public BarbarianBrainWeightLogic( IHexGrid grid, IUnitPositionCanon unitPositionCanon, IBarbarianConfig barbarianConfig, IUnitStrengthEstimator unitStrengthEstimator ) { Grid = grid; UnitPositionCanon = unitPositionCanon; BarbarianConfig = barbarianConfig; UnitStrengthEstimator = unitStrengthEstimator; }
public UnitInfluenceSource( IUnitFactory unitFactory, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, IUnitPositionCanon unitPositionCanon, IUnitStrengthEstimator unitStrengthEstimator, IInfluenceMapApplier influenceMapApplier, IAIConfig aiConfig, IWarCanon warCanon ) { UnitFactory = unitFactory; UnitPossessionCanon = unitPossessionCanon; UnitPositionCanon = unitPositionCanon; UnitStrengthEstimator = unitStrengthEstimator; InfluenceMapApplier = influenceMapApplier; AIConfig = aiConfig; WarCanon = warCanon; }
public BarbarianFleeBrain( IUnitPositionCanon unitPositionCanon, IUnitStrengthEstimator unitStrengthEstimator, IBarbarianConfig barbarianConfig, IHexPathfinder hexPathfiner, IHexGrid grid, IBarbarianBrainWeightLogic brainTools, DiContainer container ) { UnitPositionCanon = unitPositionCanon; UnitStrengthEstimator = unitStrengthEstimator; BarbarianConfig = barbarianConfig; HexPathfinder = hexPathfiner; Grid = grid; BrainTools = brainTools; Container = container; }