public BoardDiceGameClass(
     IGamePackageResolver mainContainer,
     IEventAggregator aggregator,
     BasicData basicData,
     TestOptions test,
     IDiceBoardGamesData currentMod,
     IMultiplayerSaveState state,
     IAsyncDelayer delay,
     CommandContainer command,
     BasicGameContainer <P, S> gameContainer,
     StandardRollProcesses <SimpleDice, P> roller
     ) : base(
         mainContainer,
         aggregator,
         basicData,
         test,
         currentMod,
         state,
         delay,
         command,
         gameContainer)
 {
     _model = currentMod;
     Roller = roller;
     Roller.AfterRollingAsync            = AfterRollingAsync;
     Roller.AfterSelectUnselectDiceAsync = AfterSelectUnselectDiceAsync;
     Roller.CurrentPlayer = (() => SingleInfo !);
 }
 public ThinkTwiceMainGameClass(IGamePackageResolver mainContainer,
                                IEventAggregator aggregator,
                                BasicData basicData,
                                TestOptions test,
                                ThinkTwiceVMData currentMod,
                                IMultiplayerSaveState state,
                                IAsyncDelayer delay,
                                CommandContainer command,
                                ThinkTwiceGameContainer gameContainer,
                                StandardRollProcesses <SimpleDice, ThinkTwicePlayerItem> roller,
                                ScoreLogic scoreLogic,
                                CategoriesDice categoriesDice,
                                Multiplier multiplier
                                ) :
     base(mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer, roller)
 {
     _model                        = currentMod; //if not needed, take this out and the _model variable.
     _scoreLogic                   = scoreLogic;
     _categoriesDice               = categoriesDice;
     _multiplier                   = multiplier;
     roller.BeforeRollingAsync     = BeforeRollingAsync;
     roller.CanRollAsync           = CanRollAsync;
     gameContainer.ScoreClickAsync = ScoreClickedAsync;
     gameContainer.CategoryClicked = CategoryClickedAsync;
 }
Exemple #3
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 public DiceGameClass(
     IGamePackageResolver mainContainer,
     IEventAggregator aggregator,
     BasicData basicData,
     TestOptions test,
     IBasicDiceGamesData <D> currentMod,
     IMultiplayerSaveState state,
     IAsyncDelayer delay,
     CommandContainer command,
     BasicGameContainer <P, S> gameContainer,
     StandardRollProcesses <D, P> roller
     ) : base(
         mainContainer,
         aggregator,
         basicData,
         test,
         currentMod,
         state,
         delay,
         command,
         gameContainer)
 {
     _model = currentMod;
     Roller = roller;
     Roller.CurrentPlayer                = (() => SingleInfo !);
     Roller.AfterRollingAsync            = AfterRollingAsync;
     Roller.AfterSelectUnselectDiceAsync = AfterSelectUnselectDiceAsync;
     //not sure about the before roll and whether it can roll (iffy).
 }
 public SequenceDiceMainGameClass(IGamePackageResolver resolver,
                                  IEventAggregator aggregator,
                                  BasicData basic,
                                  TestOptions test,
                                  SequenceDiceVMData model,
                                  IMultiplayerSaveState state,
                                  IAsyncDelayer delay,
                                  CommandContainer command,
                                  SequenceDiceGameContainer container,
                                  StandardRollProcesses <SimpleDice, SequenceDicePlayerItem> roller
                                  ) : base(resolver, aggregator, basic, test, model, state, delay, command, container, roller)
 {
     _model = model;
 }
 public A21DiceGameMainGameClass(IGamePackageResolver mainContainer,
                                 IEventAggregator aggregator,
                                 BasicData basicData,
                                 TestOptions test,
                                 A21DiceGameVMData currentMod,
                                 IMultiplayerSaveState state,
                                 IAsyncDelayer delay,
                                 CommandContainer command,
                                 BasicGameContainer <A21DiceGamePlayerItem, A21DiceGameSaveInfo> gameContainer,
                                 StandardRollProcesses <SimpleDice, A21DiceGamePlayerItem> roller) :
     base(mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer, roller)
 {
     _model  = currentMod; //if not needed, take this out and the _model variable.
