/// <summary> /// Creates a new <see cref="NpcShopSystem"/> instance. /// </summary> /// <param name="logger">Logger.</param> /// <param name="inventorySystem">Inventory System.</param> /// <param name="playerDataSystem">Player data system.</param> /// <param name="npcShopPacketFactory">Npc shop packet factory.</param> /// <param name="textPacketFactory">Text packet factory.</param> public NpcShopSystem(ILogger <NpcShopSystem> logger, IInventorySystem inventorySystem, IPlayerDataSystem playerDataSystem, INpcShopPacketFactory npcShopPacketFactory, ITextPacketFactory textPacketFactory) { _logger = logger; _inventorySystem = inventorySystem; _playerDataSystem = playerDataSystem; _npcShopPacketFactory = npcShopPacketFactory; _textPacketFactory = textPacketFactory; }
/// <summary> /// Creates a new <see cref="CustomizationSystem"/> instance. /// </summary> /// <param name="inventorySystem">Inventory system.</param> /// <param name="customizationPacketFactory">Customization packet factory.</param> /// <param name="worldServerConfiguration">World server configuration.</param> /// <param name="playerDataSystem">Player data system.</param> /// <param name="textPacketFactory">Text packet factory.</param> public CustomizationSystem(IInventorySystem inventorySystem, ICustomizationPacketFactory customizationPacketFactory, IOptions <WorldConfiguration> worldServerConfiguration, IPlayerDataSystem playerDataSystem, ITextPacketFactory textPacketFactory) { _inventorySystem = inventorySystem; _customizationPacketFactory = customizationPacketFactory; _playerDataSystem = playerDataSystem; _textPacketFactory = textPacketFactory; _worldServerConfiguration = worldServerConfiguration.Value; }
/// <summary> /// Creates a new <see cref="TradeSystem"/> instance. /// </summary> /// <param name="logger">Logger.</param> /// <param name="tradePacketFactory">Trade packet factory.</param> /// <param name="textPacketFactory">Text packet factory.</param> /// <param name="playerDataSystem">Player data system.</param> /// <param name="inventorySystem">Inventory system.</param> public TradeSystem(ILogger <TradeSystem> logger, ITradePacketFactory tradePacketFactory, ITextPacketFactory textPacketFactory, IPlayerDataSystem playerDataSystem, IInventorySystem inventorySystem) { _logger = logger; _tradePacketFactory = tradePacketFactory; _textPacketFactory = textPacketFactory; _playerDataSystem = playerDataSystem; _inventorySystem = inventorySystem; }
/// <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 QuestSystem(ILogger <QuestSystem> logger, IRhisisDatabase database, IGameResources gameResources, IPlayerDataSystem playerDataSystem, IInventorySystem inventorySystem, IExperienceSystem experienceSystem, IJobSystem jobSystem, IQuestPacketFactory questPacketFactory, INpcDialogPacketFactory npcDialogPacketFactory, ITextPacketFactory textPacketFactory) { _logger = logger; _database = database; _gameResources = gameResources; _playerDataSystem = playerDataSystem; _inventorySystem = inventorySystem; _experienceSystem = experienceSystem; _jobSystem = jobSystem; _questPacketFactory = questPacketFactory; _npcDialogPacketFactory = npcDialogPacketFactory; _textPacketFactory = textPacketFactory; }
/// <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; }
/// <summary> /// Creates a new <see cref="ExpUpStopChatCommand"/> instance. /// </summary> /// <param name="logger">Logger.</param> /// <param name="playerDataSystem">Player data system.</param> public ExpUpStopChatCommand(ILogger <ExpUpStopChatCommand> logger, IPlayerDataSystem playerDataSystem) { _logger = logger; _playerDataSystem = playerDataSystem; }
/// <summary> /// Creates a new <see cref="GetGoldChatCommand"/> instance. /// </summary> /// <param name="logger">Logger.</param> /// <param name="playerDataSystem">Player data system.</param> public GetGoldChatCommand(ILogger <GetGoldChatCommand> logger, IPlayerDataSystem playerDataSystem) { _logger = logger; _playerDataSystem = playerDataSystem; }