public int DisableAccounts()
        {
            ClearDataGrid(Viewer.DataGridView_Disable);
            int count = 0;

            foreach (var resign in DisableList)
            {
                if (Executioner.DisableAccount(resign, out string erorr))
                {
                    resign.Status = RecordStatus.Disabled;
                    Viewer.AddToDisableGrid(resign, erorr, ActionOkColor);
                    if (!Adapter.UpdateRecord(resign, out var error))
                    {
                        throw new DbException(error);
                    }
                    count++;
                }
                else
                {
                    resign.Status = RecordStatus.Erorr;
                    Viewer.AddToDisableGrid(resign, erorr, ActionFailColor);
                    resign.AppendErrorMessage(erorr);
                    if (!Adapter.UpdateRecord(resign, out var error))
                    {
                        throw new DbException(error);
                    }
                }
            }
            DisableList.Clear();
            return(count);
        }
Exemplo n.º 2
0
        public void Execute(object parameter)
        {
            if (parameter is TValue value)
            {
                Executioner?.Invoke(value);
                return;
            }

            Executioner?.Invoke(default);
Exemplo n.º 3
0
    public static void Main(string[] args)
    {
        var n = 5m;

        Console.WriteLine(Executioner.GetRate(n));     // -> prints 15
        // provides a new method to be called
        Executioner.GetRateFunc = a => a * 2;
        Console.WriteLine(Executioner.GetRate(n));     // -> prints 10
    }
Exemplo n.º 4
0
 private static void UpdateMeeting(MeetingHud __instance, Executioner role)
 {
     foreach (var player in __instance.playerStates)
     {
         if (player.TargetPlayerId == role.target.PlayerId)
         {
             player.NameText.color = Color.black;
         }
     }
 }
        static void Main(string[] args)
        {
            IReader     reader      = new Reader();
            IWriter     writer      = new Writer();
            Executioner executioner = new Executioner(new JobFactory(),
                                                      new EmployeeFactory(), writer);
            JobCentre jobCentre = new JobCentre();
            Engine    engine    = new Engine(reader, executioner, jobCentre);

            engine.Run();
        }
        public int DisableAccounts()
        {
            var disableList = Logic.GetTodayDisables().ToList();

            _logger.Log($"Disable - total: {disableList.Count()}");
            int count = 1;

            foreach (var resign in disableList)
            {
                if (Executioner.DisableAccount(resign, out string erorr))
                {
                    resign.Status = RecordStatus.Disabled;
                    DisablesResults.Add(MakeRow(resign.Id.ToString(),
                                                resign.ADName, resign.HRCode,
                                                resign.ReceiveDate.ToString(DateStringFormat),
                                                resign.ResignDay.ToString(DateStringFormat),
                                                erorr,
                                                Code.I.ToString()));
                    if (!Adapter.UpdateRecord(resign, out var dbError))
                    {
                        throw new DbException(dbError);
                    }
                    _logger.Log($"Disable - OK: {resign.ADName}");
                }
                else
                {
                    resign.Status = RecordStatus.Erorr;
                    DisablesResults.Add(MakeRow(resign.Id.ToString(),
                                                resign.ADName,
                                                resign.HRCode,
                                                resign.ReceiveDate.ToString(DateStringFormat),
                                                resign.ResignDay.ToString(DateStringFormat),
                                                erorr, Code.E.ToString()));
                    resign.AppendErrorMessage(erorr);
                    if (!Adapter.UpdateRecord(resign, out var dbError))
                    {
                        throw new DbException(dbError); //unlikely to happen
                    }
                    _logger.Log($"Disable - Fail: {resign.ADName} reason: {erorr}");
                }
                count++;
            }
            DisablesResults.Sort((item1, item2) => (item1.Last().CompareTo(item2.Last())));
            return(count);
        }
Exemplo n.º 7
0
 public Deck()
 {
     CardNames = Executioner.DeckCreate();
 }
Exemplo n.º 8
0
 public FlowTests()
 {
     var executionManager = new SimpleExecutionManager();
     _executioner = executionManager.ToNewExecutioner();
 }
Exemplo n.º 9
0
 public override void Execute(TValue value)
 {
     Executioner?.Invoke(value);
 }
Exemplo n.º 10
0
        // Methods
        private static IEnumerable <string> GetResults(Role role)
        {
            switch (role)
            {
            case Vigilante _:
            case Veteran _:
            case Mafioso _:
            // case Pirate _:
            case Ambusher _:
                return(new[] { Vigilante.GetName(), Veteran.GetName(), Mafioso.GetName(), Ambusher.GetName() });

