Exemple #1
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 public ClearVegetationAbilityHandler(
     IUnitPositionCanon unitPositionCanon, ICellModificationLogic cellModificationLogic
     )
 {
     UnitPositionCanon     = unitPositionCanon;
     CellModificationLogic = cellModificationLogic;
 }
 public CityRazer(
     IPossessionRelationship <IHexCell, ICity> cityLocationCanon, ICellModificationLogic cellModLogic
     )
 {
     CityLocationCanon = cityLocationCanon;
     CellModLogic      = cellModLogic;
 }
 public HexCellComposer(
     IHexGrid grid, IRiverCanon riverCanon, ICellModificationLogic cellModificationLogic
     )
 {
     Grid                  = grid;
     RiverCanon            = riverCanon;
     CellModificationLogic = cellModificationLogic;
 }
Exemple #4
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 public JungleBalanceStrategy(
     IHexGrid grid, ICellModificationLogic modLogic, ICellScorer cellScorer
     )
 {
     Grid       = grid;
     ModLogic   = modLogic;
     CellScorer = cellScorer;
 }
 public MountainBalanceStrategy(
     ICellModificationLogic modLogic, ICellScorer cellScorer,
     IPossessionRelationship <IHexCell, IResourceNode> nodeLocationCanon
     )
 {
     ModLogic          = modLogic;
     CellScorer        = cellScorer;
     NodeLocationCanon = nodeLocationCanon;
 }
 public ExpandOceanBalanceStrategy(
     ICellModificationLogic modLogic, IPossessionRelationship <IHexCell, IResourceNode> nodeLocationCanon,
     ICellScorer cellScorer, IRiverCanon riverCanon, IHexGrid grid
     )
 {
     ModLogic          = modLogic;
     NodeLocationCanon = nodeLocationCanon;
     CellScorer        = cellScorer;
     RiverCanon        = riverCanon;
     Grid = grid;
 }
 public VegetationPainter(
     ICellModificationLogic modLogic, IHexGrid grid, IRiverCanon riverCanon,
     IGridTraversalLogic gridTraversalLogic, IWeightedRandomSampler <IHexCell> cellRandomSampler
     )
 {
     ModLogic           = modLogic;
     Grid               = grid;
     RiverCanon         = riverCanon;
     GridTraversalLogic = gridTraversalLogic;
     CellRandomSampler  = cellRandomSampler;
 }
Exemple #8
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 public HillsBalanceStrategy(
     IYieldEstimator yieldEstimator, IMapScorer mapScorer,
     IPossessionRelationship <IHexCell, IResourceNode> nodeLocationCanon,
     ICellModificationLogic modLogic, ITechCanon techCanon
     )
 {
     YieldEstimator    = yieldEstimator;
     MapScorer         = mapScorer;
     NodeLocationCanon = nodeLocationCanon;
     ModLogic          = modLogic;
     TechCanon         = techCanon;
 }
Exemple #9
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 public LakeBalanceStrategy(
     IHexGrid grid, IYieldEstimator yieldEstimator, IMapScorer mapScorer,
     IPossessionRelationship <IHexCell, IResourceNode> nodePositionCanon,
     ICellModificationLogic modLogic, ITechCanon techCanon
     )
 {
     Grid              = grid;
     YieldEstimator    = yieldEstimator;
     MapScorer         = mapScorer;
     NodePositionCanon = nodePositionCanon;
     ModLogic          = modLogic;
     TechCanon         = techCanon;
 }
Exemple #10
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 public RegionGenerator(
     ICellModificationLogic modLogic, IHexGrid grid, IMapGenerationConfig config,
     ICellClimateLogic cellClimateLogic, IWeightedRandomSampler <IHexCell> cellRandomSampler,
     IRiverCanon riverCanon
     )
 {
     ModLogic          = modLogic;
     Grid              = grid;
     Config            = config;
     CellClimateLogic  = cellClimateLogic;
     CellRandomSampler = cellRandomSampler;
     RiverCanon        = riverCanon;
 }
Exemple #11
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        public ImprovementFactory(DiContainer container,
                                  IImprovementLocationCanon improvementLocationCanon,
                                  ICellModificationLogic cellModificationLogic,
                                  [Inject(Id = "Improvement Prefab")] GameObject improvementPrefab,
                                  ImprovementSignals signals
                                  )
        {
            Container = container;
            ImprovementLocationCanon = improvementLocationCanon;
            CellModificationLogic    = cellModificationLogic;
            ImprovementPrefab        = improvementPrefab;

