initialize repo
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7
Lib/Civilization.Core/Interfaces/IEntity.cs
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Lib/Civilization.Core/Interfaces/IEntity.cs
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namespace Civilization.Core.Interfaces;
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public interface IEntity
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{
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Guid Id { get; }
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int OwnerId { get; }
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}
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Lib/Civilization.Core/Interfaces/IGameAction.cs
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Lib/Civilization.Core/Interfaces/IGameAction.cs
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using Civilization.Core.Actions;
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namespace Civilization.Core.Interfaces;
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public interface IGameAction
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{
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bool CanExecute(GameActionContext context);
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void Execute(GameActionContext context);
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void Undo(GameActionContext context);
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}
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Lib/Civilization.Core/Interfaces/IGridSize.cs
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Lib/Civilization.Core/Interfaces/IGridSize.cs
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namespace Civilization.Core.Interfaces;
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public interface IGridSize
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{
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public int Width { get; }
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public int Height { get; }
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}
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Lib/Civilization.Core/Interfaces/ILogger.cs
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Lib/Civilization.Core/Interfaces/ILogger.cs
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namespace Civilization.Core.Interfaces;
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public interface ILogger
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{
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void Log(string message);
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}
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Lib/Civilization.Core/Interfaces/IOnTurnListener.cs
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Lib/Civilization.Core/Interfaces/IOnTurnListener.cs
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using Civilization.Core.Game;
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namespace Civilization.Core.Interfaces;
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public interface IOnTurnListener
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{
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void OnTurnStart(GameState state);
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void OnTurnEnd(GameState state);
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}
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Lib/Civilization.Core/Interfaces/ITileGrid.cs
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Lib/Civilization.Core/Interfaces/ITileGrid.cs
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namespace Civilization.Core.Interfaces;
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public interface ITileGrid
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{
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IEnumerable<Vec2I> GetNeighbors(Vec2I tilePosition);
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Vec2I ClampPosition(Vec2I position);
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bool IsValidPosition(Vec2I position);
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}
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