public Core(IAccountFinder account_finder , IWheelService wheel_service) { _AccountFinder = account_finder; _WheelService = wheel_service; _Updater = new Updater(); _Hall = new Hall(); }
public Center(IAccountFinder account_finder, IGameRecorder game_recorder ) { _AccountFinder = account_finder; _GameRecorder = game_recorder; _Hall = new Hall(); _Updater = new Updater(); _Zone = new Zone(new [] { new RealmInfomation { Name = "maze1", Maze = new MazeInfomation() { Dimension = 10 , Width = 15 , Height = 15 , MazeUnits = new [] { new MazeUnitInfomation { Name = "enterance1" , Type = LEVEL_UNIT.ENTERANCE1 }, new MazeUnitInfomation { Name = "enterance2" , Type = LEVEL_UNIT.ENTERANCE2 }, new MazeUnitInfomation { Name = "enterance3" , Type = LEVEL_UNIT.ENTERANCE3 }, new MazeUnitInfomation { Name = "enterance4" , Type = LEVEL_UNIT.ENTERANCE4 }, new MazeUnitInfomation { Name = "wall" , Type = LEVEL_UNIT.WALL}, new MazeUnitInfomation { Name = "pool" , Type = LEVEL_UNIT.POOL}, new MazeUnitInfomation { Name = "field" , Type = LEVEL_UNIT.FIELD}, new MazeUnitInfomation { Name = "thickwall" , Type = LEVEL_UNIT.GATE}, new MazeUnitInfomation { Name = "chest" , Type = LEVEL_UNIT.CHEST}, new MazeUnitInfomation { Name = "exit1" , Type = LEVEL_UNIT.EXIT} } }, Town = new TownInfomation() {Name = ""}, EntityEnteranceResource = new Dictionary<ENTITY, int> { { ENTITY.ACTOR1, 10}, { ENTITY.ACTOR2, 20}, { ENTITY.ACTOR3, 20}, { ENTITY.ACTOR4, 20}, { ENTITY.ACTOR5, 20}, }, EntityFieldResource = new Dictionary<ENTITY, int> { { ENTITY.ACTOR1, 10}, { ENTITY.ACTOR2, 10}, { ENTITY.ACTOR3, 10}, { ENTITY.ACTOR4, 10}, { ENTITY.ACTOR5, 10}, } }, new RealmInfomation { Name = "maze2", Maze = new MazeInfomation() { Dimension = 5 , Width = 15 , Height = 15 , MazeUnits = new [] { new MazeUnitInfomation { Name = "enterance1" , Type = LEVEL_UNIT.ENTERANCE1 }, new MazeUnitInfomation { Name = "enterance2" , Type = LEVEL_UNIT.ENTERANCE2 }, new MazeUnitInfomation { Name = "enterance3" , Type = LEVEL_UNIT.ENTERANCE3 }, new MazeUnitInfomation { Name = "enterance4" , Type = LEVEL_UNIT.ENTERANCE4 }, new MazeUnitInfomation { Name = "wall" , Type = LEVEL_UNIT.WALL}, new MazeUnitInfomation { Name = "pool" , Type = LEVEL_UNIT.POOL}, new MazeUnitInfomation { Name = "field" , Type = LEVEL_UNIT.FIELD}, new MazeUnitInfomation { Name = "thickwall" , Type = LEVEL_UNIT.GATE}, new MazeUnitInfomation { Name = "chest" , Type = LEVEL_UNIT.CHEST}, new MazeUnitInfomation { Name = "exit2" , Type = LEVEL_UNIT.EXIT} } }, Town = new TownInfomation() {Name = ""}, EntityEnteranceResource = new Dictionary<ENTITY, int> { { ENTITY.ACTOR1, 10}, { ENTITY.ACTOR2, 10}, { ENTITY.ACTOR3, 10}, { ENTITY.ACTOR4, 10}, { ENTITY.ACTOR5, 10}, }, EntityFieldResource = new Dictionary<ENTITY, int> { { ENTITY.ACTOR1, 10}, { ENTITY.ACTOR2, 10}, { ENTITY.ACTOR3, 10}, { ENTITY.ACTOR4, 10}, { ENTITY.ACTOR5, 10}, } }, new RealmInfomation { Name = "town1", Maze = new MazeInfomation() { Dimension = 0 , Width = 0 , Height = 0 , MazeUnits = new MazeUnitInfomation[0], }, Town = new TownInfomation() {Name = "town1"}, EntityEnteranceResource = new Dictionary<ENTITY, int> { { ENTITY.ACTOR1, 0}, { ENTITY.ACTOR2, 0}, { ENTITY.ACTOR3, 0}, { ENTITY.ACTOR4, 0}, { ENTITY.ACTOR5, 0}, }, EntityFieldResource = new Dictionary<ENTITY, int> { { ENTITY.ACTOR1, 0}, { ENTITY.ACTOR2, 0}, { ENTITY.ACTOR3, 0}, { ENTITY.ACTOR4, 0}, { ENTITY.ACTOR5, 0}, } }, new RealmInfomation { Name = "town2", Maze = new MazeInfomation() { Dimension = 0 , Width = 0 , Height = 0 , MazeUnits = new MazeUnitInfomation[0], }, Town = new TownInfomation() {Name = "town2"}, EntityEnteranceResource = new Dictionary<ENTITY, int> { { ENTITY.ACTOR1, 0}, { ENTITY.ACTOR2, 0}, { ENTITY.ACTOR3, 0}, { ENTITY.ACTOR4, 0}, { ENTITY.ACTOR5, 0}, }, EntityFieldResource = new Dictionary<ENTITY, int> { { ENTITY.ACTOR1, 0}, { ENTITY.ACTOR2, 0}, { ENTITY.ACTOR3, 0}, { ENTITY.ACTOR4, 0}, { ENTITY.ACTOR5, 0}, } }, }); }
public HostCore() { _Updater = new Updater(); _Map = new QuadTree<Player>(new Size(4, 4), 1000); _Hall = new Hall(); }
public Center() { _Updater = new Updater(); _Hall = new Hall(); _GameLobby = new GameLobby(); }