            case Medium _:
            case Janitor _:
            case Retributionist _:
            // case Necromancer _:
            case Trapper _:
                return(new[] { Medium.GetName(), Janitor.GetName(), Retributionist.GetName(), Trapper.GetName() });

            case Survivor _:
            case VampireHunter _:
            case Amnesiac _:
            // case Medusa _:
            case Psychic _:
                return(new[] { Survivor.GetName(), VampireHunter.GetName(), Amnesiac.GetName(), Psychic.GetName() });

            case Spy _:
            case Blackmailer _:
            case Jailor _:
            case GuardianAngel _:
                return(new[] { Spy.GetName(), Blackmailer.GetName(), Jailor.GetName(), GuardianAngel.GetName() });

            case Sheriff _:
            case Executioner _:
            case Werewolf _:
                // case Poisoner _:
                return(new[] { Sheriff.GetName(), Executioner.GetName(), Werewolf.GetName() });

            case Framer _:
            case Vampire _:
            case Jester _:
                // case HexMaster _:
                return(new[] { Framer.GetName(), Vampire.GetName(), Jester.GetName() });

            case Lookout _:
            case Forger _:
                // case Juggernaut _:
                // case CovenLeader _:
                return(new[] { Lookout.GetName(), Forger.GetName() });

            case Escort _:
            case Transporter _:
            case Consort _:
            case Hypnotist _:
                return(new[] { Escort.GetName(), Transporter.GetName(), Consort.GetName(), Hypnotist.GetName() });

            case Doctor _:
            case Disguiser _:
            case SerialKiller _:
                // case PotionMaster _:
                return(new[] { Doctor.GetName(), Disguiser.GetName(), SerialKiller.GetName() });

            case Investigator _:
            case Consigliere _:
            case Mayor _:
            case Tracker _:
                // case Plaguebearer _:
                return(new[] { Investigator.GetName(), Consigliere.GetName(), Mayor.GetName(), Tracker.GetName() });

            case Bodyguard _:
            case Godfather _:
            case Arsonist _:
            case Crusader _:
                return(new[] { Bodyguard.GetName(), Godfather.GetName(), Arsonist.GetName(), Crusader.GetName() });
            }

            return(new string[] { });
        }
Exemplo n.º 11
0
        // Methods
        private static string GetResult(Role role)
        {
            switch (role)
            {
            case Investigator _: return($"{role.Owner.Data.PlayerName} gathers information about people. They must be an {Investigator.GetName()}.");

            case Lookout _: return($"{role.Owner.Data.PlayerName} watches who visits people at night. They must be a {Lookout.GetName()}.");

            case Psychic _: return($"{role.Owner.Data.PlayerName} has the sight. They must be a {Psychic.GetName()}.");

            case Sheriff _: return($"{role.Owner.Data.PlayerName} is a protector of the {Faction.Crew.Name}. They must be a {Sheriff.GetName()}.");

            case Spy _: return($"{role.Owner.Data.PlayerName} secretly watches who someone visits. They must be a {Spy.GetName()}.");

            case Tracker _: return($"{role.Owner.Data.PlayerName} is a skilled in the art of tracking. They must be a {Tracker.GetName()}.");

            case Jailor _:        return($"{role.Owner.Data.PlayerName} detains people at night. They must be a {Jailor.GetName()}.");

            case VampireHunter _: return($"{role.Owner.Data.PlayerName} tracks Vampires. They must be a {VampireHunter.GetName()}!");

            case Veteran _:       return($"{role.Owner.Data.PlayerName} is a paranoid war hero. They must be a {Veteran.GetName()}.");

