public CityCombatLogic( ICityConfig config, IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon ) { Config = config; BuildingPossessionCanon = buildingPossessionCanon; }
public CityCombatantTemplate( ICity underlyingCity, ICityConfig cityConfig, ICityCombatLogic combatLogic ) { UnderlyingCity = underlyingCity; CityConfig = cityConfig; CombatLogic = combatLogic; }
public StartingUnitPlacementLogic( IHexGrid grid, IUnitFactory unitFactory, ICellScorer cellScorer, IUnitPositionCanon unitPositionCanon, ICityConfig cityConfig ) { Grid = grid; UnitFactory = unitFactory; CellScorer = cellScorer; UnitPositionCanon = unitPositionCanon; CityConfig = cityConfig; }
public CapitalCityCanon( IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon, ICityConfig cityConfig, IBuildingFactory buildingFactory, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon ) { BuildingPossessionCanon = buildingPossessionCanon; CityConfig = cityConfig; BuildingFactory = buildingFactory; CityPossessionCanon = cityPossessionCanon; }
public CityValidityLogic( IPossessionRelationship <ICity, IHexCell> tilePossessionCanon, IHexGrid hexGrid, ICityFactory cityFactory, ICityConfig config, IPossessionRelationship <IHexCell, ICity> cityLocationCanon ) { CellPossessionCanon = tilePossessionCanon; HexGrid = hexGrid; CityFactory = cityFactory; Config = config; CityLocationCanon = cityLocationCanon; }
public CityCenterYieldLogic( IIncomeModifierLogic incomeModifierLogic, ICityConfig cityConfig, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, IUnitGarrisonLogic unitGarrisonLogic, ICityModifiers cityModifiers ) { IncomeModifierLogic = incomeModifierLogic; CityPossessionCanon = cityPossessionCanon; CityConfig = cityConfig; UnitGarrisonLogic = unitGarrisonLogic; CityModifiers = cityModifiers; }
public PopulationGrowthLogic( ICityConfig config, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, ICivilizationHappinessLogic civilizationHappinessLogic, ICityModifiers cityModifiers, IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon ) { CityConfig = config; CityPossessionCanon = cityPossessionCanon; CityModifiers = cityModifiers; CivilizationHappinessLogic = civilizationHappinessLogic; BuildingPossessionCanon = buildingPossessionCanon; }
public HurryProductionAbilityHandler( IPossessionRelationship <IHexCell, ICity> cityLocationCanon, IUnitPositionCanon unitPositionCanon, ICityConfig cityConfig, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon ) { CityLocationCanon = cityLocationCanon; UnitPositionCanon = unitPositionCanon; CityConfig = cityConfig; UnitPossessionCanon = unitPossessionCanon; CityPossessionCanon = cityPossessionCanon; }
public CityHappinessLogic( ICityConfig config, IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon, ICityModifiers cityModifiers, ICapitalConnectionLogic capitalConnectionLogic, IUnitGarrisonLogic unitGarrisonLogic ) { Config = config; BuildingPossessionCanon = buildingPossessionCanon; CityModifiers = cityModifiers; CapitalConnectionLogic = capitalConnectionLogic; UnitGarrisonLogic = unitGarrisonLogic; }
public ProductionLogic( ICityConfig config, IYieldGenerationLogic generationLogic, IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, ISocialPolicyCanon socialPolicyCanon ) { Config = config; GenerationLogic = generationLogic; BuildingPossessionCanon = buildingPossessionCanon; CityPossessionCanon = cityPossessionCanon; SocialPolicyCanon = socialPolicyCanon; }
public BorderExpansionLogic( IHexGrid hexGrid, IPossessionRelationship <ICity, IHexCell> possessionCanon, ICityConfig config, IYieldGenerationLogic resourceGenerationLogic, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, IBorderExpansionModifierLogic borderExpansionModifierLogic ) { HexGrid = hexGrid; PossessionCanon = possessionCanon; Config = config; YieldGenerationLogic = resourceGenerationLogic; CityLocationCanon = cityLocationCanon; BorderExpansionModifierLogic = borderExpansionModifierLogic; }
public YieldGenerationLogic( ICityConfig config, IPossessionRelationship <ICity, IHexCell> cellPossessionCanon, IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon, IIncomeModifierLogic incomeModifierLogic, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, ICellYieldLogic cellResourceLogic, IBuildingInherentYieldLogic buildingResourceLogic, IUnemploymentLogic unemploymentLogic, ICityCenterYieldLogic cityCenterYieldLogic ) { Config = config; CellPossessionCanon = cellPossessionCanon; BuildingPossessionCanon = buildingPossessionCanon; IncomeModifierLogic = incomeModifierLogic; CityPossessionCanon = cityPossessionCanon; CellYieldLogic = cellResourceLogic; BuildingYieldLogic = buildingResourceLogic; UnemploymentLogic = unemploymentLogic; CityCenterYieldLogic = cityCenterYieldLogic; }
public void InjectDependencies( IHexGrid grid, ICityConfig config, IUnitPositionCanon unitPositionCanon, ICombatExecuter combatExecuter, UIStateMachineBrain brain, IPopulationGrowthLogic growthLogic, IProductionLogic productionLogic, IYieldGenerationLogic resourceGenerationLogic, IGameCore gameCore, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, [Inject(Id = "UI Animator")] Animator uiAnimator ) { Grid = grid; Config = config; UnitPositionCanon = unitPositionCanon; CombatExecuter = combatExecuter; Brain = brain; GrowthLogic = growthLogic; ProductionLogic = productionLogic; YieldGenerationLogic = resourceGenerationLogic; GameCore = gameCore; CityPossessionCanon = cityPossessionCanon; CityLocationCanon = cityLocationCanon; UIAnimator = uiAnimator; }