public void InjectDependencies( List <UnitDisplayBase> displaysToManage, UIStateMachineBrain brain, ICombatExecuter combatExecuter, IUnitAttackOrderLogic attackOrderLogic, IUnitPositionCanon unitPositionCanon, IHexPathfinder hexPathfinder, ICellPathDrawer pathDrawer, CitySignals citySignals, UnitSignals unitSignals, HexCellSignals cellSignals, IHexCellOverlayManager overlayManager, [Inject(Id = "Combat Summary Display")] CombatSummaryDisplay combatSummaryDisplay, IPossessionRelationship <IHexCell, ICity> cityLocationCanon ) { DisplaysToManage = displaysToManage; Brain = brain; CombatExecuter = combatExecuter; AttackOrderLogic = attackOrderLogic; UnitPositionCanon = unitPositionCanon; HexPathfinder = hexPathfinder; PathDrawer = pathDrawer; CitySignals = citySignals; UnitSignals = unitSignals; CellSignals = cellSignals; OverlayManager = overlayManager; CombatSummaryDisplay = combatSummaryDisplay; CityLocationCanon = cityLocationCanon; }
public MoveUnitCommand( IHexPathfinder hexPathfinder, IUnitPositionCanon unitPositionCanon ) { HexPathfinder = hexPathfinder; UnitPositionCanon = unitPositionCanon; Status = CommandStatus.NotStarted; }
public CivilizationConnectionLogic( IHexPathfinder hexPathfinder, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, ICapitalCityCanon capitalCityCanon, IConnectionPathCostLogic connectionPathCostLogic ) { HexPathfinder = hexPathfinder; CityLocationCanon = cityLocationCanon; CapitalCityCanon = capitalCityCanon; ConnectionPathCostLogic = connectionPathCostLogic; }
public EnemyAI(ICrossPlayerController CrossPlayerController, ITurnManager TurnManager, IHexPathfinder HexPathfinder, IUnitMovementManager UnitMovementManager) { this.CrossPlayerController = CrossPlayerController; this.TurnManager = TurnManager; this.HexPathfinder = HexPathfinder; this.UnitMovementManager = UnitMovementManager; TurnManager.TurnStarted += OnTurnStarted; UnitMovementManager.UnitPositionChangeEnd += OnUnitPositionChangeEnd; }
public BarbarianBePrisonersBrain( IHexGrid grid, IHexPathfinder hexPathfinder, IUnitPositionCanon unitPositionCanon, IEncampmentLocationCanon encampmentLocationCanon, DiContainer container ) { Grid = grid; HexPathfinder = hexPathfinder; UnitPositionCanon = unitPositionCanon; EncampmentLocationCanon = encampmentLocationCanon; Container = container; }
public MeleeAttackValidityLogic( IUnitPositionCanon unitPositionCanon, IHexGrid grid, IHexPathfinder hexPathfinder, IUnitVisibilityLogic lineOfSightLogic, ICommonAttackValidityLogic commandAttackValidityLogic ) { UnitPositionCanon = unitPositionCanon; Grid = grid; HexPathfinder = hexPathfinder; LineOfSightLogic = lineOfSightLogic; CommonAttackValidityLogic = commandAttackValidityLogic; }
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 UnitSelectionManager(ISelectionManager SelectionManager, IHexPathfinder HexPathfinder, IHexDatabase HexDatabase, ITurnManager TurnManager, ICrossPlayerController CrossPlayerController) { this.SelectionManager = SelectionManager; this.HexPathfinder = HexPathfinder; this.HexDatabase = HexDatabase; this.TurnManager = TurnManager; this.CrossPlayerController = CrossPlayerController; TurnManager.TurnStarted += OnTurnStarted; SelectionManager.SelectableSelected += OnSelectableSelected; SelectionManager.SelectableUnselected += OnSelectableUnselected; }
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 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 CombatExecuter( IMeleeAttackValidityLogic meleeAttackValidityLogic, IRangedAttackValidityLogic rangedAttackValidityLogic, IUnitPositionCanon unitPositionCanon, IHexGrid grid, ICombatInfoLogic combatModifierLogic, UnitSignals unitSignals, IHexPathfinder hexPathfinder, ICommonCombatExecutionLogic commonCombatExecutionLogic ) { MeleeAttackValidityLogic = meleeAttackValidityLogic; RangedAttackValidityLogic = rangedAttackValidityLogic; UnitPositionCanon = unitPositionCanon; Grid = grid; CombatInfoLogic = combatModifierLogic; UnitSignals = unitSignals; HexPathfinder = hexPathfinder; CommonCombatExecutionLogic = commonCombatExecutionLogic; }