public void IterationSetup()
        {
            var container = new ServiceContainer();

            // инстанцируем явно, чтобы обеспечить одинаковый рандом для всех запусков тестов.
            container.Register <IDice>(factory => new LinearDice(1), new PerContainerLifetime());
            container.Register(factory => BenchHelper.CreateSchemeLocator(), new PerContainerLifetime());
            container.Register <ISchemeService, SchemeService>(new PerContainerLifetime());
            container.Register <ISchemeServiceHandlerFactory, SchemeServiceHandlerFactory>(new PerContainerLifetime());

            // Для мира
            container.Register <IWorldGenerator, WorldGenerator>(new PerContainerLifetime());

            _generator = container.GetInstance <IWorldGenerator>();
        }
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        private void RegisterServices()
        {
            // инстанцируем явно, чтобы обеспечить одинаковый рандом для всех запусков тестов.
            _container.Register <IDice>(factory => new LinearDice(123), new PerContainerLifetime());
            _container.Register <IDecisionSource, DecisionSource>(new PerContainerLifetime());
            _container.Register <IRoomGeneratorRandomSource, FixCompactRoomGeneratorRandomSource>(new PerContainerLifetime());
            _container.Register <ISchemeService, SchemeService>(new PerContainerLifetime());
            _container.Register <ISchemeServiceHandlerFactory, SchemeServiceHandlerFactory>(new PerContainerLifetime());
            _container.Register <IPropFactory, PropFactory>(new PerContainerLifetime());
            _container.Register <IDropResolver, DropResolver>(new PerContainerLifetime());
            _container.Register <IDropResolverRandomSource, DropResolverRandomSource>(new PerContainerLifetime());
            _container.Register <IPerkResolver, PerkResolver>(new PerContainerLifetime());
            _container.Register <ISurvivalRandomSource, SurvivalRandomSource>(new PerContainerLifetime());
            _container.Register <IChestGenerator, ChestGenerator>(new PerContainerLifetime());
            _container.Register(factory => CreateChestGeneratorRandomSource(), new PerContainerLifetime());
            _container.Register <IMonsterGenerator, MonsterGenerator>(new PerContainerLifetime());
            _container.Register(factory => CreateFakeMonsterGeneratorRandomSource(), new PerContainerLifetime());
            _container.Register <ICitizenGenerator, CitizenGenerator>(new PerContainerLifetime());
            //TODO Сделать фейковый генератор
            _container.Register <ICitizenGeneratorRandomSource, CitizenGeneratorRandomSource>(new PerContainerLifetime());
            _container.Register <ISectorFactory, SectorFactory>(new PerContainerLifetime());
            _container.Register <IEquipmentDurableService, EquipmentDurableService>(new PerContainerLifetime());
            _container.Register <IEquipmentDurableServiceRandomSource, EquipmentDurableServiceRandomSource>(new PerContainerLifetime());

            _container.Register <HumanPlayer>(new PerContainerLifetime());
            _container.Register <IBotPlayer, BotPlayer>(new PerContainerLifetime());

            _container.Register(factory => BenchHelper.CreateSchemeLocator(), new PerContainerLifetime());

            _container.Register <IGameLoop, GameLoop>(new PerContainerLifetime());
            _container.Register <ICommandManager, QueueCommandManager>(new PerContainerLifetime());
            _container.Register <ISectorUiState, SectorUiState>(new PerContainerLifetime());
            _container.Register <IActorManager, ActorManager>(new PerContainerLifetime());
            _container.Register <IPropContainerManager, PropContainerManager>(new PerContainerLifetime());
            _container.Register <IHumanActorTaskSource, HumanActorTaskSource>(new PerContainerLifetime());
            _container.Register <MonsterBotActorTaskSource>(lifetime: new PerContainerLifetime());
            _container.Register <ISectorGenerator, SectorGenerator>(new PerContainerLifetime());
            _container.Register <IRoomGenerator, RoomGenerator>(new PerContainerLifetime());
            _container.Register <IMapFactory, RoomMapFactory>(new PerContainerLifetime());
            _container.Register <IMapFactorySelector, LightInjectSwitchMapFactorySelector>(new PerContainerLifetime());
            _container.Register <ITacticalActUsageService, TacticalActUsageService>(new PerContainerLifetime());
            _container.Register <ITacticalActUsageRandomSource, TacticalActUsageRandomSource>(new PerContainerLifetime());

