/// <summary> /// Creates a new <see cref="BattleSystem"/> instance. /// </summary> /// <param name="logger">Logger.</param> /// <param name="projectileSystem">Projectile system.</param> /// <param name="inventorySystem">Inventory system.</param> /// <param name="battlePacketFactory">Battle packet factory.</param> /// <param name="moverPacketFactory">Mover packet factory.</param> public BattleSystem(ILogger <BattleSystem> logger, IProjectileSystem projectileSystem, IInventorySystem inventorySystem, IBattlePacketFactory battlePacketFactory, IMoverPacketFactory moverPacketFactory) { _logger = logger; _projectileSystem = projectileSystem; _inventorySystem = inventorySystem; _battlePacketFactory = battlePacketFactory; _moverPacketFactory = moverPacketFactory; }
public PlayerHandler(ILogger <PlayerHandler> logger, ISpecialEffectSystem specialEffectSystem, IInteractionSystem interationSystem, IFollowSystem followSystem, IMoverPacketFactory moverPacketFactory, IDeathSystem deathSystem) { _logger = logger; _specialEffectSystem = specialEffectSystem; _interationSystem = interationSystem; _followSystem = followSystem; _moverPacketFactory = moverPacketFactory; _deathSystem = deathSystem; }
public DeathSystem(ILogger <DeathSystem> logger, IOptions <WorldConfiguration> worldConfiguration, IGameResources gameResources, IMapManager mapManager, ITeleportSystem teleportSystem, IPlayerPacketFactory playerPacketFactory, IMoverPacketFactory moverPacketFactory) { _logger = logger; _worldConfiguration = worldConfiguration.Value; _gameResources = gameResources; _mapManager = mapManager; _teleportSystem = teleportSystem; _playerPacketFactory = playerPacketFactory; _moverPacketFactory = moverPacketFactory; }
/// <summary> /// Creates a new <see cref="InventoryItemUsage"/> instance. /// </summary> public InventoryItemUsage(ILogger <InventoryItemUsage> logger, IInventoryPacketFactory inventoryPacketFactory, IMapManager mapManager, ISpecialEffectSystem specialEffectSystem, ITeleportSystem teleportSystem, IMoverPacketFactory moverPacketFactory, ITextPacketFactory textPacketFactory, IPlayerDataSystem playerDataSystem, IOptions <WorldConfiguration> worldServerConfiguration) { _logger = logger; _inventoryPacketFactory = inventoryPacketFactory; _mapManager = mapManager; _specialEffectSystem = specialEffectSystem; _teleportSystem = teleportSystem; _moverPacketFactory = moverPacketFactory; _textPacketFactory = textPacketFactory; _playerDataSystem = playerDataSystem; _worldServerConfiguration = worldServerConfiguration.Value; }
public SkillSystem(ILogger <SkillSystem> logger, IRhisisDatabase database, IGameResources gameResources, IBattleSystem battleSystem, IInventorySystem inventorySystem, IProjectileSystem projectileSystem, ISkillPacketFactory skillPacketFactory, ITextPacketFactory textPacketFactory, ISpecialEffectPacketFactory specialEffectPacketFactory, IMoverPacketFactory moverPacketFactory) { _logger = logger; _database = database; _gameResources = gameResources; _battleSystem = battleSystem; _inventorySystem = inventorySystem; _projectileSystem = projectileSystem; _skillPacketFactory = skillPacketFactory; _textPacketFactory = textPacketFactory; _specialEffectPacketFactory = specialEffectPacketFactory; _moverPacketFactory = moverPacketFactory; }
public DefaultMonsterBehavior(IMonsterEntity monster, IOptions <WorldConfiguration> worldConfiguration, IGameResources gameResources, IMobilitySystem mobilitySystem, IBattleSystem battleSystem, IFollowSystem followSystem, IDropSystem dropSystem, IMoverPacketFactory moverPacketFactory) { _monster = monster; _worldConfiguration = worldConfiguration.Value; _gameResources = gameResources; _mobilitySystem = mobilitySystem; _battleSystem = battleSystem; _followSystem = followSystem; _dropSystem = dropSystem; _moverPacketFactory = moverPacketFactory; }
