public ExpandOceanBalanceStrategy( ICellModificationLogic modLogic, IPossessionRelationship <IHexCell, IResourceNode> nodeLocationCanon, ICellScorer cellScorer, IRiverCanon riverCanon, IHexGrid grid ) { ModLogic = modLogic; NodeLocationCanon = nodeLocationCanon; CellScorer = cellScorer; RiverCanon = riverCanon; Grid = grid; }
public ExchangeBuilder( IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, IWarCanon warCanon, DiContainer container, IResourceExchangeBuilder resourceExchangeBuilder ) { CityPossessionCanon = cityPossessionCanon; WarCanon = warCanon; Container = container; ResourceExchangeBuilder = resourceExchangeBuilder; }
public ResourceFeaturePlacer( INoiseGenerator noiseGenerator, [Inject(Id = "Feature Container")] Transform featureContainer, IFeatureConfig config, IPossessionRelationship <IHexCell, IResourceNode> resourceNodeLocationCanon, IVisibilityCanon visibilityCanon ) : base(noiseGenerator, featureContainer) { Config = config; ResourceNodeLocationCanon = resourceNodeLocationCanon; VisibilityCanon = visibilityCanon; }
public void InjectDependencies( ISocialPolicyCanon socialPolicyCanon, ICapitalCityCanon capitalCityCanon, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon ) { SocialPolicyCanon = socialPolicyCanon; CapitalCityCanon = capitalCityCanon; CityPossessionCanon = cityPossessionCanon; BuildingPossessionCanon = buildingPossessionCanon; }
public void InjectDependencies( HexCellSignals cellSignals, CitySignals citySignals, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, IPointOrientationLogic pointOrientationLogic ) { CellSignals = cellSignals; CitySignals = citySignals; CityLocationCanon = cityLocationCanon; PointOrientationLogic = pointOrientationLogic; }
public CombatAuraLogic( IUnitConfig unitConfig, IUnitPositionCanon unitPositionCanon, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, IHexGrid grid ) { UnitConfig = unitConfig; UnitPositionCanon = unitPositionCanon; UnitPossessionCanon = unitPossessionCanon; Grid = grid; }
public BuildingPossessionCanon( CitySignals citySignals, IResourceLockingCanon resourceLockingCanon, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, ITechCanon techCanon ) { CitySignals = citySignals; ResourceLockingCanon = resourceLockingCanon; CityPossessionCanon = cityPossessionCanon; TechCanon = techCanon; }
public GoldRaidingLogic( IPossessionRelationship <ICivilization, IUnit> unitPossessionLogic, ICivModifiers civModifiers, UnitSignals signals ) { UnitPossessionLogic = unitPossessionLogic; CivModifiers = civModifiers; signals.MeleeCombatWithUnit.Subscribe(OnMeleeCombatWithUnit); signals.RangedCombatWithUnit.Subscribe(HandleBounty); }
public CapitalCityCanon( IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon, ICityConfig cityConfig, IBuildingFactory buildingFactory, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon ) { BuildingPossessionCanon = buildingPossessionCanon; CityConfig = cityConfig; BuildingFactory = buildingFactory; CityPossessionCanon = cityPossessionCanon; }
public ImprovementInfluenceSource( IImprovementLocationCanon improvementLocationCanon, IHexGrid grid, ICivilizationTerritoryLogic civTerritoryLogic, IAIConfig aiConfig, IPossessionRelationship <IHexCell, IResourceNode> nodeLocationCanon ) { ImprovementLocationCanon = improvementLocationCanon; Grid = grid; CivTerritoryLogic = civTerritoryLogic; AIConfig = aiConfig; NodeLocationCanon = nodeLocationCanon; }
public HillsBalanceStrategy( IYieldEstimator yieldEstimator, IMapScorer mapScorer, IPossessionRelationship <IHexCell, IResourceNode> nodeLocationCanon, ICellModificationLogic modLogic, ITechCanon techCanon ) { YieldEstimator = yieldEstimator; MapScorer = mapScorer; NodeLocationCanon = nodeLocationCanon; ModLogic = modLogic; TechCanon = techCanon; }
