private List <IBehaviour> CreateBehavioursFromAbbreviatedNames(HashSet <string> abbreviatedNames) { // We must give each bot its own list of instantiated behaviours since they store state. List <IBehaviour> behaviours = new List <IBehaviour>(); // Hard-coded for now foreach (string abName in abbreviatedNames) { IBehaviour newBehaviour = null; if (abName == "c") { newBehaviour = new CrossBehaviour(); } if (abName == "g") { newBehaviour = new GrabbingBehaviour(); } if (abName == "n") { newBehaviour = new NoneBehaviour(); } if (abName == "p") { newBehaviour = new PhysicsBehaviour(); } if (abName == "t") { newBehaviour = new TeleportBehaviour(); } if (abName == "tw") { newBehaviour = new TwitchyBehaviour(); } if (abName == "ph2") { newBehaviour = new PhysicsBehaviour2(); } if (newBehaviour != null) { behaviours.Add(newBehaviour); } else { MainConsole.Instance.OutputFormat("No behaviour with abbreviated name {0} found", abName); } } return(behaviours); }
private List<IBehaviour> CreateBehavioursFromAbbreviatedNames(HashSet<string> abbreviatedNames) { // We must give each bot its own list of instantiated behaviours since they store state. List<IBehaviour> behaviours = new List<IBehaviour>(); // Hard-coded for now foreach (string abName in abbreviatedNames) { IBehaviour newBehaviour = null; if (abName == "c") newBehaviour = new CrossBehaviour(); if (abName == "g") newBehaviour = new GrabbingBehaviour(); if (abName == "n") newBehaviour = new NoneBehaviour(); if (abName == "p") newBehaviour = new PhysicsBehaviour(); if (abName == "t") newBehaviour = new TeleportBehaviour(); if (abName == "tw") newBehaviour = new TwitchyBehaviour(); if (abName == "ph2") newBehaviour = new PhysicsBehaviour2(); if (abName == "inv") newBehaviour = new InventoryDownloadBehaviour(); if (newBehaviour != null) { behaviours.Add(newBehaviour); } else { MainConsole.Instance.OutputFormat("No behaviour with abbreviated name {0} found", abName); } } return behaviours; }