public RiverPath( IHexCell cell, HexDirection pathStart, HexDirection pathEnd, RiverFlow flow, IRiverCanon riverCanon, IHexGrid grid ) { Cell = cell; Path = new List <HexDirection>(); Flow = flow; if (flow == RiverFlow.Clockwise) { for (HexDirection i = pathStart; i != pathEnd; i = i.Next()) { Path.Add(i); } } else { for (HexDirection i = pathStart; i != pathEnd; i = i.Previous()) { Path.Add(i); } } Path.Add(pathEnd); RiverCanon = riverCanon; Grid = grid; }
public CellModificationLogic( IRiverCanon riverCanon, IPossessionRelationship <IHexCell, ICity> cityLocationCanon ) { RiverCanon = riverCanon; CityLocationCanon = cityLocationCanon; }
public HexCellComposer( IHexGrid grid, IRiverCanon riverCanon, ICellModificationLogic cellModificationLogic ) { Grid = grid; RiverCanon = riverCanon; CellModificationLogic = cellModificationLogic; }
public TerritoryBuildingRestriction( IHexGrid grid, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, IRiverCanon riverCanon ) { Grid = grid; CityLocationCanon = cityLocationCanon; RiverCanon = riverCanon; }
public ContourTriangulator( ICellEdgeContourCanon cellContourCanon, IRiverCanon riverCanon, IHexGrid grid ) { CellContourCanon = cellContourCanon; RiverCanon = riverCanon; Grid = grid; }
public BakedElementsLogic( IRiverCanon riverCanon, IImprovementLocationCanon improvementLocationCanon, ICivilizationTerritoryLogic civTerritoryLogic ) { RiverCanon = riverCanon; ImprovementLocationCanon = improvementLocationCanon; CivTerritoryLogic = civTerritoryLogic; }
public OrientationTriangulator( ICellEdgeContourCanon cellContourCanon, IRiverCanon riverCanon, IHexGrid grid, IContourTriangulator contourTriangulator ) { CellContourCanon = cellContourCanon; RiverCanon = riverCanon; Grid = grid; ContourTriangulator = contourTriangulator; }
public RiverSectionCanon( IHexGrid grid, IMapRenderConfig renderConfig, IRiverCanon riverCanon, ICellEdgeContourCanon cellEdgeContourCanon ) { Grid = grid; RenderConfig = renderConfig; RiverCanon = riverCanon; CellEdgeContourCanon = cellEdgeContourCanon; }
public void InjectDependencies( IRiverCanon riverCanon, IHexGrid grid, HexCellSignals cellSignals, IMapRenderConfig renderConfig ) { RiverCanon = riverCanon; Grid = grid; CellSignals = cellSignals; RenderConfig = renderConfig; }
public NonRiverContourBuilder( IHexGrid grid, IRiverCanon riverCanon, ICellEdgeContourCanon cellEdgeContourCanon, IMapRenderConfig renderConfig ) { Grid = grid; RiverCanon = riverCanon; CellEdgeContourCanon = cellEdgeContourCanon; RenderConfig = renderConfig; }
public RiverContourRationalizer( IHexGrid grid, IRiverCanon riverCanon, IRiverSectionCanon riverSectionCanon, IRiverAssemblyCanon riverAssemblyCanon, IContourRationalizer contourRationalizer ) { Grid = grid; RiverCanon = riverCanon; RiverSectionCanon = riverSectionCanon; RiverAssemblyCanon = riverAssemblyCanon; ContourRationalizer = contourRationalizer; }
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; }
public WeightsTriangulator( IMapRenderConfig renderConfig, IHexGrid grid, IRiverCanon riverCanon, ICellEdgeContourCanon cellContourCanon, IContourTriangulator contourTriangulator ) { RenderConfig = renderConfig; Grid = grid; RiverCanon = riverCanon; CellContourCanon = cellContourCanon; ContourTriangulator = contourTriangulator; }
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 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 FarmTriangulator( IHexGrid grid, IImprovementLocationCanon improvementLocationCanon, INoiseGenerator noiseGenerator, IMapRenderConfig renderConfig, IGeometry2D geometry2D, ICellEdgeContourCanon cellContourCanon, IRiverCanon riverCanon, MapRenderingSignals mapRenderingSignals ) { Grid = grid; ImprovementLocationCanon = improvementLocationCanon; NoiseGenerator = noiseGenerator; RenderConfig = renderConfig; Geometry2D = geometry2D; CellContourCanon = cellContourCanon; RiverCanon = riverCanon; MapRenderingSignals = mapRenderingSignals; }
public RiverPath( IHexCell cell, HexDirection path, RiverFlow flow, IRiverCanon riverCanon, IHexGrid grid ) { Cell = cell; Path = new List <HexDirection>() { path }; Flow = flow; RiverCanon = riverCanon; Grid = grid; }
public CombatInfoLogic( IUnitConfig config, IRiverCanon riverCanon, IImprovementLocationCanon improvementLocationCanon, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, ICivilizationHappinessLogic civilizationHappinessLogic, ICivilizationConfig civConfig, IUnitFortificationLogic fortificationLogic, ICombatAuraLogic combatAuraLogic, ICityCombatModifierLogic cityCombatModifierLogic ) { UnitConfig = config; RiverCanon = riverCanon; ImprovementLocationCanon = improvementLocationCanon; UnitPossessionCanon = unitPossessionCanon; CivilizationHappinessLogic = civilizationHappinessLogic; CivConfig = civConfig; FortificationLogic = fortificationLogic; CombatAuraLogic = combatAuraLogic; CityCombatModifierLogic = cityCombatModifierLogic; }
public FreshWaterLogic(IHexGrid grid, IRiverCanon riverCanon) { Grid = grid; RiverCanon = riverCanon; }