public override ISupplyBuilder Build(ISupplyBuilder builder) { return(builder.With(10.Of < Baron > ()) .With(10.Of < Cellar > ()) .With(10.Of < Festival > ()) .With(10.Of < Library > ()) .With(10.Of < Masquerade > ()) .With(10.Of < Minion > ()) .With(10.Of < Nobles > ()) .With(10.Of < Pawn > ()) .With(10.Of < Steward > ()) .With(10.Of < Witch > ())); }
public override ISupplyBuilder Build(ISupplyBuilder builder) { return(builder.With(10.Of < Bridge > ()) .With(10.Of < MiningVillage > ()) .With(10.Of < Remodel > ()) .With(10.Of < Saboteur > ()) .With(10.Of < SecretChamber > ()) .With(10.Of < Spy > ()) .With(10.Of < Swindler > ()) .With(10.Of < Thief > ()) .With(10.Of < ThroneRoom > ()) .With(10.Of < Torturer > ())); }
public override ISupplyBuilder Build(ISupplyBuilder builder) { return(builder.With(10.Of < Bureaucrat > ()) .With(10.Of < Chancellor > ()) .With(10.Of < CouncilRoom > ()) .With(10.Of < Courtyard > ()) .With(10.Of < Mine > ()) .With(10.Of < Militia > ()) .With(10.Of < Minion > ()) .With(10.Of < Nobles > ()) .With(10.Of < Steward > ()) .With(10.Of < Torturer > ())); }
public override ISupplyBuilder Build(ISupplyBuilder builder) { return(builder.With(10.Of < Bureaucrat > ()) .With(10.Of < Cellar > ()) .With(10.Of < Festival > ()) .With(10.Of < Library > ()) .With(10.Of < Market > ()) .With(10.Of < Remodel > ()) .With(10.Of < Smithy > ()) .With(10.Of < ThroneRoom > ()) .With(10.Of < Village > ()) .With(10.Of < Woodcutter > ())); }
public override ISupplyBuilder Build(ISupplyBuilder builder) { builder.With(10.Of < Bureaucrat > ()) .With(10.Of < Chancellor > ()) .With(10.Of < CouncilRoom > ()) .With(10.Of < Festival > ()) .With(10.Of < Library > ()) .With(10.Of < Militia > ()) .With(10.Of < Moat > ()) .With(10.Of < Spy > ()) .With(10.Of < Thief > ()) .With(10.Of < Village > ()); return(builder); }
public override ISupplyBuilder Build(ISupplyBuilder builder) { builder.With(10.Of < Cellar > ()) .With(10.Of < Market > ()) .With(10.Of < Militia > ()) .With(10.Of < Mine > ()) .With(10.Of < Moat > ()) .With(10.Of < Remodel > ()) .With(10.Of < Smithy > ()) .With(10.Of < Village > ()) .With(10.Of < Woodcutter > ()) .With(10.Of < Workshop > ()); return(builder); }
public GameScope(IEventAggregator eventAggregator, ISupplyBuilder supplyBuilder, PlayerBuilder playerBuilder, IEnumerable <EndGameCondition> endGameConditions, IBus bus, IContainer container) { EventAggregator = eventAggregator; SupplyBuilder = supplyBuilder; PlayerBuilder = playerBuilder; EndGameConditions = endGameConditions; this.Bus = bus; Container = container; }
public override ISupplyBuilder Build(ISupplyBuilder builder) { builder.With(10.Of < Adventurer > ()) .With(10.Of < Bureaucrat > ()) .With(10.Of < Chancellor > ()) .With(10.Of < Chapel > ()) .With(10.Of < Feast > ()) .With(10.Of < Laboratory > ()) .With(10.Of < Market > ()) .With(10.Of < Mine > ()) .With(10.Of < Moneylender > ()) .With(10.Of < ThroneRoom > ()); return(builder); }
public Game(IEventAggregator eventAggregator, ISupplyBuilder supplyBuilder, IEnumerable <Player> players, IEnumerable <EndGameCondition> endGameConditions, IContainer container) { TurnNumber = 1; _eventAggregator = eventAggregator; _container = container; Players = players; Supply = supplyBuilder.BuildSupply(); _playerIterator = Players.GetEnumerator(); endGameConditions.ForEach(c => _endGameConditions.Add(c)); }
public override ISupplyBuilder Build(ISupplyBuilder builder) { builder.With(10.Of < Cellar > ()) .With(10.Of < Chapel > ()) .With(10.Of < Feast > ()) .With(10.Of < Gardens > ()) .With(10.Of < Laboratory > ()) .With(10.Of < Thief > ()) .With(10.Of < Village > ()) .With(10.Of < Witch > ()) .With(10.Of < Woodcutter > ()) .With(10.Of < Workshop > ()); return(builder); }
public abstract ISupplyBuilder Build(ISupplyBuilder builder);
public static Supply FromISupplyBuilder(ISupplyBuilder builder) { return(builder.BuildSupply()); }