public TransactionalProperty(Int32 boardLocation, IBanker bank, String name, Int32 price, Int32?rent) : base(boardLocation, name) { this.banker = bank; this.Price = price; this.Rent = rent; }
public void TestInitialize() { dice = new Dice(); banker = new Banker(); board = new Board(banker, dice); player = new Player("test"); owner = new Player("Owner"); banker.AddAccount(owner, 1500); railRoad1 = new RailRoadProperty(5, banker, "railRoad1", 200); railRoad2 = new RailRoadProperty(15, banker, "railRoad2", 200); railRoad3 = new RailRoadProperty(25, banker, "railRoad3", 200); railRoad4 = new RailRoadProperty(35, banker, "railRoad4", 200); var groupedSpaces = new List <IOwnableProperty>() { railRoad1, railRoad2, railRoad3, railRoad4 }; railRoad1.GroupedSpaces = groupedSpaces; railRoad2.GroupedSpaces = groupedSpaces; railRoad3.GroupedSpaces = groupedSpaces; railRoad4.GroupedSpaces = groupedSpaces; dice.Roll(); }
public void Setup() { player = new Player("Player"); var players = new[] { player }; dice = new ControlledDice(); var realEstateHandler = FakeHandlerFactory.CreateEmptyRealEstateHandler(players); landableSpaces = new Dictionary <Int32, UnownableSpace>(); for (var i = 0; i < BoardConstants.BOARD_SIZE; i++) { landableSpaces.Add(i, new LandableSpace()); } space6 = landableSpaces[6] as LandableSpace; space10 = landableSpaces[10] as LandableSpace; var spaceHandler = new UnownableHandler(landableSpaces); banker = new Banker(players); boardHandler = new BoardHandler(players, realEstateHandler, spaceHandler, banker); jailHandler = new JailHandler(dice, boardHandler, banker); turnHandler = new TurnHandler(dice, boardHandler, jailHandler, realEstateHandler, banker); }
public void Setup() { player = new Player("name"); banker = new Banker(new[] { player }); collectCard = new FlatCollectCard("collect", 10, banker); }
public TaskHandler(IRealtor realtor, List<IPlayer> players, IMovementHandler movementHandler, IBanker banker, IDice dice) { this.movementHandler = movementHandler; this.players = players; this.banker = banker; this.dice = dice; }
public void Setup() { player = new Player("name"); banker = new Banker(new[] { player }); payCard = new FlatPayCard("pay", 10, banker); }
public void Setup() { player = new Player("name"); player.OwnableStrategy = new RandomlyBuyOrMortgage(); var owner = new Player("owner"); owner.OwnableStrategy = new RandomlyBuyOrMortgage(); var players = new[] { player, owner }; var dice = new ControlledDice(); var realEstate = BoardFactory.CreateRealEstate(dice); banker = new Banker(players); var realEstateHandler = new OwnableHandler(realEstate, banker); boardHandler = FakeHandlerFactory.CreateBoardHandlerForFakeBoard(players, realEstateHandler, banker); foreach (var rxr in realEstate.Values.OfType <Railroad>()) { realEstateHandler.Land(owner, realEstate.Keys.First(k => realEstate[k] == rxr)); } railroadCard = new MoveToNearestRailroadCard(boardHandler); }
public Utility(Int32 index, String name, Int32 cost, Int32 rent, IBanker banker, IEnumerable<Utility> utilities, IDice dice) : base(index, name, cost, rent, banker) { this.utilities = utilities; this.dice = dice; }
public void TestInitiaize() { banker = new Banker(); player = new Player("test"); banker.AddAccount(player, playerDefaultBalance); }
public Utility(Int32 index, String name, Int32 cost, Int32 rent, IBanker banker, IEnumerable <Utility> utilities, IDice dice) : base(index, name, cost, rent, banker) { this.utilities = utilities; this.dice = dice; }
