public ExtendedBattleManager(ICreaturesFactory creaturesFactory, ILogger logger) : base(creaturesFactory, logger) { this.firstArmyCreatures = new List<ICreaturesInBattle>(); this.secondArmyCreatures = new List<ICreaturesInBattle>(); this.thirdArmyCreatures = new List<ICreaturesInBattle>(); }
public ExtendedBattleManager(ICreaturesFactory creaturesFactory, ILogger logger) : base(creaturesFactory, logger) { this.firstArmyCreatures = new List <ICreaturesInBattle>(); this.secondArmyCreatures = new List <ICreaturesInBattle>(); this.thirdArmyCreatures = new List <ICreaturesInBattle>(); }
public MockedBattleManager(ICreaturesFactory creaturesFactory, ILogger logger) : base(creaturesFactory, logger) { this.FirstArmyCreatures = new List <ICreaturesInBattle>(); this.SecondArmyCreatures = new List <ICreaturesInBattle>(); this.ThirdArmyCreatures = new List <ICreaturesInBattle>(); }
public BattleManager(ICreaturesFactory creaturesFactory, ILogger logger) { this.firstArmyCreatures = new List <ICreaturesInBattle>(); this.secondArmyCreatures = new List <ICreaturesInBattle>(); this.creaturesFactory = creaturesFactory; this.logger = logger; }
public BattleManager(ICreaturesFactory creaturesFactory, ILogger logger) { this.firstArmyCreatures = new List<ICreaturesInBattle>(); this.secondArmyCreatures = new List<ICreaturesInBattle>(); this.creaturesFactory = creaturesFactory; this.logger = logger; }
public ThreeArmyBM(ICreaturesFactory creaturesFactory, ILogger logger) { this.firstArmyCreatures = new List <ICreaturesInBattle>(); this.secondArmyCreatures = new List <ICreaturesInBattle>(); this.thirdArmy = new List <ICreaturesInBattle>(); this.creaturesFactory = creaturesFactory; this.logger = logger; }
public BattleManagerForThree(ICreaturesFactory creaturesFactory, ILogger logger) : base(creaturesFactory, logger) { this.firstArmyCreatures = new List <ICreaturesInBattle>(); this.secondArmyCreatures = new List <ICreaturesInBattle>(); this.thirdArmyCreatures = new List <ICreaturesInBattle>(); this.creaturesFactory = creaturesFactory; this.logger = logger; }
public MockedBattleManager( ICreaturesInBattle attacker, ICreaturesInBattle defender, ICreaturesFactory creaturesFactory, ILogger logger) : base(creaturesFactory, logger) { this.attacker = attacker; this.defender = defender; }
public static void Main() { Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture; ICreaturesFactory creaturesFactory = GetCreaturesFactory(); ILogger logger = new ConsoleLogger(); IBattleManager battleManager = GetBattleManager(creaturesFactory, logger); ICommandManager commandManager = new CommandManager(); while (true) { var commandLine = Console.ReadLine(); commandManager.ProcessCommand(commandLine, battleManager); } }
public static void Main() { //FileStream ostrm; //StreamWriter writer; //TextWriter oldOut = Console.Out; //try //{ // ostrm = new FileStream("../../Redirect.txt", FileMode.OpenOrCreate, FileAccess.Write); // writer = new StreamWriter(ostrm); //} //catch (Exception e) //{ // Console.WriteLine("Cannot open Redirect.txt for writing"); // Console.WriteLine(e.Message); // return; //} //Console.SetOut(writer); Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture; ICreaturesFactory creaturesFactory = GetCreaturesFactory(); ILogger logger = new ConsoleLogger(); IBattleManager battleManager = GetBattleManager(creaturesFactory, logger); ICommandManager commandManager = new CommandManager(); while (true) { var commandLine = Console.ReadLine(); commandManager.ProcessCommand(commandLine, battleManager); } //Console.SetOut(oldOut); //writer.Close(); //ostrm.Close(); //Console.WriteLine("Done"); }
