public BarbarianWaitUntilHealedBrain( IBarbarianConfig barbarianConfig, DiContainer container ) { BarbarianConfig = barbarianConfig; Container = container; }
public BarbarianUtilityLogic( IUnitPositionCanon unitPositionCanon, IHexGrid grid, IBarbarianConfig barbarianCOnfig ) { UnitPositionCanon = unitPositionCanon; Grid = grid; BarbarianConfig = barbarianCOnfig; }
public BarbarianAvailableUnitsLogic( IBarbarianConfig barbarianConfig, IUnitPositionCanon unitPositionCanon, ICivilizationFactory civFactory ) { BarbarianConfig = barbarianConfig; UnitPositionCanon = unitPositionCanon; CivFactory = civFactory; }
public BarbarianBrainWeightLogic( IHexGrid grid, IUnitPositionCanon unitPositionCanon, IBarbarianConfig barbarianConfig, IUnitStrengthEstimator unitStrengthEstimator ) { Grid = grid; UnitPositionCanon = unitPositionCanon; BarbarianConfig = barbarianConfig; UnitStrengthEstimator = unitStrengthEstimator; }
public BarbarianGuardEncampmentBrain( IUnitPositionCanon unitPositionCanon, IHexGrid grid, IBarbarianConfig barbarianConfig, IEncampmentLocationCanon encampmentLocationCanon, DiContainer container ) { UnitPositionCanon = unitPositionCanon; Grid = grid; BarbarianConfig = barbarianConfig; EncampmentLocationCanon = encampmentLocationCanon; Container = container; }
public BarbarianCaptureCivilianBrain( IHexGrid grid, IUnitPositionCanon unitPositionCanon, IHexPathfinder hexPathfinder, IBarbarianConfig barbarianConfig, IBarbarianBrainFilterLogic filterLogic, DiContainer container ) { Grid = grid; UnitPositionCanon = unitPositionCanon; HexPathfinder = hexPathfinder; BarbarianConfig = barbarianConfig; FilterLogic = filterLogic; Container = container; }
public BarbarianWanderBrain( IHexGrid grid, IUnitPositionCanon unitPositionCanon, DiContainer container, IWeightedRandomSampler <IHexCell> cellRandomSampler, IBarbarianBrainWeightLogic brainTools, IBarbarianConfig barbarianConfig ) { Grid = grid; UnitPositionCanon = unitPositionCanon; Container = container; CellRandomSampler = cellRandomSampler; BrainTools = brainTools; BarbarianConfig = barbarianConfig; }
public EncampmentClearingResponder( UnitSignals unitSignals, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, IEncampmentLocationCanon encampmentLocationCanon, IEncampmentFactory encampmentFactory, IBarbarianConfig barbarianConfig, ICivModifiers civModifiers ) { unitSignals.EnteredLocation.Subscribe(OnUnitEnteredLocation); UnitPossessionCanon = unitPossessionCanon; EncampmentLocationCanon = encampmentLocationCanon; EncampmentFactory = encampmentFactory; BarbarianConfig = barbarianConfig; CivModifiers = civModifiers; }
public BarbarianFleeBrain( IUnitPositionCanon unitPositionCanon, IUnitStrengthEstimator unitStrengthEstimator, IBarbarianConfig barbarianConfig, IHexPathfinder hexPathfiner, IHexGrid grid, IBarbarianBrainWeightLogic brainTools, DiContainer container ) { UnitPositionCanon = unitPositionCanon; UnitStrengthEstimator = unitStrengthEstimator; BarbarianConfig = barbarianConfig; HexPathfinder = hexPathfiner; Grid = grid; BrainTools = brainTools; Container = container; }
public BarbarianUnitSpawner( ICivilizationFactory civFactory, IBarbarianConfig barbarianConfig, IUnitFactory unitFactory, IRandomizer randomizer, IBarbarianSpawningTools spawningTools, IBarbarianAvailableUnitsLogic availableUnitsLogic ) { CivFactory = civFactory; BarbarianConfig = barbarianConfig; UnitFactory = unitFactory; Randomizer = randomizer; SpawningTools = spawningTools; AvailableUnitsLogic = availableUnitsLogic; }
public BarbarianTurnExecuter( IEncampmentFactory encampmentFactory, ICivilizationFactory civFactory, IBarbarianSpawningTools spawningTools, IRandomizer randomizer, IBarbarianConfig barbarianConfig, IBarbarianEncampmentSpawner encampmentSpawner, IBarbarianUnitSpawner unitSpawner ) { EncampmentFactory = encampmentFactory; CivFactory = civFactory; SpawningTools = spawningTools; Randomizer = randomizer; BarbarianConfig = barbarianConfig; EncampmentSpawner = encampmentSpawner; UnitSpawner = unitSpawner; }
public BarbarianSpawningTools( ICivilizationFactory civFactory, IBarbarianConfig barbarianConfig, IEncampmentFactory encampmentFactory, IVisibilityCanon visibilityCanon, IEncampmentLocationCanon encampmentLocationCanon, IHexGrid grid, IRandomizer randomizer ) { CivFactory = civFactory; BarbarianConfig = barbarianConfig; EncampmentFactory = encampmentFactory; VisibilityCanon = visibilityCanon; EncampmentLocationCanon = encampmentLocationCanon; Grid = grid; Randomizer = randomizer; }