public CellClimateLogic( IHexGrid grid, IMapGenerationConfig config ) { Grid = grid; Config = config; }
public MapGenerator( IMapGenerationConfig config, ICivilizationFactory civFactory, IHexGrid grid, IOceanGenerator oceanGenerator, IGridTraversalLogic gridTraversalLogic, IStartingUnitPlacementLogic startingUnitPlacementLogic, IPlayerFactory playerFactory, IGridPartitionLogic gridPartitionLogic, IWaterRationalizer waterRationalizer, IHomelandGenerator homelandGenerator, ITemplateSelectionLogic templateSelectionLogic, ICellClimateLogic cellClimateLogic, ISectionSubdivisionLogic subdivisionLogic, ICivilizationConfig civConfig, IBrainPile brainPile, IMapComposer mapComposer, [Inject(Id = "Coroutine Invoker")] MonoBehaviour coroutineInvoker ) { Config = config; CivFactory = civFactory; Grid = grid; OceanGenerator = oceanGenerator; StartingUnitPlacementLogic = startingUnitPlacementLogic; PlayerFactory = playerFactory; GridPartitionLogic = gridPartitionLogic; WaterRationalizer = waterRationalizer; HomelandGenerator = homelandGenerator; TemplateSelectionLogic = templateSelectionLogic; CellClimateLogic = cellClimateLogic; SubdivisionLogic = subdivisionLogic; CivConfig = civConfig; BrainPile = brainPile; MapComposer = mapComposer; CoroutineInvoker = coroutineInvoker; }
public LuxuryDistributor( IResourceRestrictionLogic resourceRestrictionCanon, IMapGenerationConfig config, IResourceNodeFactory nodeFactory, IWeightedRandomSampler <IHexCell> cellRandomSampler, IWeightedRandomSampler <IResourceDefinition> resourceRandomSampler ) { ResourceRestrictionCanon = resourceRestrictionCanon; Config = config; NodeFactory = nodeFactory; CellRandomSampler = cellRandomSampler; ResourceRandomSampler = resourceRandomSampler; }
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; }
public void InjectDependencies( IMapGenerationConfig config, IEnumerable <IMapTemplate> mapTemplates, IMapGenerator mapGenerator, [Inject(Id = "UI Animator")] Animator uiAnimator, ReadOnlyCollection <ICivilizationTemplate> civTemplates, ITechCanon techCanon ) { MapGenerationConfig = config; MapTemplates = mapTemplates; MapGenerator = mapGenerator; UIAnimator = uiAnimator; ValidCivTemplates = civTemplates.Where(template => !template.IsBarbaric).ToList(); TechCanon = techCanon; }
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 StrategicCopiesLogic(IMapGenerationConfig config) { Config = config; }
public MapScorer(IMapGenerationConfig config, ITechCanon techCanon) { Config = config; TechCanon = techCanon; }