// -------------------------------------------------------------------------------------------------------------------------------- /// <summary> /// Creates a copy of the given Rival /// </summary> /// <param name="other">if null, a default rival is created</param> public Rival(Rival other) : this() { if (other == null) { return; } _criticalInjuries = new List <CriticalInjury>(other._criticalInjuries); WfLogger.Log(this, LogLevel.DETAILED, "Created new Rival from another"); }
// -------------------------------------------------------------------------------------------------------------------------------- /// <summary> /// Creates an uniqie rival from a normal one, the name is the species + archetype and the motivations are randomly assigned /// </summary> /// <param name="other"></param> public UniqueRival(Rival other) : this() { if (other == null) { return; } _name = other._species + " " + other._archetype; _motivationSet = MotivationFactory.RandomMotivationSet(); WfLogger.Log(this, LogLevel.DETAILED, "Created new Unique Rival from another"); }