// will be called on each new Brain after it's created, // before asking for the first command public void SetRules(AiProtocol.GameRules gameRules) { // the time at which the rules were generated is a good way to determine if // the game was restarted, with possibly different rules if (rules.TimeWhenGenerated != gameRules.TimeWhenGenerated) { rules = gameRules; // DESTROY THE OLD HIVE // AND EVERYTHING WE HOLD STATIC Restart(); } }
void GenerateRules() { AiProtocol.VillageRules redRules = new AiProtocol.VillageRules() { FoodPerChild = Config.RedFoodPerChild, FoodPerLevel = Config.RedFoodPerLevel, WoodPerLevel = Config.RedWoodPerLevel, HighAgility = Config.RedHighAgility, LowAgility = Config.RedLowAgility, HighIntelligence = Config.RedHighIntelligence, LowIntelligence = Config.RedLowIntelligence, HighStrength = Config.RedHighStrength, LowStrength = Config.RedLowStrength, ParentsRequired = Config.RedParentsRequired }; AiProtocol.VillageRules blueRules = new AiProtocol.VillageRules() { FoodPerChild = Config.BlueFoodPerChild, FoodPerLevel = Config.BlueFoodPerLevel, WoodPerLevel = Config.BlueWoodPerLevel, HighAgility = Config.BlueHighAgility, LowAgility = Config.BlueLowAgility, HighIntelligence = Config.BlueHighIntelligence, LowIntelligence = Config.BlueLowIntelligence, HighStrength = Config.BlueHighStrength, LowStrength = Config.BlueLowStrength, ParentsRequired = Config.BlueParentsRequired }; Rules = new AiProtocol.GameRules() { RedVillageRules = redRules, BlueVillageRules = blueRules, TimeWhenGenerated = Time.unscaledTime + 1, MaxHearingDistance = Config.MaxHearingDistance, MaxInteractionDistance = Config.MaxInteractionDistance, TreeRegrowingTime = Config.TreeRegrowingTime, WalkingWindowSize = Config.WalkingWindowSize }; }
public void SetRules(AiProtocol.GameRules rules) { }
public void SetRules(AiProtocol.GameRules rules) { Brain.SetRules(rules); }