     _roller = roller;
 }
Exemple #6
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 public SinisterSixMainGameClass(IGamePackageResolver mainContainer,
                                 IEventAggregator aggregator,
                                 BasicData basicData,
                                 TestOptions test,
                                 SinisterSixVMData currentMod,
                                 IMultiplayerSaveState state,
                                 IAsyncDelayer delay,
                                 CommandContainer command,
                                 BasicGameContainer <SinisterSixPlayerItem, SinisterSixSaveInfo> gameContainer,
                                 StandardRollProcesses <EightSidedDice, SinisterSixPlayerItem> roller) :
     base(mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer, roller)
 {
     _model = currentMod; //if not needed, take this out and the _model variable.
     roller.BeforeRollingAsync = BeforeRollingAsync;
     roller.CanRollAsync       = CanRollAsync;
 }
Exemple #7
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 public PassOutDiceGameMainGameClass(IGamePackageResolver resolver,
                                     IEventAggregator aggregator,
                                     BasicData basic,
                                     TestOptions test,
                                     PassOutDiceGameVMData model,
                                     IMultiplayerSaveState state,
                                     IAsyncDelayer delay,
                                     CommandContainer command,
                                     PassOutDiceGameGameContainer container,
                                     StandardRollProcesses <SimpleDice, PassOutDiceGamePlayerItem> roller,
                                     GameBoardProcesses gameBoard
                                     ) : base(resolver, aggregator, basic, test, model, state, delay, command, container, roller)
 {
     _model     = model;
     _command   = command;
     _gameBoard = gameBoard;
 }
 public CountdownMainGameClass(IGamePackageResolver mainContainer,
                               IEventAggregator aggregator,
                               BasicData basicData,
                               TestOptions test,
                               CountdownVMData currentMod,
                               IMultiplayerSaveState state,
                               IAsyncDelayer delay,
                               CommandContainer command,
                               CountdownGameContainer gameContainer,
                               StandardRollProcesses <CountdownDice, CountdownPlayerItem> roller) :
     base(mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer, roller)
 {
     _model   = currentMod; //if not needed, take this out and the _model variable.
     _command = command;
     gameContainer.MakeMoveAsync     = PrivateChooseNumberAsync;
     gameContainer.GetNumberList     = GetNewNumbers;
     CountdownVMData.CanChooseNumber = CanChooseNumber;
     _gameContainer = gameContainer;
     _roller        = roller;
 }
        public RollEmMainGameClass(IGamePackageResolver mainContainer,
                                   IEventAggregator aggregator,
                                   BasicData basicData,
                                   TestOptions test,
                                   RollEmVMData currentMod,
                                   IMultiplayerSaveState state,
                                   IAsyncDelayer delay,
                                   CommandContainer command,
                                   RollEmGameContainer gameContainer,
                                   StandardRollProcesses <SimpleDice, RollEmPlayerItem> roller,
                                   GameBoardProcesses gameBoard

                                   ) :
            base(mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer, roller)
        {
            _model         = currentMod; //if not needed, take this out and the _model variable.
            _gameContainer = gameContainer;
            _roller        = roller;
            _gameBoard     = gameBoard;
        }
 public SnakesAndLaddersMainGameClass(IGamePackageResolver resolver,
                                      IEventAggregator aggregator,
                                      BasicData basic,
                                      TestOptions test,
                                      SnakesAndLaddersVMData model,
                                      IMultiplayerSaveState state,
                                      IAsyncDelayer delay,
                                      CommandContainer command,
                                      StandardRollProcesses <SimpleDice, SnakesAndLaddersPlayerItem> roll,
                                      GameBoardProcesses gameBoard1,
                                      BasicGameContainer <SnakesAndLaddersPlayerItem, SnakesAndLaddersSaveInfo> gameContainer
                                      ) : base(resolver, aggregator, basic, test, model, state, delay, command, gameContainer)
 {
     _test                    = test;
     _model                   = model;
     Roll                     = roll;
     GameBoard1               = gameBoard1;
     Roll.AfterRollingAsync   = AfterRollingAsync; //hopefully this simple.
