private void InjectDependencies(
     IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon,
     ISocialPolicyCanon socialPolicyCanon
     )
 {
     UnitPossessionCanon = unitPossessionCanon;
     SocialPolicyCanon   = socialPolicyCanon;
 }
 public void InjectDependencies(
     ISocialPolicyCanon policyCanon, ISocialPolicyCostLogic policyCostLogic,
     DiContainer container
     )
 {
     PolicyCanon     = policyCanon;
     PolicyCostLogic = policyCostLogic;
     Container       = container;
 }
 public SocialPolicyCostLogic(
     ISocialPolicyCanon policyCanon, ICivilizationConfig civConfig,
     IPossessionRelationship <ICivilization, ICity> cityPossessionCanon
     )
 {
     PolicyCanon         = policyCanon;
     CivConfig           = civConfig;
     CityPossessionCanon = cityPossessionCanon;
 }
Example #4
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 public GlobalPromotionLogic(
     IPossessionRelationship <ICivilization, ICity> cityPossessionCanon,
     IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon,
     ISocialPolicyCanon socialPolicyCanon
     )
 {
     CityPossessionCanon     = cityPossessionCanon;
     BuildingPossessionCanon = buildingPossessionCanon;
     SocialPolicyCanon       = socialPolicyCanon;
 }
Example #5
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 public void InjectDependencies(
     IPossessionRelationship <ICivilization, ICity> cityPossessionCanon,
     IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon,
     ISocialPolicyCanon socialPolicyCanon
     )
 {
     CityPossessionCanon     = cityPossessionCanon;
     BuildingPossessionCanon = buildingPossessionCanon;
     SocialPolicyCanon       = socialPolicyCanon;
 }
Example #6
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 public SocialPolicyComposer(
     ISocialPolicyCanon policyCanon,
     [Inject(Id = "Available Policy Trees")] IEnumerable <IPolicyTreeDefinition> availableTrees,
     [Inject(Id = "Available Policies")] IEnumerable <ISocialPolicyDefinition> availablePolicies
     )
 {
     PolicyCanon       = policyCanon;
     AvailableTrees    = availableTrees;
     AvailablePolicies = availablePolicies;
 }
 public BorderExpansionModifierLogic(
     IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon,
     IPossessionRelationship <ICivilization, ICity> cityPossessionCanon,
     ISocialPolicyCanon socialPolicyCanon, ICapitalCityCanon capitalCityCanon
     )
 {
     BuildingPossessionCanon = buildingPossessionCanon;
     CityPossessionCanon     = cityPossessionCanon;
     SocialPolicyCanon       = socialPolicyCanon;
     CapitalCityCanon        = capitalCityCanon;
 }
 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;
 }