public void TestInitialize() { banker = new Banker(); go = new Go(0, banker, "Go"); player = new Player("player"); banker.AddAccount(player, 1500); }
public Property(Int32 index, String name, Int32 cost, Int32 rent, IBanker banker) : base(index, name) { this.rent = rent; this.cost = cost; this.banker = banker; IsOwned = false; }
public void TestInitialize() { player = new Player("player"); banker = new Banker(); luxuryTax = new LuxuryTax(2, banker, "LuxuryTax"); banker.AddAccount(player, 500); }
public HousesAndHotelsCard(String name, Int32 houseCost, Int32 hotelCost, IOwnableHandler realEstateHandler, IBanker banker) { this.name = name; this.houseCost = houseCost; hotelPremium = hotelCost - houseCost; this.realEstateHandler = realEstateHandler; this.banker = banker; }
public ChanceFactory(IBanker banker, IJailRoster jailRoster, GameBoard board, IDice dice) { this.banker = banker; this.jailRoster = jailRoster; this.board = board; this.dice = dice; }
public void TestInitialize() { player = new Player("player"); banker = new Banker(); incomeTax = new IncomeTax(2, banker, "IncomeTax"); banker.AddAccount(player, 500); }
public static IOwnableHandler CreateRealEstateHandler(IEnumerable<OwnableSpace> realEstate, IEnumerable<IPlayer> players, IBanker banker) { var dict = new Dictionary<Int32, OwnableSpace>(); for (var i = 0; i < realEstate.Count(); i++) dict.Add(i, realEstate.ElementAt(i)); return new OwnableHandler(dict, banker); }
public GoToJail(Int32 index, String name, Int32 jailIndex, IBanker banker, IJailRoster jailRoster, IBoard board) : base(index, name) { this.jailIndex = jailIndex; this.jailRoster = jailRoster; this.board = board; }
public TurnHandler(IDice dice, IBoardHandler boardHandler, IJailHandler jailHandler, IOwnableHandler realEstateHandler, IBanker banker) { this.dice = dice; this.boardHandler = boardHandler; this.jailHandler = jailHandler; this.realEstateHandler = realEstateHandler; this.banker = banker; }
public void TestInitialize() { player = new Player("test"); dice = new Dice(); banker = new Banker(); board = new Board(banker, dice); }
public JailHandler(IDice dice, IBoardHandler boardHandler, IBanker banker) { this.dice = dice; this.boardHandler = boardHandler; this.banker = banker; turnsInJail = new Dictionary<IPlayer, Int16>(); cards = new Dictionary<GetOutOfJailFreeCard, IPlayer>(2); }
public JailHandler(IDice dice, IBoardHandler boardHandler, IBanker banker) { this.dice = dice; this.boardHandler = boardHandler; this.banker = banker; turnsInJail = new Dictionary <IPlayer, Int16>(); cards = new Dictionary <GetOutOfJailFreeCard, IPlayer>(2); }
public TurnHandler(IJailer jailer, IBanker banker, IMovementHandler movementHandler, IDice dice, ICardHandler cardHandler) { this.jailer = jailer; this.banker = banker; this.movementHandler = movementHandler; this.dice = dice; this.cardHandler = cardHandler; }
public void SetUp() { playerId = 0; var faker = new MotherFaker(); banker = faker.Banker; board = new GameBoard(banker); board.SetLocations(faker.LocationFactory.GetLocations(), faker.LocationFactory.GetRailroads(), faker.LocationFactory.GetUtilities()); }
public CommandInterpreter(IBanker banker, IDialogConsole dialogConsole) { _availableActions = Enum.GetValues(typeof(ActionEnum)).Cast <ActionEnum>().ToList(); _interpreterMapping = new Dictionary <ActionEnum, Func <AbstractDialogInterpreter> >(); _interpreterMapping.Add(ActionEnum.Withdraw, () => new WithdrawDialogInterpreter(banker, dialogConsole)); _interpreterMapping.Add(ActionEnum.Deposit, () => new DepositDialogInterpreter(banker, dialogConsole)); _interpreterMapping.Add(ActionEnum.Balance, () => new BalanceDialogInterpreter(banker, dialogConsole)); _interpreterMapping.Add(ActionEnum.History, () => new HistoryDialogInterpreter(banker, dialogConsole)); }
