public void Init()
 {
     syster = new Syster();
     Type livePowerSystemType = typeof(Syster);
     FieldInfo field = livePowerSystemType.GetField("powerGrids", BindingFlags.NonPublic | BindingFlags.Instance);
     Assert.IsNotNull(field);
     powerGrids = field.GetValue(syster) as HashSet<Grid>;
     Assert.IsNotNull(powerGrids);
     Assert.AreEqual(0, powerGrids.Count);
 }
Exemple #2
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    private void SetupWorld(int width, int height, int depth)
    {
        // Setup furniture actions before any other things are loaded.
        new FurnitureActions();

        jobQueue        = new JobQueue();
        jobWaitingQueue = new JobQueue();

        // Set the current world to be this world.
        // TODO: Do we need to do any cleanup of the old world?
        Current = this;

        Width  = width;
        Height = height;
        Depth  = depth;

        TileType.LoadTileTypes();

        tiles = new Tile[Width, Height, Depth];

        rooms = new List <Room>();
        rooms.Add(new Room()); // Create the outside?

        for (int x = 0; x < Width; x++)
        {
            for (int y = 0; y < Height; y++)
            {
                for (int z = 0; z < Depth; z++)
                {
                    tiles[x, y, z]              = new Tile(x, y, z);
                    tiles[x, y, z].TileChanged += OnTileChangedCallback;
                    tiles[x, y, z].Room         = GetOutsideRoom(); // Rooms 0 is always going to be outside, and that is our default room
                }
            }
        }

        CreateWallet();

        characters       = new List <Character>();
        furnitures       = new List <Furniture>();
        inventoryManager = new InventoryManager();
        PowerSystem      = new Syster();
        temperature      = new Temperature(Width, Height);
        LoadSkybox();
    }