public ResourceTransferCanonSynchronizer( IResourceTransferCanon resourceTransferCanon, IImprovementLocationCanon improvementLocationCanon, IPossessionRelationship <IHexCell, IResourceNode> resourceNodeLocationCanon, ICivilizationTerritoryLogic civTerritoryLogic, IPossessionRelationship <ICity, IHexCell> cityTerritoryCanon, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, ImprovementSignals improvementSignals, ResourceSignals resourceSignals, CitySignals citySignals, CivilizationSignals civSignals ) { ResourceTransferCanon = resourceTransferCanon; ImprovementLocationCanon = improvementLocationCanon; ResourceNodeLocationCanon = resourceNodeLocationCanon; CivTerritoryLogic = civTerritoryLogic; CityTerritoryCanon = cityTerritoryCanon; CityPossessionCanon = cityPossessionCanon; improvementSignals.RemovedFromLocation.Subscribe(OnImprovementRemovedFromLocation); improvementSignals.Pillaged.Subscribe(OnImprovementPillaged); resourceSignals.NodeRemovedFromLocation.Subscribe(OnResourceNodeRemovedFromLocation); citySignals.LostCellFromBoundaries.Subscribe(OnCityLostCellFromBoundaries); civSignals.CivLosingCity.Subscribe(OnCivLosingCity); }
public BakedElementsLogic( IRiverCanon riverCanon, IImprovementLocationCanon improvementLocationCanon, ICivilizationTerritoryLogic civTerritoryLogic ) { RiverCanon = riverCanon; ImprovementLocationCanon = improvementLocationCanon; CivTerritoryLogic = civTerritoryLogic; }
public HealingPromotionParser( IUnitPositionCanon unitPositionCanon, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, ICivilizationTerritoryLogic civTerritoryLogic ) { UnitPositionCanon = unitPositionCanon; UnitPossessionCanon = unitPossessionCanon; CivTerritoryLogic = civTerritoryLogic; }
public PillageAbilityHandler( IUnitPositionCanon unitPositionCanon, IImprovementLocationCanon improvementLocationCanon, ICivilizationTerritoryLogic civTerritoryLogic, IWarCanon warCanon, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon ) { UnitPositionCanon = unitPositionCanon; ImprovementLocationCanon = improvementLocationCanon; CivTerritoryLogic = civTerritoryLogic; WarCanon = warCanon; UnitPossessionCanon = unitPossessionCanon; }
public ImprovementInfluenceSource( IImprovementLocationCanon improvementLocationCanon, IHexGrid grid, ICivilizationTerritoryLogic civTerritoryLogic, IAIConfig aiConfig, IPossessionRelationship <IHexCell, IResourceNode> nodeLocationCanon ) { ImprovementLocationCanon = improvementLocationCanon; Grid = grid; CivTerritoryLogic = civTerritoryLogic; AIConfig = aiConfig; NodeLocationCanon = nodeLocationCanon; }
public ConnectionPathCostLogic( IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon, ICivilizationTerritoryLogic civTerritoryLogic ) { CityPossessionCanon = cityPossessionCanon; CityLocationCanon = cityLocationCanon; BuildingPossessionCanon = buildingPossessionCanon; CivTerritoryLogic = civTerritoryLogic; }
public CultureTriangulator( IHexGrid grid, ICivilizationTerritoryLogic civTerritoryLogic, ICellEdgeContourCanon cellEdgeContourCanon, IMapRenderConfig renderConfig, IGeometry2D geometry2D ) { Grid = grid; CivTerritoryLogic = civTerritoryLogic; CellEdgeContourCanon = cellEdgeContourCanon; RenderConfig = renderConfig; Geometry2D = geometry2D; }
public ImprovementDamageExecuter( IImprovementLocationCanon improvementLocationCanon, IHexGrid grid, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, ICivilizationTerritoryLogic civTerritoryLogic, IWarCanon warCanon, IUnitPositionCanon unitPositionCanon ) { ImprovementLocationCanon = improvementLocationCanon; Grid = grid; UnitPossessionCanon = unitPossessionCanon; CivTerritoryLogic = civTerritoryLogic; WarCanon = warCanon; UnitPositionCanon = unitPositionCanon; }
public UnitHealingLogic( IUnitConfig unitConfig, IPromotionParser promotionParser, IUnitPositionCanon unitPositionCanon, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, ICivilizationTerritoryLogic civTerritoryLogic, IHexGrid grid ) { UnitConfig = unitConfig; PromotionParser = promotionParser; UnitPositionCanon = unitPositionCanon; UnitPossessionCanon = unitPossessionCanon; CityLocationCanon = cityLocationCanon; CivTerritoryLogic = civTerritoryLogic; Grid = grid; }
public AnnexAdjacentTerritoryAbilityHandler( IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, IPossessionRelationship <ICity, IHexCell> cellPossessionCanon, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, ICivilizationTerritoryLogic civTerritoryLogic, IHexGrid grid, IUnitPositionCanon unitPositionCanon ) { UnitPossessionCanon = unitPossessionCanon; CityPossessionCanon = cityPossessionCanon; CellPossessionCanon = cellPossessionCanon; CityLocationCanon = cityLocationCanon; CivTerritoryLogic = civTerritoryLogic; Grid = grid; UnitPositionCanon = unitPositionCanon; }