public Game(IEnumerable <Int32> playerIds, ITurnFactory turnFactory) { this.PlayerIds = playerIds.ToList(); this.turnFactory = turnFactory; this.Rounds = 0; PlayerIds = PlayerIds.Shuffle(); SetUpPlayerTurns(); }
public Game(IEnumerable<Int32> playerIds, ITurnFactory turnFactory) { this.PlayerIds = playerIds.ToList(); this.turnFactory = turnFactory; this.Rounds = 0; PlayerIds = PlayerIds.Shuffle(); SetUpPlayerTurns(); }
public TurnProvider(ISet<IPlayer> players, ITurnFactory factory) { if (players == null) throw new ArgumentNullException(nameof(players)); if (players.Count < 2) throw new ArgumentException("Turn provider expects at least 2 players"); if (factory == null) throw new ArgumentNullException(nameof(factory)); this.players = players; this.factory = factory; }
public RoundFactory( IBotFactory botFactory, ISettings settings, ITurnFactory turnFactory, IBattlefieldFactory battlefieldFactory, IOutput output) { BotFactory = botFactory; Settings = settings; TurnFactory = turnFactory; BattlefieldFactory = battlefieldFactory; }
public PlayCoordinatorFactory( ITurnFactory turnFactory, IEndConditionDetector endConditionDetector, IPlayerCountConstraint playerCountConstraint, IShuffler playerShuffler, IGameStateConfigurationInitializer gameStateConfigurationInitializer) { _turnFactory = turnFactory; _endConditionDetector = endConditionDetector; _playerCountConstraint = playerCountConstraint; _playerShuffler = playerShuffler; _gameStateConfigurationInitializer = gameStateConfigurationInitializer; }
public Round( int number, IBotFactory botFactory, ISettings settings, ITurnFactory turnFactory, IBattlefieldFactory battlefieldFactory) { Number = number; BotFactory = botFactory ?? throw new ArgumentNullException(nameof(botFactory)); Settings = settings ?? throw new ArgumentNullException(nameof(settings)); TurnFactory = turnFactory ?? throw new ArgumentNullException(nameof(turnFactory)); BattlefieldFactory = battlefieldFactory ?? throw new ArgumentNullException(nameof(battlefieldFactory)); Battlefield = BattlefieldFactory.Create(); Bots = BotFactory.Create(Battlefield); Battlefield.SetRandomly(Bots); }
public EXPBattleViewModel(IPredefinedActionProvider actionProvider, SimpleAutoMapper autoMapper, ITurnFactory turnFactory) : base(actionProvider, autoMapper, turnFactory) { this.actionProvider = actionProvider; SelectedLeftRight = new ObservableCollection <Action>(new List <Action> { Action.RunLeft, Action.RunRight, Action.RunLeft, Action.RunRight }); base.TurnList = new ObservableCollection <TurnViewModel>() { new EXPTurnViewModel() }; base.CurrentTurn = base.TurnList[0]; this.InitializeCommand(); }
public TrashMobBattleViewModel(IPredefinedActionProvider actionProvider, SimpleAutoMapper autoMapper, ITurnFactory turnFactory) : base(actionProvider) { this.autoMapper = autoMapper; this.turnFactory = turnFactory; base.TurnList = new ObservableCollection <TurnViewModel>() { new TurnViewModel() }; base.CurrentTurn = base.TurnList[0]; base.InitializeCommand(); }
public PlayCoordinator(ITurnFactory turnFactory, IEndConditionDetector endConditionDetector, IReadOnlyList <IPlayer> players) { _turnFactory = turnFactory; _players = players; _endConditionDetector = endConditionDetector; }
public BossBattleViewModel(IPredefinedActionProvider actionProvider, SimpleAutoMapper autoMapper, ITurnFactory turnFactory) : base(actionProvider, autoMapper, turnFactory) { base.TurnList = new ObservableCollection <TurnViewModel>() { new BossTurnViewModel() }; base.CurrentTurn = base.TurnList[0]; base.InitializeCommand(); }