public Entity(IClanInfo myClan, SpawnStats stats, IVisionSense visionSense) { ClanInfo = myClan; Id = stats.Id; Health = stats.Health; _maxHealth = Health; Damage = stats.Damage; Defence = stats.Defence; _visionSense = visionSense; }
public Soldier(IClanInfo myClan, SpawnStats stats, IVisionSense visionSense) : base(myClan, stats, visionSense) { _willingnessToAttactk = _rnd.Next(Behaviour.SOLDIER_MINIMAL_WILLIGNESS_TO_ATTACK, 100); }
public Outpost(IClanInfo myClan, SpawnStats stats, IVisionSense visionSense, int spawnTreshold) : base(myClan, stats, visionSense, spawnTreshold) { // Empty }
public Headquarter(IClanInfo myClan, SpawnStats stats, IVisionSense visionSense, int spawnTreshold) : base(myClan, stats, visionSense) { _spawnTreshold = spawnTreshold; InitializePossibleSpawns(); }
public Builder(IClanInfo myClan, SpawnStats stats, IVisionSense visionSense) : base(myClan, stats, visionSense) { // Empty }