public BoardDiceGameClass( IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, IDiceBoardGamesData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, BasicGameContainer <P, S> gameContainer, StandardRollProcesses <SimpleDice, P> roller ) : base( mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer) { _model = currentMod; Roller = roller; Roller.AfterRollingAsync = AfterRollingAsync; Roller.AfterSelectUnselectDiceAsync = AfterSelectUnselectDiceAsync; Roller.CurrentPlayer = (() => SingleInfo !); }
public ThinkTwiceMainGameClass(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, ThinkTwiceVMData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, ThinkTwiceGameContainer gameContainer, StandardRollProcesses <SimpleDice, ThinkTwicePlayerItem> roller, ScoreLogic scoreLogic, CategoriesDice categoriesDice, Multiplier multiplier ) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer, roller) { _model = currentMod; //if not needed, take this out and the _model variable. _scoreLogic = scoreLogic; _categoriesDice = categoriesDice; _multiplier = multiplier; roller.BeforeRollingAsync = BeforeRollingAsync; roller.CanRollAsync = CanRollAsync; gameContainer.ScoreClickAsync = ScoreClickedAsync; gameContainer.CategoryClicked = CategoryClickedAsync; }
public DiceGameClass( IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, IBasicDiceGamesData <D> currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, BasicGameContainer <P, S> gameContainer, StandardRollProcesses <D, P> roller ) : base( mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer) { _model = currentMod; Roller = roller; Roller.CurrentPlayer = (() => SingleInfo !); Roller.AfterRollingAsync = AfterRollingAsync; Roller.AfterSelectUnselectDiceAsync = AfterSelectUnselectDiceAsync; //not sure about the before roll and whether it can roll (iffy). }
public SequenceDiceMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, SequenceDiceVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, SequenceDiceGameContainer container, StandardRollProcesses <SimpleDice, SequenceDicePlayerItem> roller ) : base(resolver, aggregator, basic, test, model, state, delay, command, container, roller) { _model = model; }
public A21DiceGameMainGameClass(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, A21DiceGameVMData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, BasicGameContainer <A21DiceGamePlayerItem, A21DiceGameSaveInfo> gameContainer, StandardRollProcesses <SimpleDice, A21DiceGamePlayerItem> roller) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer, roller) { _model = currentMod; //if not needed, take this out and the _model variable. _roller = roller; }
public SinisterSixMainGameClass(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, SinisterSixVMData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, BasicGameContainer <SinisterSixPlayerItem, SinisterSixSaveInfo> gameContainer, StandardRollProcesses <EightSidedDice, SinisterSixPlayerItem> roller) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer, roller) { _model = currentMod; //if not needed, take this out and the _model variable. roller.BeforeRollingAsync = BeforeRollingAsync; roller.CanRollAsync = CanRollAsync; }
public PassOutDiceGameMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, PassOutDiceGameVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, PassOutDiceGameGameContainer container, StandardRollProcesses <SimpleDice, PassOutDiceGamePlayerItem> roller, GameBoardProcesses gameBoard ) : base(resolver, aggregator, basic, test, model, state, delay, command, container, roller) { _model = model; _command = command; _gameBoard = gameBoard; }
public CountdownMainGameClass(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, CountdownVMData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, CountdownGameContainer gameContainer, StandardRollProcesses <CountdownDice, CountdownPlayerItem> roller) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer, roller) { _model = currentMod; //if not needed, take this out and the _model variable. _command = command; gameContainer.MakeMoveAsync = PrivateChooseNumberAsync; gameContainer.GetNumberList = GetNewNumbers; CountdownVMData.CanChooseNumber = CanChooseNumber; _gameContainer = gameContainer; _roller = roller; }
