protected AssignmentAI(SaveGameContext ctx) { if (m_currentAssignment != null) { m_currentAssignment.StatusChanged += OnJobStatusChanged; } }
World(SaveGameContext ctx) : this() { if (this.TickMethod == WorldTickMethod.Sequential) { m_livingEnumerator = new LivingEnumerator(m_livings.List); } }
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; }
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(); } }
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)); }
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)); }
BuildItemAction(SaveGameContext ctx) : base(ctx) { }
InstallItemAction(SaveGameContext ctx) : base(ctx) { }
FellTreeAction(SaveGameContext ctx) : base(ctx) { }
protected BaseObject(SaveGameContext ctx, ObjectType objectType) : this(objectType) { }
protected Assignment(SaveGameContext ctx) { }
UnequipItemAction(SaveGameContext ctx) : base(ctx) { }
BuildItemAssignment(SaveGameContext ctx) : base(ctx) { }
DungeonPlayer(SaveGameContext ctx) : base(ctx) { }
WaitAction(SaveGameContext ctx) : base(ctx) { }
AttackAction(SaveGameContext ctx) : base(ctx) { }
SleepAction(SaveGameContext ctx) : base(ctx) { }
protected ItemAction(SaveGameContext ctx) : base(ctx) { }
BuildItemManager(SaveGameContext ctx) { Init(); }
ConsumeAction(SaveGameContext ctx) : base(ctx) { }
Group(SaveGameContext ctx) { }
HaulAssignment(SaveGameContext ctx) : base(ctx) { }
Stockpile(SaveGameContext ctx) { }
protected MovableObject(SaveGameContext ctx, ObjectType objectType) : base(ctx, objectType) { }
FortressGame(SaveGameContext ctx) : base(ctx) { }
FetchItems(SaveGameContext ctx) : base(ctx) { }
WaitAssignment(SaveGameContext ctx) : base(ctx) { }
GrazeMoveAssignment(SaveGameContext ctx) : base(ctx) { }
ConstructAction(SaveGameContext ctx) : base(ctx) { }
protected GameAction(SaveGameContext ctx) { }
World(SaveGameContext ctx) : this() { if (this.TickMethod == WorldTickMethod.Sequential) m_livingEnumerator = new LivingEnumerator(m_livings.List); }
CarryItemAction(SaveGameContext ctx) : base(ctx) { }
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(); }
GenericDebugAssignment(SaveGameContext ctx) : base(ctx) { }
MoveConstructAssignment(SaveGameContext ctx) : base(ctx) { }
protected MoveAssignmentBase(SaveGameContext ctx) : base(ctx) { }
FoodGenerator(SaveGameContext ctx) : base(ctx) { this.World.TickStarted += OnTickStart; }
RandomMoveAssignment(SaveGameContext ctx) : base(ctx) { }
HaulToAreaAssignment(SaveGameContext ctx) : base(ctx) { }
protected ItemObject(SaveGameContext ctx) : base(ctx, ObjectType.Item) { }
FellTreeAssignment(SaveGameContext ctx) : base(ctx) { }
PatrolAssignment(SaveGameContext ctx) : base(ctx) { }
ConstructJob(SaveGameContext ctx) : base(ctx) { }
DwarfAI(SaveGameContext ctx) : base(ctx) { }
EnvObserver(SaveGameContext ctx) { }
MonsterAI(SaveGameContext ctx) : base(ctx) { }
GetItemAction(SaveGameContext ctx) : base(ctx) { }
ConstructManager(SaveGameContext ctx) { }
ManualControlAI(SaveGameContext ctx) { this.Actions = new ReadOnlyObservableCollection <GameAction>(m_actions); }