public GreatMilitaryPointGainLogic( IGreatPersonCanon greatPersonCanon, ICivilizationConfig civConfig, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, UnitSignals unitSignals, ICivModifiers civModifiers ) { GreatPersonCanon = greatPersonCanon; CivConfig = civConfig; UnitPossessionCanon = unitPossessionCanon; UnitSignals = unitSignals; CivModifiers = civModifiers; }
public GreatPersonFactory( ICapitalCityCanon capitalCityCanon, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, IUnitFactory unitFactory, IUnitConfig unitConfig, IHexGrid grid, CivilizationSignals civSignals ) { CapitalCityCanon = capitalCityCanon; CityLocationCanon = cityLocationCanon; UnitFactory = unitFactory; UnitConfig = unitConfig; Grid = grid; CivSignals = civSignals; }
public BarbarianPlayerBrain( IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, IBarbarianUnitBrain barbarianUnitBrain, IUnitCommandExecuter unitCommandExecuter, IBarbarianTurnExecuter turnExecuter, IInfluenceMapLogic influenceMapLogic ) { UnitPossessionCanon = unitPossessionCanon; BarbarianUnitBrain = barbarianUnitBrain; UnitCommandExecuter = unitCommandExecuter; TurnExecuter = turnExecuter; InfluenceMapLogic = influenceMapLogic; }
public DiplomaticExchangeComposer( IPossessionRelationship <IHexCell, ICity> cityLocationCanon, IDiplomaticExchangeFactory exchangeFactory, IHexGrid grid, [Inject(Id = "Available Resources")] IEnumerable <IResourceDefinition> availableResources ) { CityLocationCanon = cityLocationCanon; ExchangeFactory = exchangeFactory; Grid = grid; AvailableResources = availableResources; }
public PopulationGrowthLogic( ICityConfig config, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, ICivilizationHappinessLogic civilizationHappinessLogic, ICityModifiers cityModifiers, IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon ) { CityConfig = config; CityPossessionCanon = cityPossessionCanon; CityModifiers = cityModifiers; CivilizationHappinessLogic = civilizationHappinessLogic; BuildingPossessionCanon = buildingPossessionCanon; }
public FoundCityAbilityHandler(ICityValidityLogic cityValidityLogic, IUnitPositionCanon unitPositionCanon, ICityFactory cityFactory, IPossessionRelationship <ICivilization, IUnit> unitOwnershipCanon, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon ) { CityValidityLogic = cityValidityLogic; UnitPositionCanon = unitPositionCanon; CityFactory = cityFactory; UnitOwnershipCanon = unitOwnershipCanon; CityPossessionCanon = cityPossessionCanon; }
public HurryProductionAbilityHandler( IPossessionRelationship <IHexCell, ICity> cityLocationCanon, IUnitPositionCanon unitPositionCanon, ICityConfig cityConfig, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon ) { CityLocationCanon = cityLocationCanon; UnitPositionCanon = unitPositionCanon; CityConfig = cityConfig; UnitPossessionCanon = unitPossessionCanon; CityPossessionCanon = cityPossessionCanon; }
public CellPossessionCanon( CitySignals citySignals, HexCellSignals cellSignals, IPossessionRelationship <IHexCell, ICity> cityLocationCanon ) { CitySignals = citySignals; CityLocationCanon = cityLocationCanon; citySignals.BeingDestroyed.Subscribe(OnCityBeingDestroyed); cellSignals.MapBeingClearedSignal.Subscribe(unit => Clear(false)); }
public ConnectionPathCostLogic( IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon, ICivilizationTerritoryLogic civTerritoryLogic ) { CityPossessionCanon = cityPossessionCanon; CityLocationCanon = cityLocationCanon; BuildingPossessionCanon = buildingPossessionCanon; CivTerritoryLogic = civTerritoryLogic; }
public CityHappinessLogic( ICityConfig config, IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon, ICityModifiers cityModifiers, ICapitalConnectionLogic capitalConnectionLogic, IUnitGarrisonLogic unitGarrisonLogic ) { Config = config; BuildingPossessionCanon = buildingPossessionCanon; CityModifiers = cityModifiers; CapitalConnectionLogic = capitalConnectionLogic; UnitGarrisonLogic = unitGarrisonLogic; }
