public void PersonalityQuiz(HumanFighter fighter1, HumanFighter fighter2, bool randomizeAnswers = false, IChanceService chanceService = null) { _realDecisionManager.PersonalityQuiz(fighter1, fighter2, randomizeAnswers, chanceService); }
public TeamFactory(IChanceService chanceService, IMenuFactory menuFactory) { _chanceService = chanceService; _menuFactory = menuFactory; }
public FakeBattleManager(IChanceService chanceService, IInput input, IOutput output) : base(chanceService, input, output) { }
public BattlefieldFactory(ITeamFactory teamFactory, GroupingFactory groupingFactory, IMenuFactory menuFactory, IChanceService chanceService) { _teamFactory = teamFactory; _groupingFactory = groupingFactory; _menuFactory = menuFactory; _chanceService = chanceService; }
public IMenu GetMenu(MenuType type, IInput menuInput = null, IOutput menuOutput = null, bool allowBack = false, bool allowHelp = true, bool allowStatus = true, string prompt = "", string errorText = "", string helpText = "", List <MenuAction> menuActions = null, List <MenuAction> specialMenuActions = null, bool shuffleOptions = false, IChanceService chanceService = null, IMenu subMenu = null) { if (menuInput == null) { menuInput = new ConsoleInput(); } if (menuOutput == null) { menuOutput = new ConsoleOutput(); } if (errorText == null) { errorText = Globals.GenericErrorMessage; } if (menuActions == null) { menuActions = new List <MenuAction>(); } if (chanceService == null) { chanceService = Globals.ChanceService; } IMenu ret; switch (type) { case MenuType.NonSpecificMenu: ret = _CreateBasicMenu(menuInput, menuOutput, allowBack, allowHelp, allowStatus, prompt, errorText, helpText, menuActions, shuffleOptions, chanceService); break; case MenuType.ConfirmationMenu: ret = _CreateConfirmationMenu(prompt, allowBack, menuInput, menuOutput); break; case MenuType.TutorialMenu: ret = _CreateConfirmationMenu("Would you like a quick tutorial on how to play SimpleRPG? (y/n also accepted)", false, menuInput, menuOutput); break; case MenuType.BattleMenu: ret = _CreateBattleMenu(menuInput, menuOutput, allowBack, specialMenuActions); break; case MenuType.ChooseTargetMenu: ret = _CreateSelectTargetMenu(menuInput, menuOutput); break; case MenuType.ChooseAttackTypeMenu: ret = _CreateChooseAttackTypeMenu(menuInput, menuOutput); break; case MenuType.ChooseSpellMenu: ret = _CreateChooseSpellMenu(menuInput, menuOutput); break; case MenuType.ChooseSpecialAttackMenu: ret = _CreateChooseSpecialMoveMenu(menuInput, menuOutput); break; case MenuType.ChooseSpecialOptionMenu: ret = _CreateChooseSpecialOptionMenu(menuInput, menuOutput, menuActions); break; case MenuType.KeysOffOwnerNumberInputMenu: ret = _CreateKeysOffOwnerNumberInputMenu(prompt, menuInput, menuOutput, subMenu); break; default: ret = _CreateBattleMenu(menuInput, menuOutput, allowBack, specialMenuActions); break; } return(ret); }
private static Menu _CreateBasicMenu(IInput menuInput, IOutput menuOutput, bool allowBack, bool allowHelp, bool allowStatus, string prompt, string errorText, string helpText, List <MenuAction> menuActions, bool shuffleOptions, IChanceService chanceService) { return(new Menu(allowBack, allowHelp, allowStatus, prompt, errorText, helpText, menuActions, menuInput, menuOutput, chanceService, shuffleOptions)); }
public TestTeamFactory(IChanceService chanceService, IMenuFactory menuFactory = null) { _chanceService = chanceService; _realTeamFactory = new TeamFactory(chanceService, menuFactory ?? Globals.MenuFactory); _teams = new Queue <Team>(); }