public void TestInitialize() { banker = new Banker(); dice = new Dice(); board = new Board(banker, dice); deck = new Deck(banker, board); chanceCards = new Queue <ICard>(16); communityChestCards = new Queue <ICard>(16); }
public void Setup() { player = new Player("name"); var players = new[] { player }; banker = new Banker(players); var realEstateHandler = FakeHandlerFactory.CreateEmptyRealEstateHandler(players); boardHandler = FakeHandlerFactory.CreateBoardHandlerForFakeBoard(players, realEstateHandler, banker); passGoCard = new MoveAndPassGoCard("move", BoardConstants.ATLANTIC_AVENUE, boardHandler); }
public static IBoardHandler CreateBoardHandlerForFakeBoard(IEnumerable<IPlayer> players, IOwnableHandler realEstateHandler, IBanker banker) { var normalSpaces = new Dictionary<Int32, UnownableSpace>(); for (var i = 0; i < BoardConstants.BOARD_SIZE; i++) normalSpaces.Add(i, new NormalSpace("space " + i)); var spaceHandler = new UnownableHandler(normalSpaces); return new BoardHandler(players, realEstateHandler, spaceHandler, banker); }
public Deck(IBanker banker, IBoard board) { this.banker = banker; this.board = board; ChanceCards = new Queue <ICard>(16); CommunityChestCards = new Queue <ICard>(16); InitializeCards(); }
public DeckFactory(IEnumerable<IPlayer> players, IJailHandler jailHandler, IBoardHandler boardHandler, IOwnableHandler realEstateHandler, IBanker banker) { random = new Random(); this.jailHandler = jailHandler; this.players = players; this.boardHandler = boardHandler; this.realEstateHandler = realEstateHandler; this.banker = banker; }
public BoardHandler(IEnumerable<IPlayer> players, IOwnableHandler realEstateHandler, IUnownableHandler spaceHandler, IBanker banker) { this.realEstateHandler = realEstateHandler; this.spaceHandler = spaceHandler; this.banker = banker; PositionOf = new Dictionary<IPlayer, Int32>(); foreach (var player in players) PositionOf.Add(player, 0); }
public DeckFactory(IEnumerable <IPlayer> players, IJailHandler jailHandler, IBoardHandler boardHandler, IOwnableHandler realEstateHandler, IBanker banker) { random = new Random(); this.jailHandler = jailHandler; this.players = players; this.boardHandler = boardHandler; this.realEstateHandler = realEstateHandler; this.banker = banker; }
public OwnableHandler(Dictionary<Int32, OwnableSpace> ownableSpaces, IBanker banker) { allOwnableSpaces = ownableSpaces; this.banker = banker; NO_OWNER = new Player("NOT AN OWNER"); ownedSpaces = new Dictionary<OwnableSpace, IPlayer>(); foreach (var ownableSpace in ownableSpaces.Values) ownedSpaces.Add(ownableSpace, NO_OWNER); }
public void SetUp() { playerOneId = 0; playerTwoId = 1; dice = new FakeDice(new [] { new FakeRoll(7, 3) }); banker = new TraditionalBanker(new [] { playerOneId, playerTwoId }); var utilities = new List<Utility>(); electric = new Utility(12, "Electric Company", 150, 0, banker, utilities, dice); waterWorks = new Utility(28, "Water Works", 150, 0, banker, utilities, dice); utilities.AddRange(new Utility[] { electric, waterWorks }); }
public void Setup() { player = new Player("name"); renter = new Player("renter"); var players = new[] { player, renter }; var property = new Property("property", 1, 0, GROUPING.DARK_BLUE, 1, new[] { 1, 2, 3, 4, 5 }); banker = new Banker(players); realEstateHandler = FakeHandlerFactory.CreateRealEstateHandler(new[] { property }, players, banker); }
