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 CityPossessionResponder(CivilizationSignals civSignals, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon ) { UnitPossessionCanon = unitPossessionCanon; civSignals.CivGainedCity.Subscribe(OnCityOwnershipChanged); }
public ResourceTransferCanon( IResourceExtractionLogic extractionLogic, IResourceLockingCanon lockingCanon, CivilizationSignals civSignals ) { ExtractionLogic = extractionLogic; LockingCanon = lockingCanon; CivSignals = civSignals; }
public FreeBuildingsCanon( IFreeBuildingApplier freeBuildingApplier, CivilizationSignals civSignals, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon ) { FreeBuildingApplier = freeBuildingApplier; CivSignals = civSignals; CityPossessionCanon = cityPossessionCanon; }
public GreatPersonCanon( ICivilizationConfig civConfig, IUnitConfig unitConfig, CivilizationSignals civSignals ) { CivConfig = civConfig; UnitConfig = unitConfig; civSignals.GreatPersonBorn.Subscribe(OnGreatPersonBorn); }
public FreeGoldenAgeResponder( IGoldenAgeCanon goldenAgeCanon, CivilizationSignals civSignals, CitySignals citySignals, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon ) { GoldenAgeCanon = goldenAgeCanon; CivSignals = civSignals; CitySignals = citySignals; CityPossessionCanon = cityPossessionCanon; }
public CapitalCitySynchronizer( ICapitalCityCanon capitalCityCanon, CivilizationSignals civSignals, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon ) { CapitalCityCanon = capitalCityCanon; CivSignals = civSignals; CityPossessionCanon = cityPossessionCanon; SetCapitalUpdating(true); }
public UnitPossessionCanon( IResourceLockingCanon resourceLockingCanon, CivilizationSignals civSignals, UnitSignals unitSignals ) { ResourceLockingCanon = resourceLockingCanon; CivSignals = civSignals; UnitSignals = unitSignals; civSignals.CivBeingDestroyed.Subscribe(OnCivilizationBeingDestroyed); }
public CivilizationFactory( DiContainer container, CivilizationSignals signals, ITechCanon techCanon, [InjectOptional(Id = "Civ Container")] Transform civContainer ) { Container = container; Signals = signals; TechCanon = techCanon; CivContainer = civContainer; signals.CivBeingDestroyed.Subscribe(OnCivilizationBeingDestroyed); }
public CityPossessionCanon( CitySignals citySignals, CivilizationSignals civSignals, IPossessionRelationship <ICity, IHexCell> cellPossessionCanon, HexCellSignals cellSignals ) { CivSignals = civSignals; citySignals.BeingDestroyed.Subscribe(OnCityBeingDestroyed); civSignals.CivBeingDestroyed.Subscribe(OnCivilizationBeingDestroyed); cellSignals.MapBeingClearedSignal.Subscribe(unit => Clear(false)); }
public GoldenAgeCanon( IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, ICivilizationConfig civConfig, CivilizationSignals civSignals, ICivModifiers civModifiers ) { CityPossessionCanon = cityPossessionCanon; CivConfig = civConfig; CivSignals = civSignals; CivModifiers = civModifiers; CivSignals.CivBeingDestroyed.Subscribe(civ => ClearCiv(civ)); }
public void InjectDependencies( ICivilizationYieldLogic yieldLogic, ITechCanon techCanon, CivilizationSignals signals, IGreatPersonCanon greatPersonCanon, IGreatPersonFactory greatPersonFactory, IGoldenAgeCanon goldenAgeCanon, ICivilizationHappinessLogic civHappinessLogic ) { YieldLogic = yieldLogic; TechCanon = techCanon; Signals = signals; GreatPersonCanon = greatPersonCanon; GreatPersonFactory = greatPersonFactory; GoldenAgeCanon = goldenAgeCanon; CivHappinessLogic = civHappinessLogic; TechQueue = new Queue <ITechDefinition>(); }
public CivDefeatExecutor( ICivilizationConfig civConfig, ICanBuildCityLogic canBuildCityLogic, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, CivilizationSignals civSignals ) { CivConfig = civConfig; CanBuildCityLogic = canBuildCityLogic; CityPossessionCanon = cityPossessionCanon; UnitPossessionCanon = unitPossessionCanon; CivSignals = civSignals; CivSignals.CivLostUnit.Subscribe(OnLostUnit); CivSignals.CivLostCity.Subscribe(OnLostCity); CivSignals.NewCivilizationCreated.Subscribe(OnNewCivCreated); }
public CivDiscoveryCanon(CivilizationSignals civSignals) { civSignals.CivBeingDestroyed.Subscribe(OnCivBeingDestroyed); }