public CapitalCityComposer( ICivilizationFactory civFactory, ICapitalCityCanon capitalCityCanon, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, IHexGrid grid ) { CivFactory = civFactory; CapitalCityCanon = capitalCityCanon; CityLocationCanon = cityLocationCanon; Grid = grid; }
public CivilizationConnectionLogic( IHexPathfinder hexPathfinder, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, ICapitalCityCanon capitalCityCanon, IConnectionPathCostLogic connectionPathCostLogic ) { HexPathfinder = hexPathfinder; CityLocationCanon = cityLocationCanon; CapitalCityCanon = capitalCityCanon; ConnectionPathCostLogic = connectionPathCostLogic; }
public CapitalCitySynchronizer( ICapitalCityCanon capitalCityCanon, CivilizationSignals civSignals, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon ) { CapitalCityCanon = capitalCityCanon; CivSignals = civSignals; CityPossessionCanon = cityPossessionCanon; SetCapitalUpdating(true); }
public BorderExpansionModifierLogic( IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, ISocialPolicyCanon socialPolicyCanon, ICapitalCityCanon capitalCityCanon ) { BuildingPossessionCanon = buildingPossessionCanon; CityPossessionCanon = cityPossessionCanon; SocialPolicyCanon = socialPolicyCanon; CapitalCityCanon = capitalCityCanon; }
public void InjectDependencies( ISocialPolicyCanon socialPolicyCanon, ICapitalCityCanon capitalCityCanon, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon ) { SocialPolicyCanon = socialPolicyCanon; CapitalCityCanon = capitalCityCanon; CityPossessionCanon = cityPossessionCanon; BuildingPossessionCanon = buildingPossessionCanon; }
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 CameraFocuser( ICapitalCityCanon capitalCityCanon, IGameCamera gameCamera, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, IUnitPositionCanon unitPositionCanon, ICanBuildCityLogic canBuildCityLogic ) { CapitalCityCanon = capitalCityCanon; GameCamera = gameCamera; CityLocationCanon = cityLocationCanon; UnitPossessionCanon = unitPossessionCanon; UnitPositionCanon = unitPositionCanon; CanBuildCityLogic = canBuildCityLogic; }
public FreeUnitsResponder( CivilizationSignals civSignals, CitySignals citySignals, IUnitFactory unitFactory, IHexGrid grid, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, ICapitalCityCanon capitalCityCanon ) { CivSignals = civSignals; CitySignals = citySignals; UnitFactory = unitFactory; Grid = grid; CityLocationCanon = cityLocationCanon; CityPossessionCanon = cityPossessionCanon; CapitalCityCanon = capitalCityCanon; }