protected void Setup() { VectorCalculatorService = new VectorCalculatorService(); WorldObjectGenerationService = new WorldObjectGenerationService(EngineConfigFake, VectorCalculatorService); WorldStateService = new WorldStateService(EngineConfigFake, VectorCalculatorService, WorldObjectGenerationService); FakeGameObjectProvider = new FakeGameObjectProvider(WorldStateService, WorldObjectGenerationService); }
public WormholeCollisionHandler( IWorldStateService worldStateService, IVectorCalculatorService vectorCalculatorService, IConfigurationService engineConfigOptions) { this.worldStateService = worldStateService; this.vectorCalculatorService = vectorCalculatorService; engineConfig = engineConfigOptions.Value; }
public CollisionService( IConfigurationService engineConfig, IWorldStateService worldStateService, IVectorCalculatorService vectorCalculatorService) { this.worldStateService = worldStateService; this.vectorCalculatorService = vectorCalculatorService; this.engineConfig = engineConfig.Value; }
public FireTorpedoActionHandler( IWorldStateService worldStateService, IVectorCalculatorService vectorCalculatorService, IConfigurationService configurationService) { this.worldStateService = worldStateService; this.vectorCalculatorService = vectorCalculatorService; this.engineConfig = configurationService.Value; }
public PlayerCollisionHandler( IWorldStateService worldStateService, ICollisionService collisionService, IConfigurationService engineConfigOptions, IVectorCalculatorService vectorCalculatorService) { engineConfig = engineConfigOptions.Value; this.worldStateService = worldStateService; this.collisionService = collisionService; this.vectorCalculatorService = vectorCalculatorService; }
public TickProcessingService( ICollisionHandlerResolver collisionHandlerResolver, IVectorCalculatorService vectorCalculatorService, IWorldStateService worldStateService, ICollisionService collisionService) { this.collisionHandlerResolver = collisionHandlerResolver; this.vectorCalculatorService = vectorCalculatorService; this.worldStateService = worldStateService; this.collisionService = collisionService; }
public WorldStateService( IConfigurationService engineConfigOptions, IVectorCalculatorService vectorCalculatorService, IWorldObjectGenerationService worldObjectGenerationService) { engineConfig = engineConfigOptions.Value; this.vectorCalculatorService = vectorCalculatorService; this.worldObjectGenerationService = worldObjectGenerationService; state.World = new World { Radius = engineConfig.MapRadius, CenterPoint = new Position(), CurrentTick = 0 }; }
public WorldObjectGenerationService(IConfigurationService engineConfigOptions, IVectorCalculatorService vectorCalculatorService) { engineConfig = engineConfigOptions.Value; this.vectorCalculatorService = vectorCalculatorService; }