public void SetUp() { playerOneId = 0; playerTwoId = 1; banker = new TraditionalBanker(new[] { playerOneId, playerTwoId }); var purpleStreets = new List<Street>(); mediterranean = new Street(1, "Mediterranean Avenue", 60, 2, banker, purpleStreets); baltic = new Street(3, "Baltic Avenue", 60, 4, banker, purpleStreets); purpleStreets.AddRange(new Street[] { mediterranean, baltic }); }
public void TestInitialize() { dice = new Dice(); banker = new Banker(); board = new Board(banker, dice); var turnHandler = new TurnHandler(board, banker, dice); var roundHandler = new RoundHandler(turnHandler); game = new Game(banker, roundHandler); player = game.CreatePlayerAccount("Test"); }
public void SetUp() { playerOneId = 0; playerTwoId = 1; dice = new FakeDice(new [] { new FakeRoll(7, 3) }); banker = new TraditionalBanker(new [] { playerOneId, playerTwoId }); var utilities = new List <Utility>(); electric = new Utility(12, "Electric Company", 150, 0, banker, utilities, dice); waterWorks = new Utility(28, "Water Works", 150, 0, banker, utilities, dice); utilities.AddRange(new Utility[] { electric, waterWorks }); }
public void Setup() { player = new Player("name"); player.OwnableStrategy = new AlwaysBuyOrMortgage(); renter = new Player("renter"); renter.OwnableStrategy = new RandomlyBuyOrMortgage(); var players = new[] { player, renter }; banker = new Banker(players); property = new Property("name", 10, 1, GROUPING.DARK_BLUE, 2, new[] { 4, 5, 6, 7, 8 }); ownableHandler = FakeHandlerFactory.CreateRealEstateHandler(new[] { property }, players, banker); }
public BoardHandler(IEnumerable <IPlayer> players, IOwnableHandler realEstateHandler, IUnownableHandler spaceHandler, IBanker banker) { this.realEstateHandler = realEstateHandler; this.spaceHandler = spaceHandler; this.banker = banker; PositionOf = new Dictionary <IPlayer, Int32>(); foreach (var player in players) { PositionOf.Add(player, 0); } }
public void Setup() { player = new Player("name"); var players = new[] { player }; var dice = new ControlledDice(); banker = new Banker(players); var realEstateHandler = FakeHandlerFactory.CreateEmptyRealEstateHandler(players); var boardHandler = FakeHandlerFactory.CreateBoardHandlerForFakeBoard(players, realEstateHandler, banker); jailHandler = new JailHandler(dice, boardHandler, banker); getOutOfJailCard = new GetOutOfJailFreeCard(jailHandler); }
public void SetupPlayerWithStrategy() { dice = new ControlledDice(); player = new Player("name"); var players = new[] { player }; banker = new Banker(players); var realEstateHandler = FakeHandlerFactory.CreateEmptyRealEstateHandler(players); boardHandler = FakeHandlerFactory.CreateBoardHandlerForFakeBoard(players, realEstateHandler, banker); jailHandler = new JailHandler(dice, boardHandler, banker); }
public void SetUp() { playerOneId = 0; playerTwoId = 1; banker = new TraditionalBanker(new[] { playerOneId, playerTwoId }); var purpleStreets = new List <Street>(); mediterranean = new Street(1, "Mediterranean Avenue", 60, 2, banker, purpleStreets); baltic = new Street(3, "Baltic Avenue", 60, 4, banker, purpleStreets); purpleStreets.AddRange(new Street[] { mediterranean, baltic }); }
public Game(IEnumerable<IPlayer> newPlayers, ITurnHandler turnHandler, IBanker banker) { CheckNumberOfPlayers(newPlayers); var randomizer = new PlayerOrderRandomizer(); var randomizedPlayers = randomizer.Execute(newPlayers); players = new LinkedList<IPlayer>(randomizedPlayers); this.turnHandler = turnHandler; this.banker = banker; currentPlayerPointer = players.First; Round = 1; }
