public static void RegisterDefaults(WorldRules worldRules) { Contract.Requires(worldRules != null); NamedEntities resources = worldRules.Resources; resources.Register(Population); resources.Register(Food); }
public static void RegisterDefaults(WorldRules worldRules) { Contract.Requires(worldRules != null); NamedEntities terrains = worldRules.Terrains; terrains.Register(Land); terrains.Register(Water); }
public static void RegisterDefaults(WorldRules worldRules) { Contract.Requires(worldRules != null); NamedEntities buildingModels = worldRules.BuildingModels; buildingModels.Register(Farm); buildingModels.Register(House); buildingModels.Register(ConvenienceStore); }
public static void RegisterManuallyZonableComponent(WorldRules worldRules) { Contract.Requires(worldRules != null); NamedEntities zones = worldRules.Zones; var manuallyZonable = new TypedComponents <bool>(ManuallyZonable, () => false); manuallyZonable[zones[Zones.Commercial]] = true; manuallyZonable[zones[Zones.Farmland]] = true; manuallyZonable[zones[Zones.Residential]] = true; manuallyZonable[zones[Zones.Road]] = true; zones.Extend(manuallyZonable); }
public static void RegisterDefaults(WorldRules worldRules) { Contract.Requires(worldRules != null); NamedEntities zones = worldRules.Zones; zones.Register(Empty); zones.Register(Commercial); zones.Register(Farmland); zones.Register(Residential); zones.Register(Road); }
internal BuildingModelsInitializer(NamedEntities buildingModels, TypedComponents <BuildingResourceProduction[]> buildingResourceProduction) { this.buildingModels = buildingModels; this.buildingResourceProduction = buildingResourceProduction; }