public CombatMissionsBehavior()
        {
            _lastPulse = DateTime.MinValue;

            _traveler = new Traveler();
            _random = new Random();
            _salvage = new Salvage();
            _combat = new Combat();
            _drones = new Drones();
            _unloadLoot = new UnloadLoot();
            _agentInteraction = new AgentInteraction();
            _arm = new Arm();
            _courierMissionCtrl = new CourierMissionCtrl();
            _switchShip = new SwitchShip();
            _combatMissionCtrl = new CombatMissionCtrl();
            _panic = new Panic();
            _storyline = new Storyline();
            _statistics = new Statistics();
            _watch = new Stopwatch();

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

            // States.CurrentCombatMissionBehaviorState fixed on ExecuteMission
            _States.CurrentCombatMissionBehaviorState = CombatMissionsBehaviorState.Idle;
            _States.CurrentArmState = ArmState.Idle;
            _States.CurrentUnloadLootState = UnloadLootState.Idle;
            _States.CurrentTravelerState = TravelerState.AtDestination;
        }
Example #2
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;
        }
        //DateTime _nextAction = DateTime.Now;
        public DedicatedBookmarkSalvagerBehavior()
        {
            _lastPulse = DateTime.Now;

            //_random = new Random();
            _salvage = new Salvage();
            _localWatch = new LocalWatch();
            //_combat = new Combat();
            //_drones = new Drones();
            _traveler = new Traveler();
            _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.CurrentDroneState = DroneState.Idle;
            _States.CurrentUnloadLootState = UnloadLootState.Idle;
            _States.CurrentTravelerState = TravelerState.Idle;
        }
        //DateTime _nextAction = DateTime.Now;
        public DirectionalScannerBehavior()
        {
            _lastPulse = DateTime.Now;
            _random = new Random();
            _salvage = new Salvage();
            _combat = new Combat();
            _drones = new Drones();
            _traveler = new Traveler();
            _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;
            //Settings.Instance.UseFittingManager = false;

            // States.CurrentDirectionalScannerBehaviorState fixed on ExecuteMission
            _States.CurrentDirectionalScannerBehaviorState = DirectionalScannerBehaviorState.Idle;
            _States.CurrentArmState = ArmState.Idle;
            //_States.CurrentCombatState = CombatState.Idle;
            //_States.CurrentDroneState = DroneState.Idle;
            _States.CurrentUnloadLootState = UnloadLootState.Idle;
            _States.CurrentTravelerState = TravelerState.Idle;
        }
Example #5
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;
        }
        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;
        }