Example #1
0
        public Questor()
        {
            _lastPulse = DateTime.MinValue;

            _random = new Random();

            _salvage = new Salvage();
            _defense = new Defense();
            _combat = new Combat();
            _traveler = new Traveler();
            _unloadLoot = new UnloadLoot();
            _agentInteraction = new AgentInteraction();
            _arm = new Arm();
            _missionController = new MissionController();
            _drones = new Drones();
            _panic = new Panic();
            _storyline = new Storyline();

            Settings.Instance.SettingsLoaded += SettingsLoaded;

            // State fixed on ExecuteMission
            State = QuestorState.Idle;

            _directEve = new DirectEve();
            Cache.Instance.DirectEve = _directEve;

            _directEve.OnFrame += OnFrame;
        }
Example #2
0
        public Questor(frmMain form1)
        {
            m_Parent   = form1;
            _lastPulse = DateTime.MinValue;

            _random = new Random();

            _salvage          = new Salvage();
            _defense          = new Defense();
            _combat           = new Combat();
            _traveler         = new Traveler();
            _unloadLoot       = new UnloadLoot();
            _agentInteraction = new AgentInteraction();
            _arm = new Arm();
            _missionController = new MissionController();
            _drones            = new Drones();
            _panic             = new Panic();
            _storyline         = new Storyline();

            Settings.Instance.SettingsLoaded += SettingsLoaded;

            // State fixed on ExecuteMission
            State = QuestorState.Idle;

            _directEve = new DirectEve();
            Cache.Instance.DirectEve = _directEve;

            Cache.Instance.StopTimeSpecified = Program.stopTimeSpecified;

            _directEve.OnFrame += OnFrame;
        }
Example #3
0
        public CombatHelperBehavior()
        {
            //_arm = new Arm();
            //_combat = new Combat();
            //_drones = new Drones();
            _panic = new Panic();
            //_salvage = new Salvage();
            //_slave = new Slave();
            _unloadLoot = new UnloadLoot();
            _watch      = new Stopwatch();

            //
            // this is combat mission specific and needs to be generalized
            //
            Settings.Instance.SettingsLoaded += SettingsLoaded;

            //Settings.Instance.UseFittingManager = false;

            // States.CurrentCombatHelperBehaviorState fixed on ExecuteMission
            _States.CurrentCombatHelperBehaviorState = CombatHelperBehaviorState.UnloadLoot;
            _States.CurrentArmState = ArmState.Idle;

            //_States.CurrentCombatState = CombatState.Idle;
            //_States.CurrentDroneState = DroneState.Idle;
            _States.CurrentUnloadLootState = UnloadLootState.Idle;
            _States.CurrentTravelerState   = TravelerState.Idle;

            Interlocked.Increment(ref CombatHelperBehaviorInstances);
        }
Example #4
0
        public MiningBehavior()
        {
            //_arm = new Arm();
            _panic = new Panic();
            //_combat = new Combat();
            _unloadLoot = new UnloadLoot();
            //_drones = new Drones();

            _lastPulse = DateTime.MinValue;

            MiningToolGroupIDs.Add((int)Group.Miners);               //miners
            MiningToolGroupIDs.Add((int)Group.StripMiners);          //strip miners
            MiningToolGroupIDs.Add((int)Group.ModulatedStripMiners); //modulated strip miners
        }
        public DedicatedBookmarkSalvagerBehavior()
        {
            //_salvage = new Salvage();
            _unloadLoot = new UnloadLoot();
            //_arm = new Arm();
            _panic      = new Panic();
            _statistics = new Statistics();
            _watch      = new Stopwatch();

            //
            // this is combat mission specific and needs to be generalized
            //
            Settings.Instance.SettingsLoaded += SettingsLoaded;

            _States.CurrentDedicatedBookmarkSalvagerBehaviorState = DedicatedBookmarkSalvagerBehaviorState.Idle;
            _States.CurrentArmState        = ArmState.Idle;
            _States.CurrentUnloadLootState = UnloadLootState.Idle;
            _States.CurrentTravelerState   = TravelerState.Idle;
        }
Example #6
0
        public DebugHangarsBehavior()
        {
            //_salvage = new Salvage();
            //_combat = new Combat();
            //_drones = new Drones();
            _unloadLoot = new UnloadLoot();
            //_arm = new Arm();
            _panic = new Panic();
            _watch = new Stopwatch();

            //
            // this is combat mission specific and needs to be generalized
            //
            Settings.Instance.SettingsLoaded += SettingsLoaded;

            _States.CurrentDebugHangarBehaviorState = DebugHangarsBehaviorState.Idle;
            _States.CurrentArmState        = ArmState.Idle;
            _States.CurrentUnloadLootState = UnloadLootState.Idle;
            _States.CurrentTravelerState   = TravelerState.Idle;
        }
Example #7
0
        public Questor(frmMain form1)
        {
            m_Parent = form1;
            _lastPulse = DateTime.MinValue;

            _random = new Random();

            //_debugmodule = new DebugModule();

            //_scoop = new Scoop();
            _salvage = new Salvage();
            _defense = new Defense();
            _localwatch = new LocalWatch();
            _scanInteraction = new ScanInteraction();
            _combat = new Combat();
            _traveler = new Traveler();
            _unloadLoot = new UnloadLoot();
            _agentInteraction = new AgentInteraction();
            _arm = new Arm();
            _courier = new CourierMission();
            _switch = new SwitchShip();
            _missionController = new MissionController();
            _drones = new Drones();
            _panic = new Panic();
            _storyline = new Storyline();

            Settings.Instance.SettingsLoaded += SettingsLoaded;

            // State fixed on ExecuteMission
            State = QuestorState.Idle;

            _directEve = new DirectEve();
            Cache.Instance.DirectEve = _directEve;

            Cache.Instance.StopTimeSpecified = Program.stopTimeSpecified;
            Cache.Instance.MaxRuntime = Program.maxRuntime;
            Cache.Instance.StopTime = Program._stopTime;
            _questorStarted = DateTime.Now;

            _directEve.OnFrame += OnFrame;
        }