public void Setup() { creatureAsserter = new CreatureAsserter(); collectionSelector = GetNewInstanceOf <ICollectionSelector>(); creatureGenerator = GetNewInstanceOf <ICreatureGenerator>(); compatibleCreatures = new ConcurrentDictionary <string, IEnumerable <string> >(); }
public ZombieApplicator( ICollectionSelector collectionSelector, IAdjustmentsSelector adjustmentSelector, Dice dice, IAttacksGenerator attacksGenerator, IFeatsGenerator featsGenerator, ISavesGenerator savesGenerator, IHitPointsGenerator hitPointsGenerator) { this.collectionSelector = collectionSelector; this.adjustmentSelector = adjustmentSelector; this.dice = dice; this.attacksGenerator = attacksGenerator; this.featsGenerator = featsGenerator; this.savesGenerator = savesGenerator; this.hitPointsGenerator = hitPointsGenerator; creatureTypes = new[] { CreatureConstants.Types.Aberration, CreatureConstants.Types.Animal, CreatureConstants.Types.Dragon, CreatureConstants.Types.Elemental, CreatureConstants.Types.Fey, CreatureConstants.Types.Giant, CreatureConstants.Types.Humanoid, CreatureConstants.Types.MagicalBeast, CreatureConstants.Types.MonstrousHumanoid, CreatureConstants.Types.Vermin, }; }
public HalfFiendApplicator( ICollectionSelector collectionSelector, ITypeAndAmountSelector typeAndAmountSelector, ISpeedsGenerator speedsGenerator, IAttacksGenerator attacksGenerator, IFeatsGenerator featsGenerator, ISkillsGenerator skillsGenerator, Dice dice, IMagicGenerator magicGenerator) { this.collectionSelector = collectionSelector; this.typeAndAmountSelector = typeAndAmountSelector; this.speedsGenerator = speedsGenerator; this.attacksGenerator = attacksGenerator; this.featsGenerator = featsGenerator; this.skillsGenerator = skillsGenerator; this.dice = dice; this.magicGenerator = magicGenerator; creatureTypes = new[] { CreatureConstants.Types.Aberration, CreatureConstants.Types.Animal, CreatureConstants.Types.Dragon, CreatureConstants.Types.Elemental, CreatureConstants.Types.Fey, CreatureConstants.Types.Giant, CreatureConstants.Types.Humanoid, CreatureConstants.Types.MagicalBeast, CreatureConstants.Types.MonstrousHumanoid, CreatureConstants.Types.Ooze, CreatureConstants.Types.Plant, CreatureConstants.Types.Vermin, }; }
public FeatsSelector(ICollectionSelector collectionsSelector, ITypeAndAmountSelector typeAndAmountSelector) { this.collectionsSelector = collectionsSelector; this.typeAndAmountSelector = typeAndAmountSelector; helper = new SpecialQualityHelper(); }
public LycanthropeApplicator( ICollectionSelector collectionSelector, ICreatureDataSelector creatureDataSelector, IHitPointsGenerator hitPointsGenerator, Dice dice, ITypeAndAmountSelector typeAndAmountSelector, IFeatsGenerator featsGenerator, IAttacksGenerator attacksGenerator, ISavesGenerator savesGenerator, ISkillsGenerator skillsGenerator, ISpeedsGenerator speedsGenerator) { this.collectionSelector = collectionSelector; this.creatureDataSelector = creatureDataSelector; this.hitPointsGenerator = hitPointsGenerator; this.dice = dice; this.typeAndAmountSelector = typeAndAmountSelector; this.featsGenerator = featsGenerator; this.attacksGenerator = attacksGenerator; this.savesGenerator = savesGenerator; this.skillsGenerator = skillsGenerator; this.speedsGenerator = speedsGenerator; creatureTypes = new[] { CreatureConstants.Types.Giant, CreatureConstants.Types.Humanoid, }; }
public void Setup() { stopwatch = new Stopwatch(); collectionSelector = GetNewInstanceOf <ICollectionSelector>(); timeLimit = TimeSpan.FromSeconds(1); }
public IntelligenceGenerator(Dice dice, ITreasurePercentileSelector percentileSelector, ICollectionSelector collectionsSelector, IIntelligenceDataSelector intelligenceDataSelector) { this.dice = dice; this.percentileSelector = percentileSelector; this.collectionsSelector = collectionsSelector; this.intelligenceDataSelector = intelligenceDataSelector; }
