public ImprovementWorkLogic(
     ICivModifiers civModifiers, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon
     )
 {
     CivModifiers        = civModifiers;
     UnitPossessionCanon = unitPossessionCanon;
 }
Exemplo n.º 2
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 public UnitMaintenanceLogic(
     IFreeUnitsLogic freeUnitsLogic, ICivModifiers civModifiers,
     IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon,
     IUnitGarrisonLogic unitGarrisonLogic
     )
 {
     FreeUnitsLogic      = freeUnitsLogic;
     CivModifiers        = civModifiers;
     UnitPossessionCanon = unitPossessionCanon;
     UnitGarrisonLogic   = unitGarrisonLogic;
 }
Exemplo n.º 3
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        public GoldRaidingLogic(
            IPossessionRelationship <ICivilization, IUnit> unitPossessionLogic,
            ICivModifiers civModifiers, UnitSignals signals
            )
        {
            UnitPossessionLogic = unitPossessionLogic;
            CivModifiers        = civModifiers;

            signals.MeleeCombatWithUnit.Subscribe(OnMeleeCombatWithUnit);
            signals.RangedCombatWithUnit.Subscribe(HandleBounty);
        }
Exemplo n.º 4
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 public GreatMilitaryPointGainLogic(
     IGreatPersonCanon greatPersonCanon, ICivilizationConfig civConfig,
     IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon,
     UnitSignals unitSignals, ICivModifiers civModifiers
     )
 {
     GreatPersonCanon    = greatPersonCanon;
     CivConfig           = civConfig;
     UnitPossessionCanon = unitPossessionCanon;
     UnitSignals         = unitSignals;
     CivModifiers        = civModifiers;
 }
Exemplo n.º 5
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        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 EncampmentClearingResponder(
            UnitSignals unitSignals, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon,
            IEncampmentLocationCanon encampmentLocationCanon, IEncampmentFactory encampmentFactory,
            IBarbarianConfig barbarianConfig, ICivModifiers civModifiers
            )
        {
            unitSignals.EnteredLocation.Subscribe(OnUnitEnteredLocation);

            UnitPossessionCanon     = unitPossessionCanon;
            EncampmentLocationCanon = encampmentLocationCanon;
            EncampmentFactory       = encampmentFactory;
            BarbarianConfig         = barbarianConfig;
            CivModifiers            = civModifiers;
        }