private ICivilization BuildCiv(
            int goldStockpile, IEnumerable <ICity> cities, ICivilizationTemplate template, params IUnit[] units
            )
        {
            var mockCiv = new Mock <ICivilization>();

            mockCiv.SetupAllProperties();
            mockCiv.Setup(civ => civ.Template).Returns(template);

            var newCiv = mockCiv.Object;

            newCiv.GoldStockpile = goldStockpile;

            foreach (var city in cities)
            {
                MockCityPossessionCanon.Setup(canon => canon.GetOwnerOfPossession(city)).Returns(newCiv);
            }

            MockCityPossessionCanon.Setup(canon => canon.GetPossessionsOfOwner(newCiv)).Returns(cities);

            foreach (var unit in units)
            {
                MockUnitPossessionCanon.Setup(canon => canon.GetOwnerOfPossession(unit)).Returns(newCiv);
            }

            return(newCiv);
        }
Ejemplo n.º 2
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        public void PopulateValidTemplatesDropdown(
            IEnumerable <ICivilizationTemplate> allTemplates, HashSet <ICivilizationTemplate> chosenTemplates,
            ICivilizationTemplate selectedTemplate
            )
        {
            ValidTemplatesDropdown.ClearOptions();

            var validTemplates = allTemplates.Where(
                template => template == selectedTemplate || !chosenTemplates.Contains(template)
                );

            List <Dropdown.OptionData> options = validTemplates.Select(
                template => new Dropdown.OptionData(template.Name)
                ).ToList();

            ValidTemplatesDropdown.AddOptions(options);

            var selectedDropdown = ValidTemplatesDropdown.options.Where(
                option => option.text.Equals(selectedTemplate.Name)
                ).FirstOrDefault();

            if (selectedDropdown != null)
            {
                ValidTemplatesDropdown.value = ValidTemplatesDropdown.options.IndexOf(selectedDropdown);
            }
        }
        public ICivilization Create(ICivilizationTemplate template, IEnumerable <ITechDefinition> startingTechs)
        {
            if (template == null)
            {
                throw new ArgumentNullException("template");
            }

            var newCivilization = Container.InstantiateComponentOnNewGameObject <Civilization>();

            newCivilization.Template = template;

            if (CivContainer != null)
            {
                newCivilization.transform.SetParent(CivContainer, false);
            }

            allCivilizations.Add(newCivilization);

            foreach (var tech in startingTechs)
            {
                TechCanon.SetTechAsDiscoveredForCiv(tech, newCivilization);
            }

            Signals.NewCivilizationCreated.OnNext(newCivilization);

            return(newCivilization);
        }
        private ICivilization BuildCiv(ICivilizationTemplate template)
        {
            var mockCiv = new Mock <ICivilization>();

            mockCiv.Setup(civ => civ.Template).Returns(template);

            return(mockCiv.Object);
        }
        private Mock <ICivilization> BuildMockCiv(ICivilizationTemplate template)
        {
            var mockCiv = new Mock <ICivilization>();

            mockCiv.Setup(civ => civ.Template).Returns(template);

            AllCivs.Add(mockCiv.Object);

            return(mockCiv);
        }
Ejemplo n.º 6
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        private ICivilization BuildCiv(ICivilizationTemplate template, int goldStockpile)
        {
            var mockCiv = new Mock <ICivilization>();

            mockCiv.SetupAllProperties();
            mockCiv.Setup(civ => civ.Template).Returns(template);

            var newCiv = mockCiv.Object;

            newCiv.GoldStockpile = goldStockpile;

            return(newCiv);
        }
        private ICivilization BuildCiv(ICivilizationTemplate template)
        {
            var mockCiv = new Mock <ICivilization>();

            mockCiv.Name = template.Name;
            mockCiv.Setup(civ => civ.Template).Returns(template);

            var newCiv = mockCiv.Object;

            AllCivs.Add(newCiv);

            return(newCiv);
        }
Ejemplo n.º 8
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        private ICivilization BuildCiv(ICivilizationTemplate template, params IHexCell[] visibleCells)
        {
            var mockCiv = new Mock <ICivilization>();

            mockCiv.Setup(civ => civ.Template).Returns(template);

            var newCiv = mockCiv.Object;

            foreach (var cell in visibleCells)
            {
                MockVisibilityCanon.Setup(canon => canon.IsCellVisibleToCiv(cell, newCiv)).Returns(true);
            }

            AllCivs.Add(newCiv);

            return(newCiv);
        }
        private ICivilization BuildCivilization(
            ICivilizationTemplate template, int goldStockpile, int cultureStockpile
            )
        {
            var mockCiv = new Mock <ICivilization>();

            mockCiv.SetupAllProperties();

            mockCiv.Setup(civ => civ.Template).Returns(template);
            mockCiv.Setup(civ => civ.TechQueue).Returns(new Queue <ITechDefinition>());

            var newCiv = mockCiv.Object;

            newCiv.GoldStockpile    = goldStockpile;
            newCiv.CultureStockpile = cultureStockpile;

            AllCivilizations.Add(newCiv);

            return(newCiv);
        }
Ejemplo n.º 10
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        public void UpdateSelectedCivTemplate(int optionIndex)
        {
            var templateName = CivTemplateDropdown.options[optionIndex].text;

            SelectedTemplate = CivTemplates.Where(template => template.Name.Equals(templateName)).FirstOrDefault();
        }
 /// <inheritdoc/>
 public ICivilization Create(ICivilizationTemplate template)
 {
     return(Create(template, new List <ITechDefinition>()));
 }