/// <summary> /// Creates a entity group that aims to travel from the start chunk to the end chunk /// </summary> /// <param name="startChunk"></param> /// <param name="endChunk"></param> /// <param name="entities"></param> public EntityGroup(Vec2i startChunk, List <Entity> entities = null, EconomicInventory inventory = null) { ShouldDestroy = false; StartChunk = startChunk; CurrentPosition = startChunk.AsVector2(); GroupEntityIDs = new List <int>(); GroupInventory = new Inventory(); EconomicInventory = inventory == null?new EconomicInventory(): inventory; if (entities != null) { foreach (Entity e in entities) { GroupEntityIDs.Add(e.ID); GroupInventory.AddAll(e.Inventory); CombatStrength += e.CombatManager.CalculateEntityCombatStrength(); } } }