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Not actually creating the data models, but a little refactoring * Rename FrEee.Core, this time to FrEee.Core.Domain * Actually reference the domain project * Move IReferrrable to Objects.GameState * Store a GameSetup inside the Galaxy, instead of all its properties
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....Core/Modding/Abilities/IAbilityObject.cs → ...omain/Modding/Abilities/IAbilityObject.cs
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FrEee.Core/Modding/EventType.cs → FrEee.Core.Domain/Modding/EventType.cs
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...e.Core/Modding/Loaders/EventTypeLoader.cs → ...Domain/Modding/Loaders/EventTypeLoader.cs
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using FrEee.Objects.GameState; | ||
using FrEee.Serialization; | ||
using System.Collections.Generic; | ||
using System.Linq; | ||
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...ion/Construction/IConstructionTemplate.cs → ...ion/Construction/IConstructionTemplate.cs
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...vilization/Diplomacy/Messages/IMessage.cs → ...vilization/Diplomacy/Messages/IMessage.cs
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FrEee.Core/Objects/Civilization/INameable.cs → ....Domain/Objects/Civilization/INameable.cs
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using FrEee.Objects.GameState; | ||
using FrEee.Serialization; | ||
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namespace FrEee.Objects.Civilization; | ||
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...e.Core/Objects/Civilization/IOrderable.cs → ...Domain/Objects/Civilization/IOrderable.cs
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...ore/Objects/Civilization/Orders/IOrder.cs → ...ain/Objects/Civilization/Orders/IOrder.cs
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...bjects/Civilization/Orders/IRecyclable.cs → ...bjects/Civilization/Orders/IRecyclable.cs
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...re/Objects/Commands/CreateFleetCommand.cs → ...in/Objects/Commands/CreateFleetCommand.cs
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...Objects/Commands/CreateWaypointCommand.cs → ...Objects/Commands/CreateWaypointCommand.cs
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FrEee.Core/Objects/Commands/ICommand.cs → ....Core.Domain/Objects/Commands/ICommand.cs
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.../Objects/Commands/SetPlayerInfoCommand.cs → .../Objects/Commands/SetPlayerInfoCommand.cs
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