            case Vigilante _: return($"{role.Owner.Data.PlayerName} will bend the law to enact justice. They must be a {Vigilante.GetName()}.");

            case Bodyguard _: return($"{role.Owner.Data.PlayerName} is a trained protector. They must be a {Bodyguard.GetName()}.");

            case Doctor _:    return($"{role.Owner.Data.PlayerName} is a professional surgeon. They must be a {Doctor.GetName()}.");

            case Crusader _:  return($"{role.Owner.Data.PlayerName} is a divine protector. They must be a {Crusader.GetName()}.");

            case Trapper _:   return($"{role.Owner.Data.PlayerName} is waiting for a big catch. They must be a {Trapper.GetName()}.");

            case Escort _: return($"{role.Owner.Data.PlayerName} is a beautiful person working for the {Faction.Crew.Name}. They must be an {Escort.GetName()}.");

            case Mayor _: return($"{role.Owner.Data.PlayerName} is the leader of the {Faction.Crew.Name}. They must be the {Mayor.GetName()}.");

            case Medium _: return($"{role.Owner.Data.PlayerName} speaks with the dead. They must be a {Medium.GetName()}.");

            case Retributionist _: return($"{role.Owner.Data.PlayerName} wields mystical powers. They must be a {Retributionist.GetName()}.");

            case Transporter _: return($"{role.Owner.Data.PlayerName} specializes in transportation. They must be a {Transporter.GetName()}.");

            case Disguiser _: return($"{role.Owner.Data.PlayerName} makes other people appear to be someone they're not. They must be a {Disguiser.GetName()}");

            case Forger _: return($"{role.Owner.Data.PlayerName} is good at forging documents. They must be a {Forger.GetName()}.");

            case Framer _: return($"{role.Owner.Data.PlayerName} has a desire to deceive. They must be a {Framer.GetName()}!");

            case Hypnotist _: return($"{role.Owner.Data.PlayerName} is skilled at disrupting others. They must be a {Hypnotist.GetName()}.");

            case Janitor _: return($"{role.Owner.Data.PlayerName} cleans up dead bodies. They must be a {Janitor.GetName()}.");

            case Ambusher _: return($"{role.Owner.Data.PlayerName} lies in wait. They must be an {Ambusher.GetName()}.");

            case Godfather _: return($"{role.Owner.Data.PlayerName} is the leader of the {Faction.Mafia.Name}. They must be the {Godfather.GetName()}.");

            case Mafioso _: return($"{role.Owner.Data.PlayerName} does the {Godfather.GetName()}'s dirty work. They must be a {Mafioso.GetName()}.");

            case Blackmailer _: return($"{role.Owner.Data.PlayerName} uses information to silence people. They must be a {Blackmailer.GetName()}.");

            case Consigliere _: return($"{role.Owner.Data.PlayerName} gathers information for the {Faction.Mafia.Name}. They must be a {Consigliere.GetName()}.");

            case Consort _: return($"{role.Owner.Data.PlayerName} is a beautiful person working for the {Faction.Mafia.Name}. They must be a {Consort.GetName()}.");

            case Amnesiac _: return($"{role.Owner.Data.PlayerName} does not remember their role. They must be an {Amnesiac.GetName()}.");

            case GuardianAngel _: return($"{role.Owner.Data.PlayerName} is watching over someone. They must be a {GuardianAngel.GetName()}.");

            case Survivor _: return($"{role.Owner.Data.PlayerName} simply wants to live. They must be a {Survivor.GetName()}.");

            case Vampire _: return($"{role.Owner.Data.PlayerName} drinks blood. They must be a {Vampire.GetName()}!");

            case Executioner _: return($"{role.Owner.Data.PlayerName} wants someone to be lynched at any cost. They must be an {Executioner.GetName()}.");

            case Jester _: return($"{role.Owner.Data.PlayerName} wants to be lynched. They must be a {Jester.GetName()}.");

            case Witch _:  return($"{role.Owner.Data.PlayerName} casts spells on people. They must be a {Witch.GetName()}.");

            case Arsonist _: return($"{role.Owner.Data.PlayerName} likes to watch things burn. They must be an {Arsonist.GetName()}.");

            case SerialKiller _: return($"{role.Owner.Data.PlayerName} wants to kill everyone. They must be a {SerialKiller.GetName()}");

            case Werewolf _: return($"{role.Owner.Data.PlayerName} howls at the moon. They must be a {Werewolf.GetName()}.");

            default: return("No special role found.");
            }
        }
Exemplo n.º 12
0
        public override void Load()
        {
            AbnormalEffect effect = 0;

