public MapFactorySelector( [Inject(Id = "cave")] IMapFactory cellularAutomatonMapFactory, [Inject(Id = "room")] IMapFactory roomMapFactory) { _cellularAutomatonMapFactory = cellularAutomatonMapFactory; _roomMapFactory = roomMapFactory; }
public Square5x5Query(IMongoDatabase database, IMapFactory factory, int i, int j) { this.database = database; this.factory = factory; this.i = i; this.j = j; }
private static SectorGenerator CreateGenerator(ISchemeService schemeService, IBotPlayer botPlayer, IMapFactory mapFactory) { var dropResolverMock = new Mock <IDropResolver>(); var dropResolver = dropResolverMock.Object; var actorManagerMock = new Mock <IActorManager>(); var actorManager = actorManagerMock.Object; var propContainerManagerMock = new Mock <IPropContainerManager>(); var propContainerManager = propContainerManagerMock.Object; var tradeManagerMock = new Mock <ITraderManager>(); var tradeManager = tradeManagerMock.Object; var chestGeneratorMock = new Mock <IChestGenerator>(); var chestGenerator = chestGeneratorMock.Object; var monsterGeneratorMock = new Mock <IMonsterGenerator>(); var monsterGenerator = monsterGeneratorMock.Object; var sectorFactoryMock = new Mock <ISectorFactory>(); var sectorFactory = sectorFactoryMock.Object; return(new SectorGenerator(mapFactory, sectorFactory, monsterGenerator, chestGenerator, botPlayer, schemeService, tradeManager, dropResolver)); }
private static ISectorGenerator CreateGenerator(IBotPlayer botPlayer, IMapFactory mapFactory) { var chestGeneratorMock = new Mock <IChestGenerator>(); var chestGenerator = chestGeneratorMock.Object; var monsterGeneratorMock = new Mock <IMonsterGenerator>(); var monsterGenerator = monsterGeneratorMock.Object; var sectorFactoryMock = new Mock <ISectorFactory>(); var sectorFactory = sectorFactoryMock.Object; var citizenGeneratorMock = new Mock <ICitizenGenerator>(); var citizenGenerator = citizenGeneratorMock.Object; var mapFactorySelectorMock = new Mock <IMapFactorySelector>(); mapFactorySelectorMock.Setup(x => x.GetMapFactory(It.IsAny <ISectorSubScheme>())) .Returns(mapFactory); var mapFactorySelector = mapFactorySelectorMock.Object; return(new SectorGenerator(mapFactorySelector, sectorFactory, monsterGenerator, chestGenerator, citizenGenerator, botPlayer)); }
/// <summary> /// Creates a new <see cref="MapManager"/> instance. /// </summary> /// <param name="logger">Logger.</param> /// <param name="worldConfiguration">World server configuration.</param> /// <param name="gameResources">Game resources.</param> /// <param name="mapFactory">Map factory.</param> public MapManager(ILogger <MapManager> logger, IOptions <WorldConfiguration> worldConfiguration, IGameResources gameResources, IMapFactory mapFactory) { _logger = logger; _worldConfiguration = worldConfiguration.Value; _gameResources = gameResources; _mapFactory = mapFactory; _maps = new ConcurrentDictionary <int, IMapInstance>(); }
public CommandFactory(IUserValidationService userValidationService, IMapObjectsRepository mapObjectsRepository, IMapFactory mapFactory) { this.userValidationService = userValidationService; this.mapObjectsRepository = mapObjectsRepository; this.mapFactory = mapFactory; }
public SimRunner(IMapFactory mapFactory, IVehicle vehicle, IPathPlanner pathPlanner, IReactivePathPlanner reactivePathPlanner, ISimulationResults simulationResults) { _mapFactory = mapFactory; _vehicle = vehicle; _pathPlanner = pathPlanner; _reactivePathPlanner = reactivePathPlanner; _simulationResults = simulationResults; }