public GhostApplicator( Dice dice, ISpeedsGenerator speedsGenerator, IAttacksGenerator attacksGenerator, ICollectionSelector collectionSelector, IFeatsGenerator featsGenerator, IItemsGenerator itemsGenerator, ITypeAndAmountSelector typeAndAmountSelector) { this.dice = dice; this.speedsGenerator = speedsGenerator; this.attacksGenerator = attacksGenerator; this.collectionSelector = collectionSelector; this.featsGenerator = featsGenerator; this.itemsGenerator = itemsGenerator; this.typeAndAmountSelector = typeAndAmountSelector; creatureTypes = new[] { CreatureConstants.Types.Aberration, CreatureConstants.Types.Animal, CreatureConstants.Types.Dragon, CreatureConstants.Types.Giant, CreatureConstants.Types.Humanoid, CreatureConstants.Types.MagicalBeast, CreatureConstants.Types.MonstrousHumanoid, CreatureConstants.Types.Plant, }; }
public SkillsGenerator(ISkillSelector skillSelector, ICollectionSelector collectionsSelector, IAdjustmentsSelector adjustmentsSelector, Dice dice) { this.skillSelector = skillSelector; this.collectionsSelector = collectionsSelector; this.adjustmentsSelector = adjustmentsSelector; this.dice = dice; }
public CurseGenerator(Dice dice, ITreasurePercentileSelector percentileSelector, ICollectionSelector collectionsSelector, JustInTimeFactory justInTimeFactory) { this.dice = dice; this.percentileSelector = percentileSelector; this.collectionsSelector = collectionsSelector; this.justInTimeFactory = justInTimeFactory; }
public FeatsGenerator(ICollectionSelector collectionsSelector, IFeatsSelector featsSelector, IFeatFocusGenerator featFocusGenerator, Dice dice) { this.collectionsSelector = collectionsSelector; this.featsSelector = featsSelector; this.featFocusGenerator = featFocusGenerator; this.dice = dice; }
public void Setup() { mockInnerSelector = new Mock <ICollectionSelector>(); mockAssemblyLoader = new Mock <AssemblyLoader>(); proxy = new CollectionSelectorCachingProxy(mockInnerSelector.Object, mockAssemblyLoader.Object); mockAssemblyLoader.Setup(l => l.GetRunningAssembly()).Returns(Assembly.GetExecutingAssembly()); }
/// <summary> /// Initializes a new instance of the <see cref="EditableCollectionSelector{T}" /> class. /// </summary> /// <param name="items">The items.</param> /// <param name="internalSelector">The internal selector.</param> protected EditableCollectionSelector(ObservableCollection <T> items, ICollectionSelector <T> internalSelector) { ItemsCore = items; _internalSelector = internalSelector; _internalSelector.SelectedItemChanged += (sender, args) => OnSelectedItemChanged(); _internalSelector.SelectedItemChanging += (sender, args) => OnSelectedItemChanging(); _internalSelector.PropertyChanged += (sender, args) => OnPropertyChanged(args); }
public void Setup() { helper = new AttackHelper(); damageHelper = new DamageHelper(); collectionSelector = GetNewInstanceOf <ICollectionSelector>(); featsSelector = GetNewInstanceOf <IFeatsSelector>(); creatureDataSelector = GetNewInstanceOf <ICreatureDataSelector>(); }
public SpecialAbilitiesGenerator(ICollectionSelector collectionsSelector, ITreasurePercentileSelector percentileSelector, ISpecialAbilityDataSelector specialAbilityDataSelector) { this.collectionsSelector = collectionsSelector; this.percentileSelector = percentileSelector; this.specialAbilityDataSelector = specialAbilityDataSelector; damageHelper = new DamageHelper(); }
public void Setup() { mockMapper = new Mock<CollectionMapper>(); mockDice = new Mock<Dice>(); selector = new CollectionSelector(mockMapper.Object, mockDice.Object); allCollections = new Dictionary<string, IEnumerable<string>>(); mockMapper.Setup(m => m.Map(TableName)).Returns(allCollections); }
public PotionGenerator( ITypeAndAmountPercentileSelector typeAndAmountPercentileSelector, ICollectionSelector collectionSelector, IReplacementSelector replacementSelector) { this.typeAndAmountPercentileSelector = typeAndAmountPercentileSelector; this.collectionSelector = collectionSelector; this.replacementSelector = replacementSelector; }
