public RollModule( CharacterService characterService, EffectsService effectsService, HelpService helpService, NpcService npcService, RollService rollService, SpecialService specialService, Random random) { _charService = characterService; _effectsService = effectsService; _helpService = helpService; _npcService = npcService; _rollService = rollService; _specialService = specialService; _random = random; }
/// <summary> /// Starts this instance. /// </summary> /// <returns>The task.</returns> public virtual async Task Start() { Logger.LogStart(">> Loading vocations"); VocationXmlReader vocationXmlReader = new VocationXmlReader(); IEnumerable <IVocation> vocations = await vocationXmlReader.LoadAsync(Settings.Default.Vocations_Xml); _vocationService = new VocationService(vocations); Logger.LogDone(); Logger.LogStart(">> Loading items"); ItemReader itemReader = new ItemReader(); IEnumerable <IItem> items = await itemReader.LoadAsync(Settings.Default.Items_Otb); _itemService = new ItemService(items); ItemXmlReader itemXmlReader = new ItemXmlReader(_itemService); await itemXmlReader.LoadAsync(Settings.Default.Items_Xml); Logger.LogDone(); Logger.LogStart(">> Loading spells"); SpellXmlReader spellXmlReader = new SpellXmlReader(); IEnumerable <ISpell> spells = await spellXmlReader.LoadAsync(Settings.Default.Spells_Xml); _spellService = new SpellService(spells); Logger.LogDone(); Logger.LogStart(">> Loading monsters"); MonsterXmlReader monsterXmlReader = new MonsterXmlReader(_spellService); IEnumerable <IMonster> monsters = await monsterXmlReader.LoadAsync(Settings.Default.Monsters_Xml); _monsterService = new MonsterService(monsters); Logger.LogDone(); Logger.LogStart(">> Loading npcs"); NpcXmlReader npcXmlReader = new NpcXmlReader(); IEnumerable <INpc> npcs = await npcXmlReader.LoadAsync(Settings.Default.Npcs_Xml); _npcService = new NpcService(npcs); Logger.LogDone(); Logger.LogStart(">> Loading map"); MapReader mapReader = new MapReader(_itemService); WorldMap map = await mapReader.LoadAsync(Settings.Default.Map_Otb); Logger.LogDone(); Logger.LogStart(">> Loading outfits"); DrkOutfitReader outfitReader = new DrkOutfitReader(); IEnumerable <IOutfit> outfits = await outfitReader.LoadAsync(Settings.Default.Outfits_Xml); _outfitService = new OutfitService(outfits); Logger.LogDone(); Logger.LogStart(">> Loading mounts"); DrkMountReader mountReader = new DrkMountReader(); IEnumerable <IMount> mounts = await mountReader.LoadAsync(Settings.Default.Mounts_Xml); _mountService = new MountService(mounts); Logger.LogDone(); Logger.LogStart(">> Loading channels"); // TODO: Channels are broken. They should be handled by a category like ChannelType (e.g.: Public, Private, Guild, Party, etc.), then each category has an ID // TODO: Eventually loading channels this away should be replaced. // TODO Alternatively, we could move the specific implementation of LocalChannel to a scripting language (like Lua) // TODO: This could be also converted into a more modular approach (like a CS-Script) IDictionary <ChannelType, IChannel> channels = new Dictionary <ChannelType, IChannel>(); channels.Add(ChannelType.Local, new LocalChannel()); channels.Add(ChannelType.Loot, new LootChannel()); channels.Add(ChannelType.Advertising, new AdvertisingChannel()); channels.Add(ChannelType.AdvertisingRookgaard, new AdvertisingRookgaardChannel()); channels.Add(ChannelType.English, new EnglishChannel()); channels.Add(ChannelType.Help, new HelpChannel()); channels.Add(ChannelType.World, new WorldChannel()); Logger.LogDone(); Logger.LogStart(">> Initializing town services"); _townService = new TownService(map.Towns.Values); Logger.LogDone(); Logger.LogStart(">> Initializing tile services"); _tileService = new TileService(map.Tiles.Values); Logger.LogDone(); // TODO: Remove this after project is complete InitializeTest(); Logger.LogStart(">> Initializing repositories"); _accountsRepository = new Repository <IAccount, uint>(); // TODO: Remove this when repositories are implemented _accountsRepository.Create(_characterSpawn.Account); Logger.LogDone(); Logger.LogStart(">> Initializing spawn services"); SpawnXmlReader spawnXmlReader = new SpawnXmlReader(_monsterService, _npcService); ICollection <SpawnSource> spawnSources = (await spawnXmlReader.LoadAsync(Settings.Default.Spawns_Xml)).ToList(); _creatureSpawnService = new CreatureSpawnService(spawnSources); RegisterSpawns(spawnSources); // TODO: Remove this when player repositories are implemented; _creatureSpawnService.RegisterCreature(_characterSpawn); Logger.LogDone(); Logger.LogStart(">> Initializing communication services"); _chatService = new ChatService(_accountsRepository.GetAll(), channels); _commandService = new CommandService(); _commandService.Register(new TeleportCommand(_townService, _creatureSpawnService)); _commandService.Register(new TownListCommand(_townService)); _commandService.Register(new PositionInfoCommand()); _commandService.Register(new ChangeSexCommand()); _commandService.Register(new BroadcastCommand(_creatureSpawnService)); Logger.LogDone(); Logger.LogStart(">> Initializing game server"); _gameConnections = new List <GameConnection>(); _gameListener = new TcpListener(IPAddress.Any, Settings.Default.Network_Port_GameServer); _gameListener.Start(); _gameListener.BeginAcceptSocket(OnGameMessageReceived, _gameListener); Logger.LogDone(); Logger.LogStart(">> Initializing login server"); _loginConnections = new List <LoginConnection>(); _loginListener = new TcpListener(IPAddress.Any, Settings.Default.Network_Port_LoginServer); _loginListener.Start(); _loginListener.BeginAcceptSocket(OnLoginMessageReceived, _loginListener); Logger.LogDone(); _onlineTimer = new Stopwatch(); }
/// <summary> /// Initializes a new instance of the <see cref="SpawnXmlReader" /> class. /// </summary> /// <param name="monsterService">The monster service.</param> /// <param name="npcService">The NPC service.</param> public SpawnXmlReader(MonsterService monsterService, NpcService npcService) { _monsterService = monsterService; _npcService = npcService; }
public NpcEffectsModule(EffectsService effectsService, NpcService npcService) { _effectsService = effectsService; _npcService = npcService; }
public NpcModule(NpcService npcService, NpcPresetService presetService, HelpService helpService) { _npcService = npcService; _presetService = presetService; _helpService = helpService; }