public MonasteryCardGameMainViewModel(CommandContainer commandContainer, MonasteryCardGameMainGameClass mainGame, MonasteryCardGameVMData viewModel, BasicData basicData, TestOptions test, IGamePackageResolver resolver, MonasteryCardGameGameContainer gameContainer ) : base(commandContainer, mainGame, viewModel, basicData, test, resolver) { _mainGame = mainGame; _model = viewModel; _basicData = basicData; _gameContainer = gameContainer; _model.Deck1.NeverAutoDisable = true; var player = _mainGame.PlayerList.GetSelf(); mainGame.Aggregator.Subscribe(player); //hopefully this works now. _model.TempSets.Init(this); _model.TempSets.ClearBoard(); _model.TempSets.SetClickedAsync += TempSets_SetClickedAsync; _model.MainSets.SetClickedAsync += MainSets_SetClickedAsync; _model.PlayerHand1 !.AutoSelect = HandObservable <MonasteryCardInfo> .EnumAutoType.SelectAsMany; _model.MainSets.SendEnableProcesses(this, () => { if (_gameContainer !.AlreadyDrew == false) { return(false); } return(_mainGame.SingleInfo !.FinishedCurrentMission); });
public RummyClass(MonasteryCardGameGameContainer gameContainer) { EntireList = gameContainer.DeckList !.ToRegularDeckDict(); //in this case, no need for init. if (EntireList.Count == 0) { throw new BasicBlankException("Cannot have an empty list. Rethink"); } }
public MonasteryCardGameMainGameClass(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, MonasteryCardGameVMData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, ICardInfo <MonasteryCardInfo> cardInfo, CommandContainer command, MonasteryCardGameGameContainer gameContainer) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, cardInfo, command, gameContainer) { _model = currentMod; _command = command; _gameContainer = gameContainer; }
public RummySet(MonasteryCardGameGameContainer gameContainer) : base(gameContainer.Command) { CanExpandRuns = true; _gameContainer = gameContainer; }