public ResourceBuildingRestriction( IFreeResourcesLogic freeResourcesLogic, IPossessionRelationship <ICity, IHexCell> cellPossessionCanon, IPossessionRelationship <IHexCell, IResourceNode> nodeLocationCanon ) { FreeResourcesLogic = freeResourcesLogic; CellPossessionCanon = cellPossessionCanon; NodeLocationCanon = nodeLocationCanon; }
public void InjectDependencies( IGameCore gameCore, IFreeResourcesLogic freeResourcesLogic, IResourceExtractionLogic extractionLogic, IResourceTransferCanon resourceTransferCanon, [Inject(Id = "Available Resources")] IEnumerable <IResourceDefinition> availableResources ) { GameCore = gameCore; FreeResourcesLogic = freeResourcesLogic; ExtractionLogic = extractionLogic; ResourceTransferCanon = resourceTransferCanon; AvailableResources = availableResources; }
public ResourceExchangeBuilder( ICivilizationConnectionLogic civilizationConnectionLogic, DiContainer container, IResourceTransferCanon resourceTransferCanon, IFreeResourcesLogic freeResourcesLogic, [Inject(Id = "Available Resources")] IEnumerable <IResourceDefinition> availableResources ) { CivilizationConnectionLogic = civilizationConnectionLogic; Container = container; ResourceTransferCanon = resourceTransferCanon; FreeResourcesLogic = freeResourcesLogic; AvailableResources = availableResources; }
public UnitProductionValidityLogic(IUnitPositionCanon unitPositionCanon, IFreeResourcesLogic freeResourcesLogic, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, [Inject(Id = "Available Unit Templates")] IEnumerable <IUnitTemplate> availableUnitTemplates ) { UnitPositionCanon = unitPositionCanon; FreeResourcesLogic = freeResourcesLogic; CityPossessionCanon = cityPossessionCanon; CityLocationCanon = cityLocationCanon; AvailableUnitTemplates = availableUnitTemplates; }
public CivilizationHappinessLogic( ICivilizationConfig config, IFreeResourcesLogic freeResourcesLogic, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, ICityHappinessLogic cityHappinessLogic, [Inject(Id = "Available Resources")] IEnumerable <IResourceDefinition> availableResources ) { Config = config; FreeResourcesLogic = freeResourcesLogic; CityPossessionCanon = cityPossessionCanon; CityHappinessLogic = cityHappinessLogic; AvailableLuxuries = availableResources.Where(resource => resource.Type == ResourceType.Luxury).ToList(); }