public CityValidityLogic( IPossessionRelationship <ICity, IHexCell> tilePossessionCanon, IHexGrid hexGrid, ICityFactory cityFactory, ICityConfig config, IPossessionRelationship <IHexCell, ICity> cityLocationCanon ) { CellPossessionCanon = tilePossessionCanon; HexGrid = hexGrid; CityFactory = cityFactory; Config = config; CityLocationCanon = cityLocationCanon; }
public PillageAbilityHandler( IUnitPositionCanon unitPositionCanon, IImprovementLocationCanon improvementLocationCanon, ICivilizationTerritoryLogic civTerritoryLogic, IWarCanon warCanon, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon ) { UnitPositionCanon = unitPositionCanon; ImprovementLocationCanon = improvementLocationCanon; CivTerritoryLogic = civTerritoryLogic; WarCanon = warCanon; UnitPossessionCanon = unitPossessionCanon; }
public CityCenterYieldLogic( IIncomeModifierLogic incomeModifierLogic, ICityConfig cityConfig, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, IUnitGarrisonLogic unitGarrisonLogic, ICityModifiers cityModifiers ) { IncomeModifierLogic = incomeModifierLogic; CityPossessionCanon = cityPossessionCanon; CityConfig = cityConfig; UnitGarrisonLogic = unitGarrisonLogic; CityModifiers = cityModifiers; }
public CivDiscoveryResponder( IUnitPositionCanon unitPositionCanon, ICivDiscoveryCanon civDiscoveryCanon, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, VisibilitySignals visibilitySignals ) { UnitPositionCanon = unitPositionCanon; CivDiscoveryCanon = civDiscoveryCanon; UnitPossessionCanon = unitPossessionCanon; visibilitySignals.CellBecameExploredByCiv.Subscribe(OnCellBecameExploredByCiv); }
public ResourceNodeFactory( DiContainer container, IPossessionRelationship <IHexCell, IResourceNode> resourceNodeLocationCanon, IResourceRestrictionLogic restrictionCanon, ResourceSignals signals, [InjectOptional(Id = "Resource Node Container")] Transform nodeContainer ) { Container = container; ResourceNodeLocationCanon = resourceNodeLocationCanon; RestrictionCanon = restrictionCanon; NodeContainer = nodeContainer; signals.NodeBeingDestroyed.Subscribe(OnNodeBeingDestroyed); }
public ProductionLogic( ICityConfig config, IYieldGenerationLogic generationLogic, IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, ISocialPolicyCanon socialPolicyCanon ) { Config = config; GenerationLogic = generationLogic; BuildingPossessionCanon = buildingPossessionCanon; CityPossessionCanon = cityPossessionCanon; SocialPolicyCanon = socialPolicyCanon; }
public void InjectDependencies( IPossessionRelationship <ICity, IHexCell> possessionCanon, CitySignals citySignals, HexCellSignals hexCellSignals, DiContainer container, IBorderExpansionLogic borderExpansionLogic, IPossessionRelationship <ICity, IHexCell> cellPossessionCanon ) { PossessionCanon = possessionCanon; CitySignals = citySignals; HexCellSignals = hexCellSignals; Container = container; BorderExpansionLogic = borderExpansionLogic; CellPossessionCanon = cellPossessionCanon; }
public IncomeModifierLogic( IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, ICivilizationHappinessLogic civHappinessLogic, ICivilizationConfig civConfig, IGoldenAgeCanon goldenAgeCanon ) { BuildingPossessionCanon = buildingPossessionCanon; CityPossessionCanon = cityPossessionCanon; CivHappinessLogic = civHappinessLogic; CivConfig = civConfig; GoldenAgeCanon = goldenAgeCanon; }
public CityPossessionCanon( CitySignals citySignals, CivilizationSignals civSignals, IPossessionRelationship <ICity, IHexCell> cellPossessionCanon, HexCellSignals cellSignals ) { CivSignals = civSignals; citySignals.BeingDestroyed.Subscribe(OnCityBeingDestroyed); civSignals.CivBeingDestroyed.Subscribe(OnCivilizationBeingDestroyed); cellSignals.MapBeingClearedSignal.Subscribe(unit => Clear(false)); }