public CommonAttackValidityLogic( IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, IWarCanon warCanon ) { UnitPossessionCanon = unitPossessionCanon; WarCanon = warCanon; }
public void InjectDependencies( IWarCanon warCanon, ICivilizationFactory civilizationFactory, IGameCore gameCore, DiContainer container ) { WarCanon = warCanon; CivilizationFactory = civilizationFactory; GameCore = gameCore; Container = container; }
public ExchangeBuilder( IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, IWarCanon warCanon, DiContainer container, IResourceExchangeBuilder resourceExchangeBuilder ) { CityPossessionCanon = cityPossessionCanon; WarCanon = warCanon; Container = container; ResourceExchangeBuilder = resourceExchangeBuilder; }
public PillageAbilityHandler( IUnitPositionCanon unitPositionCanon, IImprovementLocationCanon improvementLocationCanon, ICivilizationTerritoryLogic civTerritoryLogic, IWarCanon warCanon, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon ) { UnitPositionCanon = unitPositionCanon; ImprovementLocationCanon = improvementLocationCanon; CivTerritoryLogic = civTerritoryLogic; WarCanon = warCanon; UnitPossessionCanon = unitPossessionCanon; }
public DiplomacyComposer( IDiplomacyCore diplomacyCore, ICivilizationFactory civFactory, IWarCanon warCanon, IDiplomaticProposalComposer proposalComposer, IOngoingDealComposer ongoingDealComposer ) { DiplomacyCore = diplomacyCore; CivFactory = civFactory; WarCanon = warCanon; ProposalComposer = proposalComposer; OngoingDealComposer = ongoingDealComposer; }
public UnitInfluenceSource( IUnitFactory unitFactory, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, IUnitPositionCanon unitPositionCanon, IUnitStrengthEstimator unitStrengthEstimator, IInfluenceMapApplier influenceMapApplier, IAIConfig aiConfig, IWarCanon warCanon ) { UnitFactory = unitFactory; UnitPossessionCanon = unitPossessionCanon; UnitPositionCanon = unitPositionCanon; UnitStrengthEstimator = unitStrengthEstimator; InfluenceMapApplier = influenceMapApplier; AIConfig = aiConfig; WarCanon = warCanon; }
public ImprovementDamageExecuter( IImprovementLocationCanon improvementLocationCanon, IHexGrid grid, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, ICivilizationTerritoryLogic civTerritoryLogic, IWarCanon warCanon, IUnitPositionCanon unitPositionCanon ) { ImprovementLocationCanon = improvementLocationCanon; Grid = grid; UnitPossessionCanon = unitPossessionCanon; CivTerritoryLogic = civTerritoryLogic; WarCanon = warCanon; UnitPositionCanon = unitPositionCanon; }
public void InjectDependencies(IWarCanon warCanon, IGameCore gameCore) { WarCanon = warCanon; GameCore = gameCore; }
public EstablishPeaceDiplomaticExchange(IWarCanon warCanon) { WarCanon = warCanon; }