public AdvancedBattleManager(ICreaturesFactory creaturesFactory, ILogger logger) : base(creaturesFactory, logger) { this.thirdArmyCreatures = new List <ICreaturesInBattle>(); }
// protected readonly Dictionary<int, ICollection<ICreaturesInBattle>> armies; public BattleManagerExtended(ICreaturesFactory creaturesFactory, ILogger logger) : base(creaturesFactory, logger) { this.thirdArmyCreatures = new List <ICreaturesInBattle>(); // this.armies = new Dictionary<int, ICollection<ICreaturesInBattle>>(); }
// protected readonly Dictionary<int, ICollection<ICreaturesInBattle>> armies; public BattleManagerExtended(ICreaturesFactory creaturesFactory, ILogger logger) : base(creaturesFactory, logger) { this.thirdArmyCreatures = new List<ICreaturesInBattle>(); // this.armies = new Dictionary<int, ICollection<ICreaturesInBattle>>(); }
public MockedBattleManager(ICreaturesFactory creaturesFactory, ILogger logger) : base(creaturesFactory, logger) { this.FirstArmyCreatures = new List<ICreaturesInBattle>(); this.SecondArmyCreatures = new List<ICreaturesInBattle>(); }
public BattleManagerWithThreeArmies(ICreaturesFactory creaturesFactory, ILogger logger) : base(creaturesFactory, logger) { this.thirdArmyCreatures = new List <ICreaturesInBattle>(); }
public BattleManagerExtended(ICreaturesFactory creaturesFactory, ILogger logger) : base(creaturesFactory, logger) { this.thirdArmyCreatures = new List<ICreaturesInBattle>(); }
private static IBattleManager GetBattleManager(ICreaturesFactory creaturesFactory, ILogger logger) { // You are allowed to add, change and remove code here return(new BattleManagerWithThreeArmies(creaturesFactory, logger)); }
private static IBattleManager GetBattleManager(ICreaturesFactory creaturesFactory, ILogger logger) { // TODO: Return (an extended?) battle manager here to change armies count? // You are allowed to add, change and remove code here return new ExtendedBattleManager(creaturesFactory, logger); }
public BattleManagerWithThreeArmies(ICreaturesFactory creaturesFactory, ILogger logger) : base(creaturesFactory, logger) { this.thirdArmyCreatures = new List<ICreaturesInBattle>(); }
public ExtendBattleManager(ICreaturesFactory factory, ILogger loger) : base(factory, loger) { this.thirdArmyCreatures = new List <ICreaturesInBattle>(); }
public BattleManagerExtended(ICreaturesFactory creaturesFactory, ILogger logger) : base(creaturesFactory, logger) { this.thirdArmyCreatures = new List <ICreaturesInBattle>(); }
//private readonly ICollection<ICreaturesInBattle> thirthArmyCreatures; public ExtaenedBatleManager(ICreaturesFactory creaturesFactory, ILogger logger) : base(creaturesFactory, logger) { ///this.thirthArmyCreatures = new List<ICreaturesInBattle>(); this.armies = new List<ICollection<ICreaturesInBattle>>(); }
private static IBattleManager GetBattleManager(ICreaturesFactory creaturesFactory, ILogger logger) { return new ExtendedBattleManager(creaturesFactory, logger); }
private static IBattleManager GetBattleManager(ICreaturesFactory creaturesFactory, ILogger logger) { return(new BattleManagerExtended(creaturesFactory, logger)); }
private static IBattleManager GetBattleManager(ICreaturesFactory creaturesFactory, ILogger logger) { // You are allowed to add, change and remove code here return new BattleManagerExtension(creaturesFactory, logger); }
private static IBattleManager GetBattleManager(ICreaturesFactory creaturesFactory, ILogger logger) { // TODO: Return (an extended?) battle manager here to change armies count? // You are allowed to add, change and remove code here return(new ExtendedBattleManager(creaturesFactory, logger)); }