     roll.CurrentPlayer       = GetCurrentPlayer;
     GameBoard1.CurrentPlayer = GetCurrentPlayer;
 }
 public BasicYahtzeeGame(IGamePackageResolver mainContainer,
                         IEventAggregator aggregator,
                         BasicData basicData,
                         TestOptions test,
                         YahtzeeVMData <D> currentMod,
                         IMultiplayerSaveState state,
                         IAsyncDelayer delay,
                         CommandContainer command,
                         YahtzeeGameContainer <D> gameContainer,
                         IScoreLogic scoreLogic,
                         ScoreContainer scoreContainer,
                         IYahtzeeEndRoundLogic endRoundLogic,
                         StandardRollProcesses <D, YahtzeePlayerItem <D> > roller) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer, roller)
 {
     _gameContainer            = gameContainer;
     _scoreLogic               = scoreLogic;
     _scoreContainer           = scoreContainer;
     _endRoundLogic            = endRoundLogic;
     _model                    = currentMod;
     _scoreContainer.StartTurn = (() => SingleInfo !.MissNextTurn = false);
 }
Exemple #12
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 public DiceDominosMainGameClass(IGamePackageResolver mainContainer,
                                 IEventAggregator aggregator,
                                 BasicData basicData,
                                 TestOptions test,
                                 DiceDominosVMData currentMod,
                                 IMultiplayerSaveState state,
                                 IAsyncDelayer delay,
                                 CommandContainer command,
                                 DiceDominosGameContainer gameContainer,
                                 StandardRollProcesses <SimpleDice, DiceDominosPlayerItem> roller,
                                 DiceDominosComputerAI computerAI,
                                 GameBoardCP gameBoard
                                 ) :
     base(mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer, roller)
 {
     _model          = currentMod; //if not needed, take this out and the _model variable.
     _roller         = roller;
     _computerAI     = computerAI;
     _gameBoard      = gameBoard;
     _gameBoard.Text = "Dominos";
     _gameContainer  = gameContainer;
 }
 public FillOrBustMainGameClass(IGamePackageResolver mainContainer,
                                IEventAggregator aggregator,
                                BasicData basicData,
                                TestOptions test,
                                FillOrBustVMData currentMod,
                                IMultiplayerSaveState state,
                                IAsyncDelayer delay,
                                ICardInfo <FillOrBustCardInformation> cardInfo,
                                CommandContainer command,
                                FillOrBustGameContainer gameContainer,
                                StandardRollProcesses <SimpleDice, FillOrBustPlayerItem> roller
                                )
     : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, cardInfo, command, gameContainer)
 {
     _model   = currentMod;
     _command = command;
     Roller   = roller;
     Roller.AfterRollingAsync            = AfterRollingAsync;
     Roller.AfterSelectUnselectDiceAsync = AfterSelectUnselectDiceAsync;
     Roller.CurrentPlayer = (() => SingleInfo !);
     //hopefully just these 2 (?)
 }
Exemple #14
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 public PaydayMainGameClass(IGamePackageResolver resolver,
                            IEventAggregator aggregator,
                            BasicData basic,
                            TestOptions test,
                            PaydayVMData model,
                            IMultiplayerSaveState state,
                            IAsyncDelayer delay,
                            CommandContainer command,
                            PaydayGameContainer container,
                            StandardRollProcesses <SimpleDice, PaydayPlayerItem> roller,
                            GameBoardProcesses gameBoard,
                            IMailProcesses mailProcesses,
                            IDealProcesses dealProcesses,
                            ILotteryProcesses lotteryProcesses,
                            IYardSaleProcesses yardSaleProcesses,
                            IBuyProcesses buyProcesses,
                            IChoosePlayerProcesses playerProcesses,
                            IDealBuyChoiceProcesses choiceProcesses,
                            IMoveProcesses moveProcesses
                            ) : base(resolver, aggregator, basic, test, model, state, delay, command, container, roller)
 {
     _model             = model;
     _command           = command;
     _gameBoard         = gameBoard;
     _mailProcesses     = mailProcesses;
     _dealProcesses     = dealProcesses;
     _lotteryProcesses  = lotteryProcesses;
     _yardSaleProcesses = yardSaleProcesses;
     _buyProcesses      = buyProcesses;
     _playerProcesses   = playerProcesses;
     _choiceProcesses   = choiceProcesses;
     _gameContainer     = container;
     _gameContainer.OtherTurnProgressAsync = OtherTurnProgressAsync;
     _gameContainer.SpaceClickedAsync      = _gameBoard.AnimateMoveAsync;
     _gameContainer.ResultsOfMoveAsync     = moveProcesses.ResultsOfMoveAsync;
 }
Exemple #15
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 //this is when we can roll
 public RollerViewModel(CommandContainer commandContainer, PaydayMainGameClass mainGame, StandardRollProcesses <SimpleDice, PaydayPlayerItem> roller)
 {
     CommandContainer = commandContainer;
     _mainGame        = mainGame;
     _roller          = roller;
 }