public ConcreteEconomyRules() { this.EconomyInformation = EconomyRequestFacade.GetInstance(); this.ItemInformation = ItemInformationFacade.GetInstance(); this.TierListFacade = TierListFacade.GetInstance(); // The list of the suggestion-generating rulesets this.uniqueRules = UniqueRulesFactory.Generate(this); this.divinationRules = DivinationRuleFactory.Generate(this); this.prophecyRules = ProphecyRulesFactory.Generate(this); this.scarabRules = this.GenerateScarabRuleSet(); this.uniquemapsRules = this.GenerateUniqueMapRules(); this.fossilrules = this.GenerateFossilTieringRules(); this.incubatorrules = this.GenerateIncubatorTieringRules(); this.shaperRules = ShaperElderRulesFactory.Generate(this, "rare->shaper"); this.elderRules = ShaperElderRulesFactory.Generate(this, "rare->elder"); this.normalRules = ShaperElderRulesFactory.Generate(this, "rare->normal"); this.Rules.Clear(); this.Rules.Add(this.uniqueRules); this.Rules.Add(this.divinationRules); this.Rules.Add(this.uniquemapsRules); this.Rules.Add(this.fossilrules); this.Rules.Add(this.elderRules); this.Rules.Add(this.shaperRules); this.Rules.Add(this.incubatorrules); this.Rules.Add(this.prophecyRules); this.Rules.Add(this.scarabRules); // this.Rules.Add(this.normalRules); }
public ConcreteEconomyRules() { this.EconomyInformation = EconomyRequestFacade.GetInstance(); this.ItemInformation = ItemInformationFacade.GetInstance(); this.TierListFacade = TierListFacade.GetInstance(); this.Rules.Clear(); // The list of the suggestion-generating rulesets this.Rules.Add(UniqueRulesFactory.Generate(this)); this.Rules.Add(DivinationRuleFactory.Generate(this)); this.Rules.Add(ProphecyRulesFactory.Generate(this)); this.Rules.Add(FragmentsRuleFactory.Generate(this)); this.Rules.Add(CurrencyRuleFactory.Generate(this)); this.Rules.Add(this.GenerateScarabRuleSet()); this.Rules.Add(this.GenerateUniqueMapRules()); this.Rules.Add(this.GenerateFossilTieringRules()); this.Rules.Add(this.GenerateIncubatorTieringRules()); this.Rules.Add(this.GenerateBlightOilRuleSet()); this.Rules.Add(this.GenerateVialRuleSet()); this.Rules.Add(this.GenerateDeliriumorbsRuleSet()); this.Rules.Add(ShaperElderRulesFactory.Generate(this, "rare->shaper")); this.Rules.Add(ShaperElderRulesFactory.Generate(this, "rare->elder")); this.Rules.Add(ShaperElderRulesFactory.Generate(this, "rare->hunter")); this.Rules.Add(ShaperElderRulesFactory.Generate(this, "rare->warlord")); this.Rules.Add(ShaperElderRulesFactory.Generate(this, "rare->crusader")); this.Rules.Add(ShaperElderRulesFactory.Generate(this, "rare->redeemer")); this.Rules.Add(NormalCraftingBasesRuleFactory.Generate(this, "generalcrafting")); }