            AbnormalItem item = new PithyProfessional(effect);

            AddItem("UnusualPithyProfessional", item);
            AddEquipTexture(item, EquipType.Head, "UnusualPithyProfessional_Head", "Highlander/Items/Armor/PithyProfessional_Head");

            item = new LegendaryLid(effect);
            AddItem("UnusualLegendaryLid", item);
            AddEquipTexture(item, EquipType.Head, "UnusualLegendaryLid_Head", "Highlander/Items/Armor/LegendaryLid_Head");

            item = new BrassBucket(effect);
            AddItem("UnusualBrassBucket", item);
            AddEquipTexture(item, EquipType.Head, "UnusualBrassBucket_Head", "Highlander/Items/Armor/BrassBucket_Head");

            item = new TeamCaptain(effect);
            AddItem("UnusualTeamCaptain", item);
            AddEquipTexture(item, EquipType.Head, "UnusualTeamCaptain_Head", "Highlander/Items/Armor/TeamCaptain_Head");

            item = new StainlessPot(effect);
            AddItem("UnusualStainlessPot", item);
            AddEquipTexture(item, EquipType.Head, "UnusualStainlessPot_Head", "Highlander/Items/Armor/StainlessPot_Head");

            item = new Hotrod(effect);
            AddItem("UnusualHotrod", item);
            AddEquipTexture(item, EquipType.Head, "UnusualHotrod_Head", "Highlander/Items/Armor/Hotrod_Head");

            item = new StoutShako(effect);
            AddItem("UnusualStoutShako", item);
            AddEquipTexture(item, EquipType.Head, "UnusualStoutShako_Head", "Highlander/Items/Armor/StoutShako_Head");

            item = new SamurEye(effect);
            AddItem("UnusualSamurEye", item);
            AddEquipTexture(item, EquipType.Head, "UnusualSamurEye_Head", "Highlander/Items/Armor/SamurEye_Head");

            item = new OlSnaggletooth(effect);
            AddItem("UnusualOlSnaggletooth", item);
            AddEquipTexture(item, EquipType.Head, "UnusualOlSnaggletooth_Head", "Highlander/Items/Armor/OlSnaggletooth_Head");

            item = new PyromancerMask(effect);
            AddItem("UnusualPyromancerMask", item);
            AddEquipTexture(item, EquipType.Head, "UnusualPyromancerMask_Head", "Highlander/Items/Armor/PyromancerMask_Head");

            item = new HongKongCone(effect);
            AddItem("UnusualHongKongCone", item);
            AddEquipTexture(item, EquipType.Head, "UnusualHongKongCone_Head", "Highlander/Items/Armor/HongKongCone_Head");

            item = new KillerExclusive(effect);
            AddItem("UnusualKillerExclusive", item);
            AddEquipTexture(item, EquipType.Head, "UnusualKillerExclusive_Head", "Highlander/Items/Armor/KillerExclusive_Head");

            item = new TartanTyrolean(effect);
            AddItem("UnusualTartanTyrolean", item);
            AddEquipTexture(item, EquipType.Head, "UnusualTartanTyrolean_Head", "Highlander/Items/Armor/TartanTyrolean_Head");

            item = new ColdfrontCommander(effect);
            AddItem("UnusualColdfrontCommander", item);
            AddEquipTexture(item, EquipType.Head, "UnusualColdfrontCommander_Head", "Highlander/Items/Armor/ColdfrontCommander_Head");

