public void InjectDependencies( IGameCore gameCore, ICivDiscoveryCanon civDiscoveryCanon, IDiplomacyCore diplomacyCore, IExchangeBuilder exchangeBuilder ) { GameCore = gameCore; CivDiscoveryCanon = civDiscoveryCanon; DiplomacyCore = diplomacyCore; ExchangeBuilder = exchangeBuilder; }
public CivDiscoveryResponder( IUnitPositionCanon unitPositionCanon, ICivDiscoveryCanon civDiscoveryCanon, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, VisibilitySignals visibilitySignals ) { UnitPositionCanon = unitPositionCanon; CivDiscoveryCanon = civDiscoveryCanon; UnitPossessionCanon = unitPossessionCanon; visibilitySignals.CellBecameExploredByCiv.Subscribe(OnCellBecameExploredByCiv); }
public CivilizationComposer( ICivilizationFactory civilizationFactory, ITechCanon techCanon, ISocialPolicyComposer policyComposer, IExplorationCanon explorationCanon, IHexGrid grid, IFreeBuildingsCanon freeBuildingsCanon, List <IBuildingTemplate> availableBuildings, [Inject(Id = "Available Techs")] List <ITechDefinition> availableTechs, ReadOnlyCollection <ICivilizationTemplate> availableCivTemplates, IGoldenAgeCanon goldenAgeCanon, ICivDiscoveryCanon civDiscoveryCanon ) { CivilizationFactory = civilizationFactory; TechCanon = techCanon; PolicyComposer = policyComposer; ExplorationCanon = explorationCanon; Grid = grid; FreeBuildingsCanon = freeBuildingsCanon; BuildingTemplates = availableBuildings; AvailableTechs = availableTechs; AvailableCivTemplates = availableCivTemplates; GoldenAgeCanon = goldenAgeCanon; CivDiscoveryCanon = civDiscoveryCanon; }