/// <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;
 }
Example #2
0
 internal SystemAiming(AI ai, CharacterAbstract enemy)
     : base(ai)
 {
     enemy_ = enemy;
 }
 internal SystemTargetSelection(AI ai)
     : base(ai)
 {
 }
 internal BossSystemMissiles(AI ai)
     : base(ai)
 {
 }
Example #5
0
 internal System(AI ai)
 {
     AI_ = ai;
 }
Example #6
0
 internal GoalManager(AI ai)
 {
     AI_ = ai;
 }
 internal SystemMemoryCleanup(AI ai)
     : base(ai)
 {
 }
 public SystemCoverSelection(AI ai)
     : base(ai)
 {
 }