            item = new SinnerShade(effect);
            AddItem("UnusualSinnerShade", item);
            AddEquipTexture(item, EquipType.Head, "UnusualSinnerShade_Head", "Highlander/Items/Armor/SinnerShade_Head");

            item = new MightyMitre(effect);
            AddItem("UnusualMightyMitre", item);
            AddEquipTexture(item, EquipType.Head, "UnusualMightyMitre_Head", "Highlander/Items/Armor/MightyMitre_Head");

            item = new CondorCap(effect);
            AddItem("UnusualCondorCap", item);
            AddEquipTexture(item, EquipType.Head, "UnusualCondorCap_Head", "Highlander/Items/Armor/CondorCap_Head");

            item = new SurgeonShako(effect);
            AddItem("UnusualSurgeonShako", item);
            AddEquipTexture(item, EquipType.Head, "UnusualSurgeonShako_Head", "Highlander/Items/Armor/SurgeonShako_Head");

            item = new ToySoldier(effect);
            AddItem("UnusualToySoldier", item);
            AddEquipTexture(item, EquipType.Head, "UnusualToySoldier_Head", "Highlander/Items/Armor/ToySoldier_Head");

            item = new PatriotPeak(effect);
            AddItem("UnusualPatriotPeak", item);
            AddEquipTexture(item, EquipType.Head, "UnusualPatriotPeak_Head", "Highlander/Items/Armor/PatriotPeak_Head");

            item = new Globetrotter(effect);
            AddItem("UnusualGlobetrotter", item);
            AddEquipTexture(item, EquipType.Head, "UnusualGlobetrotter_Head", "Highlander/Items/Armor/Globetrotter_Head");

            item = new Anger(effect);
            AddItem("UnusualAnger", item);
            AddEquipTexture(item, EquipType.Head, "UnusualAnger_Head", "Highlander/Items/Armor/Anger_Head");

            // Series 2

            item = new DeadCone(effect);
            AddItem("UnusualDeadCone", item);
            AddEquipTexture(item, EquipType.Head, "UnusualDeadCone_Head", "Highlander/Items/Armor/Series2/DeadCone_Head");

            item = new FruitShoot(effect);
            AddItem("UnusualFruitShoot", item);
            AddEquipTexture(item, EquipType.Head, "UnusualFruitShoot_Head", "Highlander/Items/Armor/Series2/FruitShoot_Head");

            item = new FuriousFukaamigasa(effect);
            AddItem("UnusualFuriousFukaamigasa", item);
            AddEquipTexture(item, EquipType.Head, "UnusualFuriousFukaamigasa_Head", "Highlander/Items/Armor/Series2/FuriousFukaamigasa_Head");

            item = new HeroHachimaki(effect);
            AddItem("UnusualHeroHachimaki", item);
            AddEquipTexture(item, EquipType.Head, "UnusualHeroHachimaki_Head", "Highlander/Items/Armor/Series2/HeroHachimaki_Head");

            item = new HotDogger(effect);
            AddItem("UnusualHotDogger", item);
            AddEquipTexture(item, EquipType.Head, "UnusualHotDogger_Head", "Highlander/Items/Armor/Series2/HotDogger_Head");

            item = new JanissaryKetche(effect);
            AddItem("UnusualJanissaryKetche", item);
            AddEquipTexture(item, EquipType.Head, "UnusualJanissaryKetche_Head", "Highlander/Items/Armor/Series2/JanissaryKetche_Head");

            item = new Law(effect);
            AddItem("UnusualLaw", item);
            AddEquipTexture(item, EquipType.Head, "UnusualLaw_Head", "Highlander/Items/Armor/Series2/Law_Head");

            item = new MediMask(effect);
            AddItem("UnusualMediMask", item);
            AddEquipTexture(item, EquipType.Head, "UnusualMediMask_Head", "Highlander/Items/Armor/Series2/MediMask_Head");

            item = new SurgeonStahlhelm(effect);
            AddItem("UnusualSurgeonStahlhelm", item);
            AddEquipTexture(item, EquipType.Head, "UnusualSurgeonStahlhelm_Head", "Highlander/Items/Armor/Series2/SurgeonStahlhelm_Head");

            item = new ToughStuffMuffs(effect);
            AddItem("UnusualToughStuffMuffs", item);
            AddEquipTexture(item, EquipType.Head, "UnusualToughStuffMuffs_Head", "Highlander/Items/Armor/Series2/ToughStuffMuffs_Head");

