protected PlayerTurnState(IGame game, IIntelligenceContextFactory contextFactory, IIntelligenceContext context, IInputOutput io) { Game = game; ContextFactory = contextFactory; Context = context; IO = io; }
public GameNotStartedState(GameSettings settings, IGameInitializer gameInitializer, IIntelligenceContextFactory contextFactory, IInputOutput io) { _settings = settings; _gameInitializer = gameInitializer; _contextFactory = contextFactory; _io = io; }
private static Player1TurnState BuildPlayer1TurnState(IGame game = null, IIntelligenceContextFactory contextFactory = null, IIntelligenceContext context = null, IInputOutput io = null) { game = game ?? new MockGame(); contextFactory = contextFactory ?? new MockIntelligenceContextFactory(); context = context ?? new MockIntelligenceContext(); io = io ?? new MockInputOutput(); return(new Player1TurnState(game, contextFactory, context, io)); }
public Application(IGameInitializer gameInitializer, IIntelligenceContextFactory aiContextFactory, IInputOutput io) { _gameInitializer = gameInitializer; _aiContextFactory = aiContextFactory; _io = io; }
private static GameNotStartedState BuildGameNotStartedState(GameSettings settings = null, IGameInitializer gameInitializer = null, IIntelligenceContextFactory contextFactory = null, IInputOutput io = null) { settings = settings ?? new GameSettings { BoardSize = 3, GamePlayerType = GamePlayerType.HumanVsHuman, PlayerStartType = PlayerStartType.FirstPlayerFirst }; gameInitializer = gameInitializer ?? new MockGameInitializer(); contextFactory = contextFactory ?? new MockIntelligenceContextFactory(); io = io ?? new MockInputOutput(); return(new GameNotStartedState(settings, gameInitializer, contextFactory, io)); }
public Player1TurnState(IGame game, IIntelligenceContextFactory contextFactory, IIntelligenceContext context, IInputOutput io) : base(game, contextFactory, context, io) { }