            signals.BeingDestroyed.Subscribe(OnImprovementBeingDestroyed);
        }
Exemple #12
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 public OceanGenerator(
     ICellModificationLogic modLogic, IRegionGenerator regionGenerator,
     ITemplateSelectionLogic templateSelectionLogic, IHexGrid grid,
     List <IBalanceStrategy> availableBalanceStrategies,
     IWeightedRandomSampler <MapSection> mapSectionRandomSampler
     )
 {
     ModLogic               = modLogic;
     RegionGenerator        = regionGenerator;
     TemplateSelectionLogic = templateSelectionLogic;
     Grid = grid;
     AvailableBalanceStrategies = availableBalanceStrategies;
     MapSectionRandomSampler    = mapSectionRandomSampler;
 }
Exemple #13
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        public RiverGenerator(
            IHexGrid grid, IRiverCanon riverCanon, ICellModificationLogic modLogic,
            IMapGenerationConfig config, IHexPathfinder hexPathfinder,
            IWeightedRandomSampler <IHexCell> cellRandomSampler

            )
        {
            Grid              = grid;
            RiverCanon        = riverCanon;
            ModLogic          = modLogic;
            Config            = config;
            HexPathfinder     = hexPathfinder;
            CellRandomSampler = cellRandomSampler;
        }
 public OasisBalanceStrategy(
     IHexGrid grid, IYieldEstimator yieldEstimator, ITechCanon techCanon,
     IMapScorer mapScorer, ICellModificationLogic modLogic,
     IPossessionRelationship <IHexCell, IResourceNode> nodePositionCanon,
     IWeightedRandomSampler <IHexCell> cellRandomSampler
     )
 {
     Grid              = grid;
     YieldEstimator    = yieldEstimator;
     TechCanon         = techCanon;
     MapScorer         = mapScorer;
     ModLogic          = modLogic;
     NodePositionCanon = nodePositionCanon;
     CellRandomSampler = cellRandomSampler;
 }
Exemple #15
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 public void InjectDependencies(
     IWorkerSlotFactory workerSlotFactory, ICellModificationLogic cellModificationLogic,
     IMapRenderConfig renderConfig, HexCellSignals cellSignals, IGeometry2D geometry2D,
     IHexCellShaderData shaderData, IMemoryPool <MapChunk> mapChunkPool,
     IHexMeshFactory hexMeshFactory
     )
 {
     WorkerSlotFactory     = workerSlotFactory;
     CellModificationLogic = cellModificationLogic;
     RenderConfig          = renderConfig;
     CellSignals           = cellSignals;
     Geometry2D            = geometry2D;
     ShaderData            = shaderData;
     MapChunkPool          = mapChunkPool;
     HexMeshFactory        = hexMeshFactory;
 }
Exemple #16
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        public CityFactory(DiContainer container, [Inject(Id = "City Prefab")] GameObject cityPrefab,
                           IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, IHexGrid grid,
                           IPossessionRelationship <ICity, IHexCell> cellPossessionCanon, CitySignals citySignals,
                           IUnitFactory unitFactory, IPossessionRelationship <IHexCell, ICity> cityLocationCanon,
                           ICellModificationLogic cellModificationLogic,
                           [Inject(Id = "City Container")] Transform cityContainer
                           )
        {
            Container           = container;
            CityPrefab          = cityPrefab;
            CityPossessionCanon = cityPossessionCanon;
            Grid = grid;
            CellPossessionCanon   = cellPossessionCanon;
            UnitFactory           = unitFactory;
            CityLocationCanon     = cityLocationCanon;
            CellModificationLogic = cellModificationLogic;
            CityContainer         = cityContainer;

            if (citySignals != null)
            {
                citySignals.BeingDestroyed.Subscribe(OnCityBeingDestroyed);
            }
        }
 private void InjectDependencies(ICellModificationLogic modLogic)
 {
     ModLogic = modLogic;
 }
Exemple #18
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 private void InjectDependencies(ICellModificationLogic cellModificationLogic)
 {
     CellModificationLogic = cellModificationLogic;
 }