/// <summary> /// Binds a <see cref="ICollectionSelector"/> to a <see cref="ComboBox"/>. /// </summary> /// <param name="comboBox"><see cref="TextBox"/> to apply binding.</param> /// <param name="selector"><see cref="ICollectionSelector"/> to bind.</param> /// <returns>Returns an <see cref="IDisposable"/> instance. Dispose it to ends binding.</returns> public static IDisposable Bind(this ComboBox comboBox, ICollectionSelector selector) { if (comboBox == null) { return(AnonymousDisposable.Empty); } return(new ComboBoxBinder(comboBox, selector)); }
public CollectionSelectorCachingProxy(ICollectionSelector innerSelector, AssemblyLoader assemblyLoader) { this.innerSelector = innerSelector; this.assemblyLoader = assemblyLoader; cachedExplodedCollections = new Dictionary <string, IEnumerable <string> >(); cachedExplodedWithDuplicatesCollections = new Dictionary <string, IEnumerable <string> >(); myLock = new object(); }
public FilterVerifier(ITypeAndAmountPercentileSelector typeAndAmountPercentileSelector, ICollectionSelector collectionSelector, IEncounterCollectionSelector encounterCollectionSelector, IRollSelector rollSelector) { this.typeAndAmountPercentileSelector = typeAndAmountPercentileSelector; this.collectionSelector = collectionSelector; this.encounterCollectionSelector = encounterCollectionSelector; this.rollSelector = rollSelector; challengeRatingRegex = new Regex(RegexConstants.ChallengeRatingPattern); descriptionRegex = new Regex(RegexConstants.DescriptionPattern); }
public ComboBoxBinder(ComboBox comboBox, ICollectionSelector selector) : base(comboBox) { _selector = selector; Control.SelectedIndex = _selector.SelectedIndex; UpdateItems(); Control.SelectedIndexChanged += OnComboBoxSelectedIndexChanged; _selector.PropertyChanged += OnSelectorPropertyChanged; }
public MagicGenerator( ISpellsGenerator spellsGenerator, ICollectionSelector collectionsSelector, IAdjustmentsSelector adjustmentsSelector, ITypeAndAmountSelector typeAndAmountSelector) { this.spellsGenerator = spellsGenerator; this.collectionsSelector = collectionsSelector; this.adjustmentsSelector = adjustmentsSelector; this.typeAndAmountSelector = typeAndAmountSelector; }
public HalfDragonRedApplicator( ICollectionSelector collectionSelector, ISpeedsGenerator speedsGenerator, IAttacksGenerator attacksGenerator, IFeatsGenerator featsGenerator, ISkillsGenerator skillsGenerator, IAlignmentGenerator alignmentGenerator, Dice dice, IMagicGenerator magicGenerator) : base(collectionSelector, speedsGenerator, attacksGenerator, featsGenerator, skillsGenerator, alignmentGenerator, dice, magicGenerator) { }
public StaffGenerator(ITypeAndAmountPercentileSelector typeAndAmountPercentileSelector, IChargesGenerator chargesGenerator, ICollectionSelector collectionsSelector, ISpecialAbilitiesGenerator specialAbilitiesGenerator, JustInTimeFactory justInTimeFactory) { this.typeAndAmountPercentileSelector = typeAndAmountPercentileSelector; this.chargesGenerator = chargesGenerator; this.collectionsSelector = collectionsSelector; this.specialAbilitiesGenerator = specialAbilitiesGenerator; this.justInTimeFactory = justInTimeFactory; }
public EquipmentGenerator(ICollectionSelector collectionSelector, IItemsGenerator itemGenerator, IPercentileSelector percentileSelector, IItemSelector itemSelector, JustInTimeFactory justInTimeFactory) { this.collectionSelector = collectionSelector; this.itemGenerator = itemGenerator; this.percentileSelector = percentileSelector; this.itemSelector = itemSelector; this.justInTimeFactory = justInTimeFactory; }
public MagicalArmorGenerator( ITreasurePercentileSelector percentileSelector, ICollectionSelector collectionsSelector, ISpecialAbilitiesGenerator specialAbilitiesGenerator, ISpecificGearGenerator specificGearGenerator, JustInTimeFactory justInTimeFactory) { this.percentileSelector = percentileSelector; this.collectionsSelector = collectionsSelector; this.specialAbilitiesGenerator = specialAbilitiesGenerator; this.specificGearGenerator = specificGearGenerator; this.justInTimeFactory = justInTimeFactory; }