public void SetUp() { playerOneId = 0; playerTwoId = 1; banker = new TraditionalBanker(new [] { playerOneId, playerTwoId }); var railroads = new List<Railroad>(); readingRailroad = new Railroad(5, "Reading Railroad", 250, 25, banker, railroads); pennsylvaniaRailroad = new Railroad(15, "Pennsylvania Railroad", 250, 25, banker, railroads); boRailroad = new Railroad(25, "B. & O. Railroad", 250, 25, banker, railroads); shortLineRailroad = new Railroad(35, "Short Line Railroad", 250, 25, banker, railroads); railroads.AddRange(new Railroad[] { readingRailroad, pennsylvaniaRailroad, boRailroad, shortLineRailroad }); }
public void Setup() { player = new Player("name"); var players = new[] { player }; var realEstateHandler = FakeHandlerFactory.CreateEmptyRealEstateHandler(players); var boardHandler = FakeHandlerFactory.CreateBoardHandlerForFakeBoard(players, realEstateHandler, banker); var dice = new ControlledDice(); banker = new Banker(players); var jailHandler = new JailHandler(dice, boardHandler, banker); var deckFactory = new DeckFactory(players, jailHandler, boardHandler, realEstateHandler, banker); deck = deckFactory.BuildCommunityChestDeck(); drawCard = new DrawCard("draw card"); drawCard.AddDeck(deck); }
public void Setup() { player = new Player("name"); loser = new Player("loser"); var players = new List<IPlayer>(); for (var i = 0; i < 8; i++) players.Add(new Player("player " + i)); players.Add(player); players.Add(loser); banker = new Banker(players); payCard = new PayAllPlayersCard(players, banker); }
public void Setup() { player = new Player("name"); var players = new[] { player }; banker = new Banker(players); var realEstateHandler = new OwnableHandler(new Dictionary<Int32, OwnableSpace>(), banker); var normalSpaces = new Dictionary<Int32, UnownableSpace>(); for(var i = 0; i < BoardConstants.BOARD_SIZE; i++) normalSpaces.Add(i, new NormalSpace("space " + i)); var spaceHandler = new UnownableHandler(normalSpaces); boardHandler = new BoardHandler(players, realEstateHandler, spaceHandler, banker); }
public void Setup() { property = new Property("property", 0, 0, GROUPING.PURPLE, 0, new[] { 0, 0, 0, 0, 0 }); otherProperty = new Property("property", 0, 0, GROUPING.PURPLE, 0, new[] { 0, 0, 0, 0, 0 }); var dict = new Dictionary<Int32, OwnableSpace>(); dict.Add(0, property); dict.Add(1, otherProperty); player = new Player("name"); player.OwnableStrategy = new AlwaysBuyOrMortgage(); var players = new[] { player }; banker = new Banker(players); var realEstateHandler = new OwnableHandler(dict, banker); housesAndHotelsCard = new HousesAndHotelsCard("card", 40, 115, realEstateHandler, banker); realEstateHandler.Land(player, 0); realEstateHandler.Land(player, 1); }
public static Dictionary<Int32, UnownableSpace> CreateNonRealEstateSpaces(IBanker banker) { var spaces = new Dictionary<Int32, UnownableSpace>(); spaces.Add(BoardConstants.GO, new NormalSpace("GO")); spaces.Add(2, new DrawCard("Community Chest")); spaces.Add(BoardConstants.INCOME_TAX, new IncomeTax(banker)); spaces.Add(7, new DrawCard("Chance")); spaces.Add(BoardConstants.JAIL_OR_JUST_VISITING, new NormalSpace("Jail/Just Visiting")); spaces.Add(17, new DrawCard("Community Chest")); spaces.Add(BoardConstants.FREE_PARKING, new NormalSpace("Free Parking")); spaces.Add(22, new DrawCard("Chance")); spaces.Add(BoardConstants.GO_TO_JAIL, new NormalSpace("Go To Jail")); spaces.Add(33, new DrawCard("Community Chest")); spaces.Add(36, new DrawCard("Chance")); spaces.Add(BoardConstants.LUXURY_TAX, new LuxuryTax(banker)); return spaces; }