public CellYieldLogic( IPossessionRelationship <IHexCell, IResourceNode> nodePositionCanon, IImprovementLocationCanon improvementLocationCanon, IPossessionRelationship <ICity, IHexCell> cellPossessionCanon, IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon, ITechCanon techCanon, IFreshWaterLogic freshWaterCanon, IGoldenAgeCanon goldenAgeCanon, ICivilizationConfig civConfig, IInherentCellYieldLogic inherentYieldLogic, IResourceNodeYieldLogic nodeYieldLogic, IImprovementYieldLogic improvementYieldLogic, ICellYieldFromBuildingsLogic buildingYieldLogic ) { NodePositionCanon = nodePositionCanon; ImprovementLocationCanon = improvementLocationCanon; CellPossessionCanon = cellPossessionCanon; BuildingPossessionCanon = buildingPossessionCanon; TechCanon = techCanon; FreshWaterCanon = freshWaterCanon; GoldenAgeCanon = goldenAgeCanon; CivConfig = civConfig; InherentYieldLogic = inherentYieldLogic; NodeYieldLogic = nodeYieldLogic; ImprovementYieldLogic = improvementYieldLogic; BuildingYieldLogic = buildingYieldLogic; }
public StartGoldenAgeAbilityHandler( IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, IGoldenAgeCanon goldenAgeCanon ) { UnitPossessionCanon = unitPossessionCanon; GoldenAgeCanon = goldenAgeCanon; }
public FreeGoldenAgeResponder( IGoldenAgeCanon goldenAgeCanon, CivilizationSignals civSignals, CitySignals citySignals, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon ) { GoldenAgeCanon = goldenAgeCanon; CivSignals = civSignals; CitySignals = citySignals; CityPossessionCanon = cityPossessionCanon; }
public IncomeModifierLogic( IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, ICivilizationHappinessLogic civHappinessLogic, ICivilizationConfig civConfig, IGoldenAgeCanon goldenAgeCanon ) { BuildingPossessionCanon = buildingPossessionCanon; CityPossessionCanon = cityPossessionCanon; CivHappinessLogic = civHappinessLogic; CivConfig = civConfig; GoldenAgeCanon = goldenAgeCanon; }
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 CivilizationComposer( ICivilizationFactory civilizationFactory, ITechCanon techCanon, ISocialPolicyComposer policyComposer, IExplorationCanon explorationCanon, IHexGrid grid, IFreeBuildingsCanon freeBuildingsCanon, List <IBuildingTemplate> availableBuildings, [Inject(Id = "Available Techs")] List <ITechDefinition> availableTechs, ReadOnlyCollection <ICivilizationTemplate> availableCivTemplates, IGoldenAgeCanon goldenAgeCanon, ICivDiscoveryCanon civDiscoveryCanon ) { CivilizationFactory = civilizationFactory; TechCanon = techCanon; PolicyComposer = policyComposer; ExplorationCanon = explorationCanon; Grid = grid; FreeBuildingsCanon = freeBuildingsCanon; BuildingTemplates = availableBuildings; AvailableTechs = availableTechs; AvailableCivTemplates = availableCivTemplates; GoldenAgeCanon = goldenAgeCanon; CivDiscoveryCanon = civDiscoveryCanon; }
public void InjectDependencies( IGoldenAgeCanon goldenAgeCanon ) { GoldenAgeCanon = goldenAgeCanon; }