public ItemsGenerator( ITypeAndAmountPercentileSelector typeAndAmountPercentileSelector, JustInTimeFactory justInTimeFactory, ITreasurePercentileSelector percentileSelector, IRangeDataSelector rangeDataSelector, ICollectionSelector collectionSelector) { this.typeAndAmountPercentileSelector = typeAndAmountPercentileSelector; this.justInTimeFactory = justInTimeFactory; this.percentileSelector = percentileSelector; this.rangeDataSelector = rangeDataSelector; this.collectionSelector = collectionSelector; }
public MundaneWeaponGenerator( ITreasurePercentileSelector percentileSelector, ICollectionSelector collectionsSelector, Dice dice, IWeaponDataSelector weaponDataSelector, IReplacementSelector replacementSelector) { this.percentileSelector = percentileSelector; this.collectionsSelector = collectionsSelector; this.dice = dice; this.weaponDataSelector = weaponDataSelector; this.replacementSelector = replacementSelector; }
public RingGenerator( ICollectionSelector collectionsSelector, ISpellGenerator spellGenerator, IChargesGenerator chargesGenerator, ITypeAndAmountPercentileSelector typeAndAmountPercentileSelector, IReplacementSelector replacementSelector) { this.collectionsSelector = collectionsSelector; this.spellGenerator = spellGenerator; this.chargesGenerator = chargesGenerator; this.typeAndAmountPercentileSelector = typeAndAmountPercentileSelector; this.replacementSelector = replacementSelector; }
internal static ICollectionSelector InitializeContentManager(TestContext testContext) { string sourceFolder = string.Empty; string targetFolder = string.Empty; bool reportsCreated = false; List <string> scenarioList = null; string runtimeResourcesSelector = null; List <BadCombination> badCombinations = null; List <ReportWeight> reportsWeight = null; Logging.Log("Initialize Content for the test"); // Get runtime parameters LoadContextProperty(testContext, SharedConstants.SourceReportFolderKey, ref sourceFolder); LoadContextProperty(testContext, SharedConstants.TargetReportFolderKey, ref targetFolder); LoadContextProperty(testContext, SharedConstants.ScenarioListKey, ref scenarioList); LoadContextProperty(testContext, SharedConstants.RuntimeResourcesSelectorKey, ref runtimeResourcesSelector); LoadContextProperty(testContext, SharedConstants.InitializedResourcesKey, ref reportsCreated); LoadContextProperty <List <BadCombination> >(testContext, SharedConstants.BadCombinationsKey, ref badCombinations); LoadContextProperty <List <ReportWeight> >(testContext, SharedConstants.ReportsWeightKey, ref reportsWeight); ICollectionSelector itemSelector = null; if (String.IsNullOrEmpty(runtimeResourcesSelector)) { itemSelector = new RandomSelector(); } else { if (runtimeResourcesSelector.Equals("random", StringComparison.InvariantCultureIgnoreCase)) { itemSelector = new RandomSelector(); } else { itemSelector = new SequentialSelector(); } } foreach (string scenario in scenarioList) { IContentManager contentManager = ContentManagerFactory.GetInstance(scenario); contentManager.Initialize(scenario, scenario); contentManager.ItemSelector = itemSelector; contentManager.PopulateReportListFromServer(); contentManager.BadReportMethodCombinations = badCombinations; contentManager.ReporstWeight = reportsWeight; } return(itemSelector); }
public AttackSelector(ICollectionSelector collectionSelector) { this.collectionSelector = collectionSelector; damageMaps = new Dictionary <string, string>(); damageMaps["2d8"] = "3d8"; damageMaps["2d6"] = "3d6"; damageMaps["1d10"] = "2d8"; damageMaps["1d8"] = "2d6"; damageMaps["1d6"] = "1d8"; damageMaps["1d4"] = "1d6"; damageMaps["1d3"] = "1d4"; damageMaps["1d2"] = "1d3"; }
public LichApplicator( ICollectionSelector collectionSelector, ICreatureDataSelector creatureDataSelector, Dice dice, IAttacksGenerator attacksGenerator, IFeatsGenerator featsGenerator, ITypeAndAmountSelector typeAndAmountSelector) { this.collectionSelector = collectionSelector; this.creatureDataSelector = creatureDataSelector; this.dice = dice; this.attacksGenerator = attacksGenerator; this.featsGenerator = featsGenerator; this.typeAndAmountSelector = typeAndAmountSelector; }