/// <summary> /// Creates a new <see cref="MapInstance"/>. /// </summary> /// <param name="id">Map Id.</param> /// <param name="name">Map name.</param> /// <param name="worldInformations">Map world informations.</param> /// <param name="mapFactory">Map factory.</param> public MapInstance(int id, string name, WldFileInformations worldInformations, IMapFactory mapFactory) { Id = id; Name = name; MapInformation = worldInformations; _mapFactory = mapFactory; _layers = new ConcurrentDictionary <int, IMapLayer>(); }
public GameWorld(ILogger <GameWorld> logger, IMapsLoader mapsLoader, IMapFactory mapFactory, ITimeService timeService, IGuildRankingManager guildRankingManager) { _logger = logger; _mapsLoader = mapsLoader; _mapFactory = mapFactory; _timeService = timeService; _guildRankingManager = guildRankingManager; }
public ObjectQuery(IMongoDatabase mapDatabase, IMapFactory mapFactory, IUserValidationService validation, string id) { objects = mapDatabase.GetCollection <BsonDocument>("objects"); this.mapFactory = mapFactory; this.validation = validation; this.id = id; }
/// <summary> /// Constructor /// </summary> public World() { this.displayController = NinjectGlobalKernel.GlobalKernel.Get<IDisplayController>(); this.mapFactory = this.localKernel.Get<IMapFactory>(); this.masterMap = new Map(Settings.Default.WorldWidth, Settings.Default.WorldHeight); this.cells = new List<IInternalCell>(); }
public SegmentQuery(IMongoDatabase mapDatabase, IMapFactory factory, float x, float y) : this(mapDatabase) { getStrategy = () => { var map = factory.GetMap(); return(map[x, y]); }; }
public GetXAxisGridLinesQueryHandler( IViewRepository viewRepository, IMapFactory mapFactory, IGridLineFactory gridLineFactory) { _viewRepository = viewRepository; _mapFactory = mapFactory; _gridLineFactory = gridLineFactory; }
public GameWorld(ILogger <GameWorld> logger, IMapsLoader mapsLoader, IMapFactory mapFactory, ICharacterFactory characterFactory) { _logger = logger; _mapsLoader = mapsLoader; _mapFactory = mapFactory; _characterFactory = characterFactory; InitMaps(); }
public GetColorLegendItemsQueryHandler( IViewRepository viewRepository, IMapFactory mapFactory, IColorLegendFactory legendFactory) { _viewRepository = viewRepository; _mapFactory = mapFactory; _legendFactory = legendFactory; }
public GetSizeLegendItemsQueryHandler( IViewRepository repository, IMapFactory mapFactory, ISizeLegendFactory legendFactory) { _repository = repository; _mapFactory = mapFactory; _legendFactory = legendFactory; }
public SegmentQuery(IMongoDatabase mapDatabase, IMapFactory factory, int i, int j) : this(mapDatabase) { getStrategy = () => { var map = factory.GetMap(); return(map[i, j]); }; }
public Engine(IMap map, IMapFactory mapFactory, ITileFactory tileFactory) { this.graphics = new GraphicsDeviceManager(this); this.collisionHandler = new NewCollisionHandler(); this.monsters = new MonsterData(); this.players = new PlayerData(); this.Content.RootDirectory = "Content"; this.map = map; this.MapFactory = mapFactory; this.TileFactory = tileFactory; }
public TestEmptySectorGenerator( IDropResolver dropResolver, ISchemeService schemeService, IMapFactory mapFactory, IEquipmentDurableService equipmentDurableService) { _dropResolver = dropResolver ?? throw new System.ArgumentNullException(nameof(dropResolver)); _schemeService = schemeService ?? throw new System.ArgumentNullException(nameof(schemeService)); _mapFactory = mapFactory ?? throw new System.ArgumentNullException(nameof(mapFactory)); _equipmentDurableService = equipmentDurableService ?? throw new System.ArgumentNullException(nameof(equipmentDurableService)); }
