Exemplo n.º 1
0
        public IStronghold CreateStronghold(uint id, string name, byte level, uint x, uint y, decimal gate, int gateMax, string themeId)
        {
            IStronghold stronghold;

            var actionWorker        = actionWorkerFactory.CreateActionWorker(null, new SimpleLocation(LocationType.Stronghold, id));
            var troopManager        = troopManagerFactory.CreateTroopManager();
            var notificationManager = notificationManagerFactory.CreateNotificationManager(actionWorker);

            stronghold = new Stronghold(id,
                                        name,
                                        level,
                                        x,
                                        y,
                                        gate,
                                        gateMax,
                                        themeId,
                                        kernel.Get <IDbManager>(),
                                        notificationManager,
                                        troopManager,
                                        actionWorker,
                                        kernel.Get <Formula>());

            // TODO: Remove circular dependency
            actionWorker.LockDelegate = () => stronghold;

            troopManager.BaseStation = stronghold;

            return(stronghold);
        }
Exemplo n.º 2
0
        public ICity CreateCity(uint id, IPlayer owner, string name, Position position, ILazyResource resource, byte radius, decimal ap, string defaultTheme, string roadTheme, string wallTheme, string troopTheme)
        {
            var worker           = actionWorkerFactory.CreateActionWorker(() => owner, new SimpleLocation(LocationType.City, id));
            var notifications    = notificationManagerFactory.CreateCityNotificationManager(worker, id, owner.PlayerChannel);
            var references       = referenceManagerFactory.CreateReferenceManager(id, worker, owner);
            var technologies     = technologyManagerFactory.CreateTechnologyManager(EffectLocation.City, id, id);
            var troops           = troopManagerFactory.CreateTroopManager();
            var template         = unitTemplateFactory.CreateUnitTemplate(id);
            var troopStubFactory = new CityTroopStubFactory(kernel);

            var city = new City(id,
                                owner,
                                name,
                                position,
                                resource,
                                radius,
                                ap,
                                defaultTheme,
                                roadTheme,
                                troopTheme,
                                wallTheme,
                                worker,
                                notifications,
                                references,
                                technologies,
                                troops,
                                template,
                                troopStubFactory,
                                kernel.Get <IDbManager>(),
                                kernel.Get <IGameObjectFactory>(),
                                kernel.Get <IActionFactory>(),
                                kernel.Get <BattleProcedure>());

            // TODO: We should figure a cleaner way so we dont need to have this circular dependency
            troops.BaseStation    = city;
            troopStubFactory.City = city;

            return(city);
        }