public EncounterGenerator(ITypeAndAmountPercentileSelector typeAndAmountPercentileSelector, IRollSelector rollSelector, IPercentileSelector percentileSelector, ICollectionSelector collectionSelector, Dice dice, IEncounterCharacterGenerator encounterCharacterGenerator, IEncounterTreasureGenerator encounterTreasureGenerator, IFilterVerifier filterVerifier, IEncounterCollectionSelector creatureCollectionSelector) { this.typeAndAmountPercentileSelector = typeAndAmountPercentileSelector; this.rollSelector = rollSelector; this.percentileSelector = percentileSelector; this.collectionSelector = collectionSelector; this.dice = dice; this.encounterTreasureGenerator = encounterTreasureGenerator; this.encounterCharacterGenerator = encounterCharacterGenerator; this.filterVerifier = filterVerifier; this.creatureCollectionSelector = creatureCollectionSelector; challengeRatingRegex = new Regex(RegexConstants.ChallengeRatingPattern); subTypeRegex = new Regex(RegexConstants.DescriptionPattern); }
public EncounterTreasureGenerator(ICoinGenerator coinGenerator, IGoodsGenerator goodsGenerator, IItemsGenerator itemsGenerator, IAdjustmentSelector adjustmentSelector, IBooleanPercentileSelector booleanPercentileSelector, ICollectionSelector collectionSelector, IMagicalItemGeneratorRuntimeFactory magicalItemGeneratorRuntimeFactory, IMundaneItemGeneratorRuntimeFactory mundaneItemGeneratorRuntimeFactory) { this.coinGenerator = coinGenerator; this.goodsGenerator = goodsGenerator; this.itemsGenerator = itemsGenerator; this.adjustmentSelector = adjustmentSelector; this.booleanPercentileSelector = booleanPercentileSelector; this.collectionSelector = collectionSelector; this.magicalItemGeneratorRuntimeFactory = magicalItemGeneratorRuntimeFactory; this.mundaneItemGeneratorRuntimeFactory = mundaneItemGeneratorRuntimeFactory; subTypeRegex = new Regex(RegexConstants.DescriptionPattern); itemTypeRegex = new Regex(RegexConstants.ItemTypePattern); itemBonusRegex = new Regex(RegexConstants.ItemBonusPattern); specialAbilityRegex = new Regex(RegexConstants.SpecialAbilitiesPattern); traitRegex = new Regex(RegexConstants.TraitPattern); }
public EncounterCharacterGenerator(ICharacterGenerator characterGenerator, IAlignmentRandomizer alignmentRandomizer, IClassNameRandomizer anyPlayerClassNameRandomizer, ISetLevelRandomizer setLevelRandomizer, RaceRandomizer baseRaceRandomizer, RaceRandomizer metaraceRandomizer, IStatsRandomizer statsRandomizer, ICollectionSelector collectionSelector, ISetMetaraceRandomizer setMetaraceRandomizer, IClassNameRandomizer anyNPCClassNameRandomizer, ISetClassNameRandomizer setClassNameRandomizer, Dice dice) { this.characterGenerator = characterGenerator; this.alignmentRandomizer = alignmentRandomizer; this.anyPlayerClassNameRandomizer = anyPlayerClassNameRandomizer; this.setLevelRandomizer = setLevelRandomizer; this.baseRaceRandomizer = baseRaceRandomizer; this.metaraceRandomizer = metaraceRandomizer; this.statsRandomizer = statsRandomizer; this.collectionSelector = collectionSelector; this.setMetaraceRandomizer = setMetaraceRandomizer; this.anyNPCClassNameRandomizer = anyNPCClassNameRandomizer; this.setClassNameRandomizer = setClassNameRandomizer; this.dice = dice; challengeRatingRegex = new Regex(RegexConstants.ChallengeRatingPattern); setCharacterLevelRegex = new Regex(RegexConstants.SetCharacterLevelPattern); subTypeRegex = new Regex(RegexConstants.DescriptionPattern); }
public RollSelector(ICollectionSelector collectionSelector, Dice dice) { this.collectionSelector = collectionSelector; this.dice = dice; }
public EncounterCollectionSelector(ICollectionSelector collectionSelector) { this.collectionSelector = collectionSelector; cachedCollections = new Dictionary<string, IEnumerable<string>>(); }