public void ApplyBonuses(HumanFighter fighter, GodRelationshipManager relationshipManager)
 {
     foreach (DecisionBonus bonus in Bonuses)
     {
         bonus.ApplyBonus(fighter, relationshipManager);
     }
 }
        public DecisionManager(GodRelationshipManager godRelationshipManager,
                               IChanceService chanceService = null,
                               IMenuFactory menuFactory     = null,
                               IInput input   = null,
                               IOutput output = null)
        {
            _relationshipManager = godRelationshipManager;
            _chanceService       = chanceService ?? Globals.ChanceService;
            _menuFactory         = menuFactory ?? Globals.MenuFactory;
            _input  = input ?? Globals.Input;
            _output = output ?? Globals.Output;

            _groupingChoicesDictionary = new Dictionary <int, WorldSubRegion>();
        }
 public override void ApplyBonus(HumanFighter fighter, GodRelationshipManager relationshipManager, bool isSecretBonus = false)
 {
     relationshipManager.UpdateRelationship(fighter, _god, BonusAmount);
 }
 public override void ApplyBonus(HumanFighter fighter, GodRelationshipManager relationshipManager, bool isSecretBonus = false)
 {
     fighter.AddMagicBonus(_magicStatType, _magicType, BonusAmount, isSecretBonus);
 }
 public override void ApplyBonus(HumanFighter fighter, GodRelationshipManager relationshipManager, bool isSecretBonus = false)
 {
     fighter.AddPersonalityFlag(_personalityFlag);
 }
 public abstract void ApplyBonus(HumanFighter fighter, GodRelationshipManager relationshipManager, bool isSecretBonus = false);