            // Halloween Hats

            item = new CroneDome(effect);
            AddItem("UnusualCroneDome", item);
            AddEquipTexture(item, EquipType.Head, "UnusualCroneDome_Head", "Highlander/Items/Armor/Halloween/CroneDome_Head");

            item = new Executioner(effect);
            AddItem("UnusualExecutioner", item);
            AddEquipTexture(item, EquipType.Head, "UnusualExecutioner_Head", "Highlander/Items/Armor/Halloween/Executioner_Head");

            item = new Hellmet(effect);
            AddItem("UnusualHellmet", item);
            AddEquipTexture(item, EquipType.Head, "UnusualHellmet_Head", "Highlander/Items/Armor/Halloween/Hellmet_Head");

            item = new InfernalImpaler(effect);
            AddItem("UnusualInfernalImpaler", item);
            AddEquipTexture(item, EquipType.Head, "UnusualInfernalImpaler_Head", "Highlander/Items/Armor/Halloween/InfernalImpaler_Head");

            item = new MacabreMask(effect);
            AddItem("UnusualMacabreMask", item);
            AddEquipTexture(item, EquipType.Head, "UnusualMacabreMask_Head", "Highlander/Items/Armor/Halloween/MacabreMask_Head");

            item = new OneWayTicket(effect);
            AddItem("UnusualOneWayTicket", item);
            AddEquipTexture(item, EquipType.Head, "UnusualOneWayTicket_Head", "Highlander/Items/Armor/Halloween/OneWayTicket_Head");

            item = new SearedSorcerer(effect);
            AddItem("UnusualSearedSorcerer", item);
            AddEquipTexture(item, EquipType.Head, "UnusualSearedSorcerer_Head", "Highlander/Items/Armor/Halloween/SearedSorcerer_Head");

            item = new SirPumpkinton(effect);
            AddItem("UnusualSirPumpkinton", item);
            AddEquipTexture(item, EquipType.Head, "UnusualSirPumpkinton_Head", "Highlander/Items/Armor/Halloween/SirPumpkinton_Head");

            // OG Hats

            item = new PaperBag(effect);
            AddItem("UnusualPaperBag", item);
            AddEquipTexture(item, EquipType.Head, "UnusualPaperBag_Head", "Highlander/Items/Armor/PaperBag_Head");

            item = new OpenMind(effect);
            AddItem("UnusualOpenMind", item);
            AddEquipTexture(item, EquipType.Head, "UnusualOpenMind_Head", "Highlander/Items/Armor/OpenMind_Head");

            item = new Headless(effect);
            AddItem("UnusualHeadless", item);
            AddEquipTexture(item, EquipType.Head, "UnusualHeadless_Head", "Highlander/Items/Armor/Headless_Head");

            item = new GuerrillaRebel(effect);
            AddItem("UnusualGuerrillaRebel", item);
            AddEquipTexture(item, EquipType.Head, "UnusualGuerrillaRebel_Head", "Highlander/Items/Armor/GuerrillaRebel_Head");

            item = new SkiMask(effect);
            AddItem("UnusualSkiMask", item);
            AddEquipTexture(item, EquipType.Head, "UnusualSkiMask_Head", "Highlander/Items/Armor/SkiMask_Head");

            item = new ImpregnableHelm(effect);
            AddItem("UnusualImpregnableHelm", item);
            AddEquipTexture(item, EquipType.Head, "UnusualImpregnableHelm_Head", "Highlander/Items/Armor/ImpregnableHelm_Head");

            item = new NinjaHeadband(effect);
            AddItem("UnusualNinjaHeadband", item);
            AddEquipTexture(item, EquipType.Head, "UnusualNinjaHeadband_Head", "Highlander/Items/Armor/NinjaHeadband_Head");

