/// <summary> /// Basic constructor /// </summary> public SystemCommunication(AI ai, int broadcastRadius) { AI_ = ai; broadcastRadius_ = broadcastRadius; isBroadcasting_ = false; broadcastMessage_ = "Default Message"; framesLeftToBroadcast_ = 0; key_ = StimulusIDGenerator.getNext(); communicationLevel_ = CommunicationLevel.Medium; isListening_ = false; communicationRequested_ = false; framesSinceLastCommunication_ = 100; framesSinceCommunicatingThisType_ = new Dictionary<BeliefType, int>(); framesSinceCommunicatingThisType_[BeliefType.AllyHealth] = 0; framesSinceCommunicatingThisType_[BeliefType.AllyLoc] = 0; framesSinceCommunicatingThisType_[BeliefType.AmmoLoc] = 0; framesSinceCommunicatingThisType_[BeliefType.AvailableCover] = 0; framesSinceCommunicatingThisType_[BeliefType.BestTarget] = 0; framesSinceCommunicatingThisType_[BeliefType.CoverLoc] = 0; framesSinceCommunicatingThisType_[BeliefType.EnemyHealth] = 0; framesSinceCommunicatingThisType_[BeliefType.EnemyLoc] = 0; framesSinceCommunicatingThisType_[BeliefType.Error] = 0; framesSinceCommunicatingThisType_[BeliefType.InvestigateTarget] = 0; framesSinceCommunicatingThisType_[BeliefType.SuspiciousNoise] = 0; framesSinceCommunicatingThisType_[BeliefType.TeamInfo] = 0; }
internal SystemAiming(AI ai, CharacterAbstract enemy) : base(ai) { enemy_ = enemy; }
internal SystemTargetSelection(AI ai) : base(ai) { }
internal BossSystemMissiles(AI ai) : base(ai) { }
internal System(AI ai) { AI_ = ai; }
internal GoalManager(AI ai) { AI_ = ai; }
internal SystemMemoryCleanup(AI ai) : base(ai) { }
public SystemCoverSelection(AI ai) : base(ai) { }