public ForestCreatorAction(IDbManager dbManager, IForestManager forestManager, IScheduler scheduler) { this.dbManager = dbManager; this.forestManager = forestManager; this.scheduler = scheduler; Time = SystemClock.Now; }
public SystemVariablesUpdater(IWorld world, ITribeManager tribeManager, IDbManager dbManager, IScheduler scheduler, IStrongholdManager strongholdManager, IForestManager forestManager, ISystemVariableManager systemVariableManager, INetworkServer networkServer, IChannel channel, BlockingBufferManager bufferManager, SocketAwaitablePool socketAwaitablePool) { this.world = world; this.tribeManager = tribeManager; this.dbManager = dbManager; this.scheduler = scheduler; this.strongholdManager = strongholdManager; this.forestManager = forestManager; this.systemVariableManager = systemVariableManager; this.networkServer = networkServer; this.channel = channel; this.bufferManager = bufferManager; this.socketAwaitablePool = socketAwaitablePool; if (!string.IsNullOrEmpty(Config.api_id)) { graphiteKeyPrefix = string.Format("servers.{0}_tribalhero_com.tribalhero.", Config.api_id); } }
public void AfterDbLoaded(Procedure procedure, IForestManager forestManager) { Cities.AfterDbLoaded(procedure); // Launch forest creator forestManager.StartForestCreator(); }
public CityTileNextAvailableLocationStrategy(MapFactory mapFactory, Formula formula, IForestManager forestManager, IGameObjectLocator gameObjectLocator) { this.mapFactory = mapFactory; this.formula = formula; this.forestManager = forestManager; this.gameObjectLocator = gameObjectLocator; }
public ForestCampHarvestPassiveAction(uint cityId, uint forestId, IScheduler scheduler, IWorld world, IForestManager forestManager, ILocker locker) : this(scheduler, world, forestManager, locker) { this.forestId = forestId; this.cityId = cityId; }
public ForestCampHarvestPassiveAction(IScheduler scheduler, IWorld world, IForestManager forestManager, ILocker locker) { IsCancellable = true; this.scheduler = scheduler; this.world = world; this.forestManager = forestManager; this.locker = locker; }
public ForestDepleteAction(IForest forest, DateTime time, IForestManager forestManager, IRegionManager regionManager, ILocker locker) { this.forestManager = forestManager; this.regionManager = regionManager; this.locker = locker; Forest = forest; Time = time; }
public MapDataExport(IStrongholdManager strongholdManager, ICityManager cityManager, IForestManager forestManager, IBarbarianTribeManager barbarianTribeManager, ITribeManager tribeManager, IWorld world, IScheduler scheduler) { this.strongholdManager = strongholdManager; this.cityManager = cityManager; this.forestManager = forestManager; this.barbarianTribeManager = barbarianTribeManager; this.tribeManager = tribeManager; this.world = world; this.scheduler = scheduler; }
public ResourcesCommandLineModule( IWorld world, IForestManager forestManager, ICityManager cityManager, ILocker locker, IObjectTypeFactory objectTypeFactory, Formula formula, UnitFactory unitFactory) { this.forestManager = forestManager; this.cityManager = cityManager; this.locker = locker; this.objectTypeFactory = objectTypeFactory; this.formula = formula; this.unitFactory = unitFactory; this.world = world; }
public CityTileNextToFriendLocationStrategy(int distance, IPlayer player, MapFactory mapFactory, ITileLocator tileLocator, Random random, Formula formula, IForestManager forestManager, IWorld world) { this.distance = distance; this.player = player; this.mapFactory = mapFactory; this.tileLocator = tileLocator; this.random = random; this.formula = formula; this.forestManager = forestManager; this.world = world; }
public StructureCommandsModule(IActionFactory actionFactory, IStructureCsvFactory structureCsvFactory, IObjectTypeFactory objectTypeFactory, PropertyFactory propertyFactory, IForestManager forestManager, IThemeManager themeManager, IWorld world, ILocker locker) { this.actionFactory = actionFactory; this.structureCsvFactory = structureCsvFactory; this.objectTypeFactory = objectTypeFactory; this.propertyFactory = propertyFactory; this.forestManager = forestManager; this.themeManager = themeManager; this.world = world; this.locker = locker; }
public ForestCampBuildActiveAction(Formula formula, IWorld world, IObjectTypeFactory objectTypeFactory, IStructureCsvFactory structureCsvFactory, IForestManager forestManager, ILocker locker, ITileLocator tileLocator, CallbackProcedure callbackProcedure) { this.formula = formula; this.world = world; this.objectTypeFactory = objectTypeFactory; this.structureCsvFactory = structureCsvFactory; this.forestManager = forestManager; this.locker = locker; this.tileLocator = tileLocator; this.callbackProcedure = callbackProcedure; }
public ForestCampBuildActiveAction(uint cityId, uint lumbermillId, uint forestId, ushort campType, ushort labors, Formula formula, IWorld world, IObjectTypeFactory objectTypeFactory, IStructureCsvFactory structureCsvFactory, IForestManager forestManager, ILocker locker, ITileLocator tileLocator, CallbackProcedure callbackProcedure) : this(formula, world, objectTypeFactory, structureCsvFactory, forestManager, locker, tileLocator, callbackProcedure) { this.cityId = cityId; this.lumbermillId = lumbermillId; this.forestId = forestId; this.labors = labors; this.campType = campType; }