public GameWorld(ILogger <GameWorld> logger, IMapsLoader mapsLoader, IMapFactory mapFactory, ICharacterFactory characterFactory, ITimeService timeService, IGuildRankingManager guildRankingManager) { _logger = logger; _mapsLoader = mapsLoader; _mapFactory = mapFactory; _characterFactory = characterFactory; _timeService = timeService; _guildRankingManager = guildRankingManager; InitMaps(); InitGRB(); }
public AddObjectCommand(IUserValidationService userValidationService, IMapObjectsRepository mapObjectsRepository, IMapFactory mapFactory, MapObjectCreateData createData, string id) { this.userValidationService = userValidationService; this.mapObjectsRepository = mapObjectsRepository; this.mapFactory = mapFactory; this.id = id; this.createData = createData; }
public FactoryTests() { var moonlight = new MoonlightAPI(new AppConfig { Database = "../../../database.db" }); _itemFactory = moonlight.Services.GetService <IItemFactory>(); _entityFactory = moonlight.Services.GetService <IEntityFactory>(); _mapFactory = moonlight.Services.GetService <IMapFactory>(); _skillFactory = moonlight.Services.GetService <ISkillFactory>(); _languageService = moonlight.Services.GetService <ILanguageService>(); }
public TestEmptySectorGenerator(IActorManager actorManager, IPropContainerManager propContainerManager, IDropResolver dropResolver, ISchemeService schemeService, IMapFactory mapFactory, IEquipmentDurableService equipmentDurableService) { _actorManager = actorManager; _propContainerManager = propContainerManager; _dropResolver = dropResolver; _schemeService = schemeService; _mapFactory = mapFactory; _equipmentDurableService = equipmentDurableService; }
/// <summary> /// Создаёт экземпляр <see cref="SectorGenerator"/>. /// </summary> /// <param name="mapFactory"> Фабрика карты. Сейчас используется <see cref="RoomStyle.RoomMapFactory"/>. </param> /// <param name="sectorFactory"> Фабрика сектора. </param> /// <param name="monsterGenerator"> Генератор монстров для подземелий. </param> /// <param name="chestGenerator"> Генератор сундуков для подземеоий </param> /// <param name="monsterPlayer"> Игрок, управляющий монстрами. </param> /// <param name="schemeService"> Сервис схем. </param> /// <param name="traderManager"> Менеджер торговцев. Нужен для сектора. </param> /// <param name="dropResolver"> Служба работы с таблицами дропа. Нужна для создания торговцев. </param> public SectorGenerator( IMapFactory mapFactory, ISectorFactory sectorFactory, IMonsterGenerator monsterGenerator, IChestGenerator chestGenerator, IBotPlayer monsterPlayer, ISchemeService schemeService, ITraderManager traderManager,//TODO Вынести в отдельный генератор IDropResolver dropResolver ) { _mapFactory = mapFactory; _sectorFactory = sectorFactory; _monsterGenerator = monsterGenerator; _chestGenerator = chestGenerator; _monsterPlayer = monsterPlayer; _schemeService = schemeService; _traderManager = traderManager; _dropResolver = dropResolver; }
