Exemple #1
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 /// <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;
 }
Exemple #2
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 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;
 }
Exemple #3
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 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;
 }
Exemple #5
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 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;
 }
Exemple #7
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 /// <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;
 }
Exemple #8
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 public MobilitySystem(IMoverPacketFactory moverPacketFactory)
 {
     _moverPacketFactory = moverPacketFactory;
 }
Exemple #9
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 /// <summary>
 /// Creates a new <see cref="SpecialEffectSystem"/> instance.
 /// </summary>
 /// <param name="specialEffectPacketFactory"></param>
 public SpecialEffectSystem(ISpecialEffectPacketFactory specialEffectPacketFactory, IMoverPacketFactory moverPacketFactory)
 {
     _specialEffectPacketFactory = specialEffectPacketFactory;
     _moverPacketFactory         = moverPacketFactory;
 }
Exemple #10
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 /// <summary>
 /// Creates a new <see cref="MovementHandler"/> instance.
 /// </summary>
 /// <param name="moverPacketFactory">Mover packet factory.</param>
 public MovementHandler(IMoverPacketFactory moverPacketFactory)
 {
     _moverPacketFactory = moverPacketFactory;
 }
Exemple #11
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 /// <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;
 }
Exemple #12
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 /// <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;
 }
Exemple #13
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 /// <summary>
 /// Creates a new <see cref="FollowSystem"/> instance.
 /// </summary>
 /// <param name="moverPacketFactory">Mover packet factory.</param>
 public FollowSystem(IMoverPacketFactory moverPacketFactory)
 {
     _moverPacketFactory = moverPacketFactory;
 }
Exemple #14
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 /// <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;
 }
Exemple #15
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 /// <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;
 }
Exemple #16
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 /// <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;
 }