Example #1
0
 protected AssignmentAI(SaveGameContext ctx)
 {
     if (m_currentAssignment != null)
     {
         m_currentAssignment.StatusChanged += OnJobStatusChanged;
     }
 }
Example #2
0
 World(SaveGameContext ctx)
     : this()
 {
     if (this.TickMethod == WorldTickMethod.Sequential)
     {
         m_livingEnumerator = new LivingEnumerator(m_livings.List);
     }
 }
Example #3
0
		BuildOrder(SaveGameContext context)
		{
			Debug.Assert(this.BuildableItem != null);

			if (this.BuildableItem.MaterialID.HasValue)
				this.Name = String.Format("{0} {1}", this.BuildableItem.MaterialID, this.BuildableItem.ItemInfo.Name);
			else
				this.Name = this.BuildableItem.ItemInfo.Name;

		}
Example #4
0
        ProcessableList(SaveGameContext ctx)
        {
            this.List       = m_list.AsReadOnly();
            this.AddList    = m_addList.AsReadOnly();
            this.RemoveList = m_removeList.AsReadOnly();

            // I believe removelist should always be empty when game was saved
            if (this.RemoveList.Count > 0)
            {
                throw new Exception();
            }
        }
Example #5
0
        LivingObject(SaveGameContext ctx)
            : base(ctx, ObjectType.Living)
        {
            this.World.TickEnding += OnTickEnding;
            this.World.TickStarted += OnTickStarted;

            var aai = m_ai as Dwarrowdelf.AI.AssignmentAI;
            if (aai != null)
                aai.AssignmentChanged += OnAIAssignmentChanged;

            // XXX inventory items are not present yet?
            RecalcArmorClass();

            this.Trace = new MyTraceSource("Server.LivingObject",
                String.Format("{0} ({1})", this.Name ?? this.LivingInfo.Name, this.ObjectID));
        }
Example #6
0
        LivingObject(SaveGameContext ctx)
            : base(ctx, ObjectType.Living)
        {
            this.World.TickEnding  += OnTickEnding;
            this.World.TickStarted += OnTickStarted;

            var aai = m_ai as Dwarrowdelf.AI.AssignmentAI;

            if (aai != null)
            {
                aai.AssignmentChanged += OnAIAssignmentChanged;
            }

            // XXX inventory items are not present yet?
            RecalcArmorClass();

            this.Trace = new MyTraceSource("Server.LivingObject",
                                           String.Format("{0} ({1})", this.Name ?? this.LivingInfo.Name, this.ObjectID));
        }
Example #7
0
 BuildItemAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #8
0
 InstallItemAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #9
0
 FellTreeAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #10
0
 protected BaseObject(SaveGameContext ctx, ObjectType objectType)
     : this(objectType)
 {
 }
Example #11
0
 protected Assignment(SaveGameContext ctx)
 {
 }
Example #12
0
 UnequipItemAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #13
0
 BuildItemAssignment(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #14
0
 DungeonPlayer(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #15
0
        BuildOrder(SaveGameContext context)
        {
            Debug.Assert(this.BuildableItem != null);

            if (this.BuildableItem.MaterialID.HasValue)
                this.Name = String.Format("{0} {1}", this.BuildableItem.MaterialID, this.BuildableItem.ItemInfo.Name);
            else
                this.Name = this.BuildableItem.ItemInfo.Name;
        }
Example #16
0
 WaitAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #17
0
 AttackAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #18
0
 UnequipItemAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #19
0
 SleepAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #20
0
 protected ItemAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #21
0
 protected ItemAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #22
0
 BuildItemManager(SaveGameContext ctx)
 {
     Init();
 }
Example #23
0
 ConsumeAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #24
0
 Group(SaveGameContext ctx)
 {
 }
Example #25
0
 HaulAssignment(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #26
0
 Stockpile(SaveGameContext ctx)
 {
 }
Example #27
0
 protected MovableObject(SaveGameContext ctx, ObjectType objectType)
     : base(ctx, objectType)
 {
 }
Example #28
0
 FortressGame(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #29
0
 Stockpile(SaveGameContext ctx)
 {
 }
Example #30
0
 FetchItems(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #31
0
 WaitAssignment(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #32
0
 FetchItems(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #33
0
 SleepAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
 GrazeMoveAssignment(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #35
0
 ConstructAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #36
0
 protected GameAction(SaveGameContext ctx)
 {
 }
Example #37
0
 AttackAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #38
0
 World(SaveGameContext ctx)
     : this()
 {
     if (this.TickMethod == WorldTickMethod.Sequential)
         m_livingEnumerator = new LivingEnumerator(m_livings.List);
 }
Example #39
0
 CarryItemAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #40
0
        LivingObject(SaveGameContext ctx)
            : base(ctx, ObjectType.Living)
        {
            this.World.TickStarting += OnTickStart;

            var aai = m_ai as Dwarrowdelf.AI.AssignmentAI;
            if (aai != null)
                aai.AssignmentChanged += OnAIAssignmentChanged;

            // XXX inventory items are not present yet?
            RecalcArmorClass();
        }
Example #41
0
 InstallItemAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
 GenericDebugAssignment(SaveGameContext ctx)
     : base(ctx)
 {
 }
 MoveConstructAssignment(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #44
0
 protected MoveAssignmentBase(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #45
0
 FoodGenerator(SaveGameContext ctx)
     : base(ctx)
 {
     this.World.TickStarted += OnTickStart;
 }
Example #46
0
 RandomMoveAssignment(SaveGameContext ctx)
     : base(ctx)
 {
 }
 HaulToAreaAssignment(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #48
0
 protected ItemObject(SaveGameContext ctx)
     : base(ctx, ObjectType.Item)
 {
 }
Example #49
0
 FellTreeAssignment(SaveGameContext ctx)
     : base(ctx)
 {
 }
 PatrolAssignment(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #51
0
 ConstructJob(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #52
0
 DwarfAI(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #53
0
 EnvObserver(SaveGameContext ctx)
 {
 }
Example #54
0
 protected GameAction(SaveGameContext ctx)
 {
 }
Example #55
0
 protected Assignment(SaveGameContext ctx)
 {
 }
Example #56
0
 WaitAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #57
0
 MonsterAI(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #58
0
 GetItemAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Example #59
0
 ConstructManager(SaveGameContext ctx)
 {
 }
Example #60
0
 ManualControlAI(SaveGameContext ctx)
 {
     this.Actions = new ReadOnlyObservableCollection <GameAction>(m_actions);
 }