private static ISectorGenerator CreateGenerator(IBotPlayer botPlayer, IMapFactory mapFactory) { var staticObstaclesGeneratorMock = new Mock <IStaticObstaclesGenerator>(); var staticObstaclesGenerator = staticObstaclesGeneratorMock.Object; var monsterGeneratorMock = new Mock <IMonsterGenerator>(); var monsterGenerator = monsterGeneratorMock.Object; var sectorFactoryMock = new Mock <ISectorFactory>(); var sectorFactory = sectorFactoryMock.Object; var mapFactorySelectorMock = new Mock <IMapFactorySelector>(); mapFactorySelectorMock.Setup(x => x.GetMapFactory(It.IsAny <ISectorNode>())) .Returns(mapFactory); var mapFactorySelector = mapFactorySelectorMock.Object; var diseaseGeneratorMock = new Mock <IDiseaseGenerator>(); var diseaseGenerator = diseaseGeneratorMock.Object; var sectorMock = new Mock <ISector>(); var sector = sectorMock.Object; sectorFactoryMock.Setup(x => x.Create(It.IsAny <ISectorMap>(), It.IsAny <ILocationScheme>())) .Returns(sector); var resourceMaterializationMapMock = new Mock <IResourceMaterializationMap>(); resourceMaterializationMapMock.Setup(x => x.GetDepositData(It.IsAny <ISectorNode>())) .Returns(new Mock <IResourceDepositData>().Object); var sectorMaterializationService = resourceMaterializationMapMock.Object; return(new SectorGenerator(mapFactorySelector, sectorFactory, monsterGenerator, staticObstaclesGenerator, diseaseGenerator, botPlayer, sectorMaterializationService)); }
public RootViewModel( AlgoService algoService, Func <EditorTabViewModel> editorTabFactory, IEventAggregator eventAggregator, IIOService ioService, ILogger <RootViewModel> logger, IMapFactory mapFactory, Func <NewFileDialogViewModel> newFileDialogFactory, IWindowManager windowManager) { _editorTabFactory = editorTabFactory; _eventAggregator = eventAggregator; _ioService = ioService; _logger = logger; _mapFactory = mapFactory; _newFileDialogFactory = newFileDialogFactory; _windowManager = windowManager; _algoService = algoService; Algos = _algoService.DisplayNames; SelectedAlgo = Algos.Keys.FirstOrDefault(); _eventAggregator.Subscribe(this); }
/// <summary> /// 创建地图工厂对象 /// </summary> /// <param name="mapObject">地图控件对象</param> /// <returns>IFactory</returns> private IMapFactory CreateFactory(object mapObject) { IMapFactory fac = null; #region 反射 object RetObj = null; object[] obj = new object[] { mapObject }; LibraryInfo info = GetLibraryInfoByName("MapEngine", mapEngineType.ToString()); if (info == null) { return(null); } try { Assembly asm = Assembly.Load(info.LibraryName); Type[] tp = asm.GetTypes(); RetObj = (object)asm.CreateInstance(info.NameSpaceClass, true, BindingFlags.CreateInstance | BindingFlags.Instance | BindingFlags.Public | BindingFlags.IgnoreCase , null, obj, CultureInfo.CurrentCulture, null); } catch (Exception ex) { Debug.WriteLine(string.Format("通过反射创建IMapFactory对象异常:{0}", ex.Message)); return(null); } if (null == RetObj) { Debug.WriteLine("通过反射创建IMapFactory对象失败!"); return(null); } fac = RetObj as IMapFactory; #endregion return(fac); }
public LightInjectSwitchMapFactorySelector([Inject("room")] IMapFactory roomMapFactory, [Inject("cellular-automaton")] IMapFactory cellularAutomatonMapFactory) { RoomMapFactory = roomMapFactory; CellularAutomatonMapFactory = cellularAutomatonMapFactory; }
public QueryFactory(IMongoDatabase mapDatabase, IMapFactory mapFactory, IUserValidationService userValidationService) { this.userValidationService = userValidationService; this.mapFactory = mapFactory; this.mapDatabase = mapDatabase; }
/// <summary> /// Конструктор селектора. /// </summary> /// <param name="mapFactory"> Фабрика карт, которая всегда будет возвращена при запросе. </param> public SingleMapFactorySelector(IMapFactory mapFactory) { _mapFactory = mapFactory ?? throw new ArgumentNullException(nameof(mapFactory)); }
public CMapPacketHandler(ILogger logger, IMapFactory mapFactory, IEventManager eventManager) { _logger = logger; _mapFactory = mapFactory; _eventManager = eventManager; }