public static Game CreateGame(IEnumerable<IPlayer> players) { var dice = new MonopolyDice(); var banker = new Banker(players); var realEstateHandler = new OwnableHandler(BoardFactory.CreateRealEstate(dice), banker); var spaces = BoardFactory.CreateNonRealEstateSpaces(banker); var spaceHandler = new UnownableHandler(spaces); var boardHandler = new BoardHandler(players, realEstateHandler, spaceHandler, banker); var jailHandler = new JailHandler(dice, boardHandler, banker); var turnHandler = new TurnHandler(dice, boardHandler, jailHandler, realEstateHandler, banker); var deckFactory = new DeckFactory(players, jailHandler, boardHandler, realEstateHandler, banker); var communityChest = deckFactory.BuildCommunityChestDeck(); var chance = deckFactory.BuildChanceDeck(dice); foreach (var space in spaces.Values.OfType<DrawCard>()) { if (space.ToString() == "Community Chest") space.AddDeck(communityChest); else space.AddDeck(chance); } return new Game(players, turnHandler, banker); }
public void Init() { ninject = new StandardKernel(new BindingsModule()); deckFactory = ninject.Get<DeckFactory>(); chanceDeck = deckFactory.BuildChanceDeck(); chestDeck = deckFactory.BuildCommunitiyChestDeck(); }
public void Setup() { var players = new[] { new Player("Player") }; var banker = new Banker(players); var realEstateHandler = new OwnableHandler(new Dictionary<Int32, OwnableSpace>(), banker); var boardHandler = FakeHandlerFactory.CreateBoardHandlerForFakeBoard(players, realEstateHandler, banker); var dice = new ControlledDice(); var jailHandler = new JailHandler(dice, boardHandler, banker); var deckFactory = new DeckFactory(players, jailHandler, boardHandler, realEstateHandler, banker); deck = deckFactory.BuildChanceDeck(dice); }