public RollEmMainGameClass(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, RollEmVMData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, RollEmGameContainer gameContainer, StandardRollProcesses <SimpleDice, RollEmPlayerItem> roller, GameBoardProcesses gameBoard ) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer, roller) { _model = currentMod; //if not needed, take this out and the _model variable. _gameContainer = gameContainer; _roller = roller; _gameBoard = gameBoard; }
public SnakesAndLaddersMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, SnakesAndLaddersVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, StandardRollProcesses <SimpleDice, SnakesAndLaddersPlayerItem> roll, GameBoardProcesses gameBoard1, BasicGameContainer <SnakesAndLaddersPlayerItem, SnakesAndLaddersSaveInfo> gameContainer ) : base(resolver, aggregator, basic, test, model, state, delay, command, gameContainer) { _test = test; _model = model; Roll = roll; GameBoard1 = gameBoard1; Roll.AfterRollingAsync = AfterRollingAsync; //hopefully this simple. roll.CurrentPlayer = GetCurrentPlayer; GameBoard1.CurrentPlayer = GetCurrentPlayer; }
public BasicYahtzeeGame(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, YahtzeeVMData <D> currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, YahtzeeGameContainer <D> gameContainer, IScoreLogic scoreLogic, ScoreContainer scoreContainer, IYahtzeeEndRoundLogic endRoundLogic, StandardRollProcesses <D, YahtzeePlayerItem <D> > roller) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer, roller) { _gameContainer = gameContainer; _scoreLogic = scoreLogic; _scoreContainer = scoreContainer; _endRoundLogic = endRoundLogic; _model = currentMod; _scoreContainer.StartTurn = (() => SingleInfo !.MissNextTurn = false); }
public DiceDominosMainGameClass(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, DiceDominosVMData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, DiceDominosGameContainer gameContainer, StandardRollProcesses <SimpleDice, DiceDominosPlayerItem> roller, DiceDominosComputerAI computerAI, GameBoardCP gameBoard ) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer, roller) { _model = currentMod; //if not needed, take this out and the _model variable. _roller = roller; _computerAI = computerAI; _gameBoard = gameBoard; _gameBoard.Text = "Dominos"; _gameContainer = gameContainer; }
public FillOrBustMainGameClass(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, FillOrBustVMData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, ICardInfo <FillOrBustCardInformation> cardInfo, CommandContainer command, FillOrBustGameContainer gameContainer, StandardRollProcesses <SimpleDice, FillOrBustPlayerItem> roller ) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, cardInfo, command, gameContainer) { _model = currentMod; _command = command; Roller = roller; Roller.AfterRollingAsync = AfterRollingAsync; Roller.AfterSelectUnselectDiceAsync = AfterSelectUnselectDiceAsync; Roller.CurrentPlayer = (() => SingleInfo !); //hopefully just these 2 (?) }
public PaydayMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, PaydayVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, PaydayGameContainer container, StandardRollProcesses <SimpleDice, PaydayPlayerItem> roller, GameBoardProcesses gameBoard, IMailProcesses mailProcesses, IDealProcesses dealProcesses, ILotteryProcesses lotteryProcesses, IYardSaleProcesses yardSaleProcesses, IBuyProcesses buyProcesses, IChoosePlayerProcesses playerProcesses, IDealBuyChoiceProcesses choiceProcesses, IMoveProcesses moveProcesses ) : base(resolver, aggregator, basic, test, model, state, delay, command, container, roller) { _model = model; _command = command; _gameBoard = gameBoard; _mailProcesses = mailProcesses; _dealProcesses = dealProcesses; _lotteryProcesses = lotteryProcesses; _yardSaleProcesses = yardSaleProcesses; _buyProcesses = buyProcesses; _playerProcesses = playerProcesses; _choiceProcesses = choiceProcesses; _gameContainer = container; _gameContainer.OtherTurnProgressAsync = OtherTurnProgressAsync; _gameContainer.SpaceClickedAsync = _gameBoard.AnimateMoveAsync; _gameContainer.ResultsOfMoveAsync = moveProcesses.ResultsOfMoveAsync; }
//this is when we can roll public RollerViewModel(CommandContainer commandContainer, PaydayMainGameClass mainGame, StandardRollProcesses <SimpleDice, PaydayPlayerItem> roller) { CommandContainer = commandContainer; _mainGame = mainGame; _roller = roller; }