/// <summary> /// Creates a new <see cref="DefaultPlayerBehavior"/> instance. /// </summary> /// <param name="player">Current player.</param> /// <param name="worldConfiguration">World Server configuration.</param> /// <param name="mobilitySystem">Mobility system.</param> /// <param name="inventorySystem">Inventory system.</param> /// <param name="playerDataSystem">Player data system.</param> /// <param name="recoverySystem">Recovery system.</param> /// <param name="regionTriggerSystem">Region trigger system.</param> /// <param name="questSystem">Quest system.</param> /// <param name="experienceSystem">Experience system.</param> /// <param name="moverPacketFactory">Mover packet factory.</param> /// <param name="textPacketFactory">Text packet factory.</param> public DefaultPlayerBehavior(IPlayerEntity player, IOptions <WorldConfiguration> worldConfiguration, IMobilitySystem mobilitySystem, IInventorySystem inventorySystem, IPlayerDataSystem playerDataSystem, IRecoverySystem recoverySystem, IRegionTriggerSystem regionTriggerSystem, IQuestSystem questSystem, IExperienceSystem experienceSystem, IMoverPacketFactory moverPacketFactory, ITextPacketFactory textPacketFactory) { _player = player; _worldConfiguration = worldConfiguration.Value; _mobilitySystem = mobilitySystem; _inventorySystem = inventorySystem; _playerDataSystem = playerDataSystem; _recoverySystem = recoverySystem; _regionTriggerSystem = regionTriggerSystem; _questSystem = questSystem; _experienceSystem = experienceSystem; _moverPacketFactory = moverPacketFactory; _textPacketFactory = textPacketFactory; }
public MobilitySystem(IMoverPacketFactory moverPacketFactory) { _moverPacketFactory = moverPacketFactory; }
/// <summary> /// Creates a new <see cref="SpecialEffectSystem"/> instance. /// </summary> /// <param name="specialEffectPacketFactory"></param> public SpecialEffectSystem(ISpecialEffectPacketFactory specialEffectPacketFactory, IMoverPacketFactory moverPacketFactory) { _specialEffectPacketFactory = specialEffectPacketFactory; _moverPacketFactory = moverPacketFactory; }
/// <summary> /// Creates a new <see cref="MovementHandler"/> instance. /// </summary> /// <param name="moverPacketFactory">Mover packet factory.</param> public MovementHandler(IMoverPacketFactory moverPacketFactory) { _moverPacketFactory = moverPacketFactory; }
/// <summary> /// Creates a new <see cref="RecoverySystem"/> instance. /// </summary> /// <param name="logger">Logger.</param> /// <param name="moverPacketFactory">Mover packet factory.</param> public RecoverySystem(ILogger <RecoverySystem> logger, IMoverPacketFactory moverPacketFactory) { _logger = logger; _moverPacketFactory = moverPacketFactory; }
/// <summary> /// Creates a new <see cref="ExperienceSystem"/> instance. /// </summary> /// <param name="gameResources">Game resources.</param> /// <param name="playerPacketFactory">Player packet factory.</param> public ExperienceSystem(IGameResources gameResources, IMoverPacketFactory moverPacketFactory, IPlayerPacketFactory playerPacketFactory) { _gameResources = gameResources; _moverPacketFactory = moverPacketFactory; _playerPacketFactory = playerPacketFactory; }
/// <summary> /// Creates a new <see cref="FollowSystem"/> instance. /// </summary> /// <param name="moverPacketFactory">Mover packet factory.</param> public FollowSystem(IMoverPacketFactory moverPacketFactory) { _moverPacketFactory = moverPacketFactory; }
/// <summary> /// Creates a new <see cref="NoInvisibleChatCommand"/> instance. /// </summary> /// <param name="logger">Logger.</param> /// <param name="playerDataPacketFactory">Player data packet factory system.</param> /// <param name="moverPacketFactory">Mover packet factory system.</param> public NoInvisibleChatCommand(ILogger <NoInvisibleChatCommand> logger, IPlayerDataPacketFactory playerDataPacketFactory, IMoverPacketFactory moverPacketFactory) { _logger = logger; _playerDataPacketFactory = playerDataPacketFactory; _moverPacketFactory = moverPacketFactory; }
/// <summary> /// Creates a new <see cref="PlayerDataSystem"/> instance. /// </summary> /// <param name="moverPacketFactory">Mover packet factory.</param> /// <param name="textPacketFactory">Text packet factory.</param> public PlayerDataSystem(IMoverPacketFactory moverPacketFactory, ITextPacketFactory textPacketFactory) { _moverPacketFactory = moverPacketFactory; _textPacketFactory = textPacketFactory; }
/// <summary> /// Creates a new <see cref="VisibilitySystem"/> instance. /// </summary> /// <param name="logger">Logger.</param> /// <param name="worldSpawnPacketFactory">World spawn packet factory.</param> public VisibilitySystem(ILogger <VisibilitySystem> logger, IWorldSpawnPacketFactory worldSpawnPacketFactory, IMoverPacketFactory moverPacketFactory) { _logger = logger; _worldSpawnPacketFactory = worldSpawnPacketFactory; _moverPacketFactory = moverPacketFactory; }