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333 put vehicles in their own module (#335)
* Move Vehicles up a namespace, out of Objects * Create FrEee.Vehicles project * Fix a bunch of code broken by moving concrete vehicle type classes to a separate module. There's still some to fix but I think Design and Hull will be need to migrated to the same or another module as well for that. * Add VehicleFactory * Reorganize some things * Add HullFactory * Add DesignFactory * Fix a few simple crashes * Move WeaponPlatform to correct namespace * Mark vehicles project as private assets * Fix compile errors in unit tests caused by referencing newly hidden code * Fix more unit tests * Fix compile errors in winforms, clean up some stuff
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2 changes: 1 addition & 1 deletion
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FrEee.Core.Domain/Gameplay/Commands/Designs/ICreateDesignCommand.cs
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FrEee.Core.Domain/Gameplay/Commands/Designs/ISetObsoleteFlagCommand.cs
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FrEee.Core.Domain/Objects/Civilization/CargoStorage/ICargoContainer.cs
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FrEee.Core.Domain/Objects/Civilization/IHasMaintenanceCost.cs
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using System; | ||
using System.Collections.Generic; | ||
using System.Linq; | ||
using System.Text; | ||
using System.Threading.Tasks; | ||
using FrEee.Utility; | ||
|
||
namespace FrEee.Objects.Civilization; | ||
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/// <summary> | ||
/// Something that has a per-turn maintenance cost. | ||
/// </summary> | ||
public interface IHasMaintenanceCost | ||
{ | ||
/// <summary> | ||
/// Cost to maintain this object per turn. | ||
/// </summary> | ||
ResourceQuantity MaintenanceCost { get; } | ||
} |
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