            _container.Register <ISectorManager, SectorManager>(new PerContainerLifetime());
            _container.Register <IWorldManager, WorldManager>(new PerContainerLifetime());

            // Специализированные сервисы для Ui.
            _container.Register <IInventoryState, InventoryState>(new PerContainerLifetime());

            // Комманды актёра.
            _container.Register <ICommand, MoveCommand>(serviceName: "move-command", lifetime: new PerContainerLifetime());
            _container.Register <ICommand, AttackCommand>(serviceName: "attack-command", lifetime: new PerContainerLifetime());
            _container.Register <ICommand, OpenContainerCommand>(serviceName: "open-container-command", lifetime: new PerContainerLifetime());
            _container.Register <ICommand, NextTurnCommand>(serviceName: "next-turn-command", lifetime: new PerContainerLifetime());
            _container.Register <ICommand, UseSelfCommand>(serviceName: "use-self-command", lifetime: new PerContainerLifetime());

            // Комадны для UI.
            _container.Register <ICommand, ShowContainerModalCommand>(serviceName: "show-container-modal-command", lifetime: new PerContainerLifetime());
            _container.Register <ICommand, ShowInventoryModalCommand>(serviceName: "show-inventory-command", lifetime: new PerContainerLifetime());
            _container.Register <ICommand, ShowPerksModalCommand>(serviceName: "show-perks-command", lifetime: new PerContainerLifetime());

            // Специализированные команды для Ui.
            _container.Register <ICommand, EquipCommand>(serviceName: "show-container-modal-command");
            _container.Register <ICommand, PropTransferCommand>(serviceName: "show-container-modal-command");
        }
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        public async Task CreateInnerAsync()
        {
            var sectorManager        = _container.GetInstance <ISectorManager>();
            var playerState          = _container.GetInstance <ISectorUiState>();
            var schemeService        = _container.GetInstance <ISchemeService>();
            var humanPlayer          = _container.GetInstance <HumanPlayer>();
            var actorManager         = _container.GetInstance <IActorManager>();
            var humanActorTaskSource = _container.GetInstance <IHumanActorTaskSource>();

            var locationScheme = new TestLocationScheme
            {
                SectorLevels = new ISectorSubScheme[]
                {
                    new TestSectorSubScheme
                    {
                        RegularMonsterSids  = new[] { "rat" },
                        RareMonsterSids     = new[] { "rat" },
                        ChampionMonsterSids = new[] { "rat" },

                        RegionCount = 20,
                        RegionSize  = 20,

                        IsStart = true,

                        ChestDropTableSids    = new[] { "survival", "default" },
                        RegionChestCountRatio = 9,
                        TotalChestCount       = 20
                    }
                }
            };

            var globeNode = new GlobeRegionNode(0, 0, locationScheme);

            humanPlayer.GlobeNode = globeNode;

            await sectorManager.CreateSectorAsync();

            var personScheme = schemeService.GetScheme <IPersonScheme>("human-person");

            var playerActorStartNode = sectorManager.CurrentSector.Map.Regions
                                       .SingleOrDefault(x => x.IsStart).Nodes
                                       .First();

            var survivalRandomSource = _container.GetInstance <ISurvivalRandomSource>();

            var playerActorVm = BenchHelper.CreateHumanActorVm(humanPlayer,
                                                               schemeService,
                                                               survivalRandomSource,
                                                               personScheme,
                                                               actorManager,
                                                               playerActorStartNode);

            //Лучше централизовать переключение текущего актёра только в playerState
            playerState.ActiveActor = playerActorVm;
            humanActorTaskSource.SwitchActor(playerState.ActiveActor.Actor);

            var gameLoop          = _container.GetInstance <IGameLoop>();
            var monsterTaskSource = _container.GetInstance <MonsterBotActorTaskSource>();

            gameLoop.ActorTaskSources = new IActorTaskSource[] {
                humanActorTaskSource,
                monsterTaskSource
            };
        }