public ResourceDiplomaticExchange( IResourceTransferCanon resourceTransferCanon, DiContainer container ) { ResourceTransferCanon = resourceTransferCanon; Container = container; }
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 ResourceOngoingDiplomaticExchange( IResourceTransferCanon resourceTransferCanon, CivilizationSignals civSignals ) { ResourceTransferCanon = resourceTransferCanon; CivSignals = civSignals; }
public FreeResourcesLogic( IResourceExtractionLogic extractionLogic, IResourceLockingCanon lockingCanon, IResourceTransferCanon transferCanon ) { ExtractionLogic = extractionLogic; LockingCanon = lockingCanon; TransferCanon = transferCanon; }
public void InjectDependencies( IGameCore gameCore, IFreeResourcesLogic freeResourcesLogic, IResourceExtractionLogic extractionLogic, IResourceTransferCanon resourceTransferCanon, [Inject(Id = "Available Resources")] IEnumerable <IResourceDefinition> availableResources ) { GameCore = gameCore; FreeResourcesLogic = freeResourcesLogic; ExtractionLogic = extractionLogic; ResourceTransferCanon = resourceTransferCanon; AvailableResources = availableResources; }
public ResourceExchangeBuilder( ICivilizationConnectionLogic civilizationConnectionLogic, DiContainer container, IResourceTransferCanon resourceTransferCanon, IFreeResourcesLogic freeResourcesLogic, [Inject(Id = "Available Resources")] IEnumerable <IResourceDefinition> availableResources ) { CivilizationConnectionLogic = civilizationConnectionLogic; Container = container; ResourceTransferCanon = resourceTransferCanon; FreeResourcesLogic = freeResourcesLogic; AvailableResources = availableResources; }