisher(creator); }