public void ApplyBonuses(HumanFighter fighter, GodRelationshipManager relationshipManager) { foreach (DecisionBonus bonus in Bonuses) { bonus.ApplyBonus(fighter, relationshipManager); } }
public DecisionManager(GodRelationshipManager godRelationshipManager, IChanceService chanceService = null, IMenuFactory menuFactory = null, IInput input = null, IOutput output = null) { _relationshipManager = godRelationshipManager; _chanceService = chanceService ?? Globals.ChanceService; _menuFactory = menuFactory ?? Globals.MenuFactory; _input = input ?? Globals.Input; _output = output ?? Globals.Output; _groupingChoicesDictionary = new Dictionary <int, WorldSubRegion>(); }
public override void ApplyBonus(HumanFighter fighter, GodRelationshipManager relationshipManager, bool isSecretBonus = false) { relationshipManager.UpdateRelationship(fighter, _god, BonusAmount); }
public override void ApplyBonus(HumanFighter fighter, GodRelationshipManager relationshipManager, bool isSecretBonus = false) { fighter.AddMagicBonus(_magicStatType, _magicType, BonusAmount, isSecretBonus); }
public override void ApplyBonus(HumanFighter fighter, GodRelationshipManager relationshipManager, bool isSecretBonus = false) { fighter.AddPersonalityFlag(_personalityFlag); }
public abstract void ApplyBonus(HumanFighter fighter, GodRelationshipManager relationshipManager, bool isSecretBonus = false);