            item = new AutonomousOrb(effect);
            AddItem("UnusualAutonomousOrb", item);
            AddEquipTexture(item, EquipType.Head, "UnusualAutonomousOrb_Head", "Highlander/Items/Armor/AutonomousOrb_Head");

            item = new MedicalMask(effect);
            AddItem("UnusualMedicalMask", item);
            AddEquipTexture(item, EquipType.Head, "UnusualMedicalMask_Head", "Highlander/Items/Armor/MedicalMask_Head");

            item = new BloodWarriorMask(effect);
            AddItem("UnusualBloodWarriorMask", item);
            AddEquipTexture(item, EquipType.Head, "UnusualBloodWarriorMask_Head", "Highlander/Items/Armor/BloodWarriorMask_Head");

            /**for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      PithyProfessional item = new PithyProfessional(effect);
             *      AddItem(effect + "PithyProfessional", item);
             *      AddEquipTexture(item, EquipType.Head, "PithyProfessional" + effect + "_Head", "Highlander/Items/Armor/PithyProfessional_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      LegendaryLid item = new LegendaryLid(effect);
             *      AddItem(effect + "LegendaryLid", item);
             *      AddEquipTexture(item, EquipType.Head, "LegendaryLid" + effect + "_Head", "Highlander/Items/Armor/LegendaryLid_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      BrassBucket item = new BrassBucket(effect);
             *      AddItem(effect + "BrassBucket", item);
             *      AddEquipTexture(item, EquipType.Head, "BrassBucket" + effect + "_Head", "Highlander/Items/Armor/BrassBucket_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      TeamCaptain item = new TeamCaptain(effect);
             *      AddItem(effect + "TeamCaptain", item);
             *      AddEquipTexture(item, EquipType.Head, "TeamCaptain" + effect + "_Head", "Highlander/Items/Armor/TeamCaptain_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      StainlessPot item = new StainlessPot(effect);
             *      AddItem(effect + "StainlessPot", item);
             *      AddEquipTexture(item, EquipType.Head, "StainlessPot" + effect + "_Head", "Highlander/Items/Armor/StainlessPot_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      Hotrod item = new Hotrod(effect);
             *      AddItem(effect + "Hotrod", item);
             *      AddEquipTexture(item, EquipType.Head, "Hotrod" + effect + "_Head", "Highlander/Items/Armor/Hotrod_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      StoutShako item = new StoutShako(effect);
             *      AddItem(effect + "StoutShako", item);
             *      AddEquipTexture(item, EquipType.Head, "StoutShako" + effect + "_Head", "Highlander/Items/Armor/StoutShako_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      SamurEye item = new SamurEye(effect);
             *      AddItem(effect + "SamurEye", item);
             *      AddEquipTexture(item, EquipType.Head, "SamurEye" + effect + "_Head", "Highlander/Items/Armor/SamurEye_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      OlSnaggletooth item = new OlSnaggletooth(effect);
             *      AddItem(effect + "OlSnaggletooth", item);
             *      AddEquipTexture(item, EquipType.Head, "OlSnaggletooth" + effect + "_Head", "Highlander/Items/Armor/OlSnaggletooth_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      PyromancerMask item = new PyromancerMask(effect);
             *      AddItem(effect + "PyromancerMask", item);
             *      AddEquipTexture(item, EquipType.Head, "PyromancerMask" + effect + "_Head", "Highlander/Items/Armor/PyromancerMask_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      HongKongCone item = new HongKongCone(effect);
             *      AddItem(effect + "HongKongCone", item);
             *      AddEquipTexture(item, EquipType.Head, "HongKongCone" + effect + "_Head", "Highlander/Items/Armor/HongKongCone_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      KillerExclusive item = new KillerExclusive(effect);
             *      AddItem(effect + "KillerExclusive", item);
             *      AddEquipTexture(item, EquipType.Head, "KillerExclusive" + effect + "_Head", "Highlander/Items/Armor/KillerExclusive_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      BombBeanie item = new BombBeanie(effect);
             *      AddItem(effect + "BombBeanie", item);
             *      AddEquipTexture(item, EquipType.Head, "BombBeanie" + effect + "_Head", "Highlander/Items/Armor/BombBeanie_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      TartanTyrolean item = new TartanTyrolean(effect);
             *      AddItem(effect + "TartanTyrolean", item);
             *      AddEquipTexture(item, EquipType.Head, "TartanTyrolean" + effect + "_Head", "Highlander/Items/Armor/TartanTyrolean_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      ColdfrontCommander item = new ColdfrontCommander(effect);
             *      AddItem(effect + "ColdfrontCommander", item);
             *      AddEquipTexture(item, EquipType.Head, "ColdfrontCommander" + effect + "_Head", "Highlander/Items/Armor/ColdfrontCommander_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      SinnerShade item = new SinnerShade(effect);
             *      AddItem(effect + "SinnerShade", item);
             *      AddEquipTexture(item, EquipType.Head, "SinnerShade" + effect + "_Head", "Highlander/Items/Armor/SinnerShade_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      MightyMitre item = new MightyMitre(effect);
             *      AddItem(effect + "MightyMitre", item);
             *      AddEquipTexture(item, EquipType.Head, "MightyMitre" + effect + "_Head", "Highlander/Items/Armor/MightyMitre_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      CondorCap item = new CondorCap(effect);
             *      AddItem(effect + "CondorCap", item);
             *      AddEquipTexture(item, EquipType.Head, "CondorCap" + effect + "_Head", "Highlander/Items/Armor/CondorCap_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      SurgeonShako item = new SurgeonShako(effect);
             *      AddItem(effect + "SurgeonShako", item);
             *      AddEquipTexture(item, EquipType.Head, "SurgeonShako" + effect + "_Head", "Highlander/Items/Armor/SurgeonShako_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      ToySoldier item = new ToySoldier(effect);
             *      AddItem(effect + "ToySoldier", item);
             *      AddEquipTexture(item, EquipType.Head, "ToySoldier" + effect + "_Head", "Highlander/Items/Armor/ToySoldier_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      PatriotPeak item = new PatriotPeak(effect);
             *      AddItem(effect + "PatriotPeak", item);
             *      AddEquipTexture(item, EquipType.Head, "PatriotPeak" + effect + "_Head", "Highlander/Items/Armor/PatriotPeak_Head");
             * }**/
        }
Exemplo n.º 13
0
        public void SetUp()
        {
            _iocContainer = MockRepository.GenerateMock<IIocContainer>();

            #region extension types

            var conditionLogType = typeof(TestExtensions.ConditionLog);
            var sessionLogType = typeof(TestExtensions.SessionLog);
            var preEventLogType = typeof(TestExtensions.PreEventLog);
            var postEventLogType = typeof(TestExtensions.PostEventLog);
            var exceptionHandlerLogType = typeof(TestExtensions.ExceptionHandlerLog);
            var recklessLogType = typeof(TestExtensions.RecklessLog);

            #endregion

            #region ioc registration

            _iocContainer.Expect(x => x.Resolve(conditionLogType))
                .Return(new TestExtensions.ConditionLog());
            _iocContainer.Expect(x => x.Resolve(sessionLogType))
                .Return(new TestExtensions.SessionLog());
            _iocContainer.Expect(x => x.Resolve(preEventLogType))
                .Return(new TestExtensions.PreEventLog());
            _iocContainer.Expect(x => x.Resolve(postEventLogType))
                .Return(new TestExtensions.PostEventLog());
            _iocContainer.Expect(x => x.Resolve(exceptionHandlerLogType))
                .Return(new TestExtensions.ExceptionHandlerLog());
            _iocContainer.Expect(x => x.Resolve(recklessLogType))
                .Return(new TestExtensions.RecklessLog());

            #endregion

            var extensions = new SimpleList<Type>
                                 {
                                     conditionLogType,
                                     sessionLogType,
                                     preEventLogType,
                                     postEventLogType,
                                     exceptionHandlerLogType,
                                     recklessLogType
                                 };

            var executionManager = new ExtendedExecutionManager(_iocContainer, extensions);
            _executioner = executionManager.ToNewExecutioner();
        }