public void StartAction(GameAction action, ActionPriority priority) { D("DoAction: {0}", action); Debug.Assert(!this.HasAction); Debug.Assert(priority != ActionPriority.Undefined); Debug.Assert(action.GUID.IsNull == false); this.CurrentAction = action; this.ActionPriority = priority; this.ActionTotalTicks = 0; this.ActionTicksUsed = 0; var e = new ActionStartEvent() { Action = action, Priority = priority, }; if (m_ai != null) { m_ai.ActionStarted(e); } var c = new ActionStartedChange(this) { ActionStartEvent = e, }; this.World.AddChange(c); }
public void StartAction(GameAction action, ActionPriority priority, int userID) { D("DoAction: {0}, uid: {1}", action, userID); Debug.Assert(!this.HasAction); Debug.Assert(priority != ActionPriority.Undefined); Debug.Assert(action.MagicNumber != 0); this.CurrentAction = action; this.ActionPriority = priority; this.ActionTotalTicks = 0; this.ActionTicksUsed = 0; this.ActionUserID = userID; var e = new ActionStartEvent() { Action = action, Priority = priority, UserID = userID, }; if (m_ai != null) m_ai.ActionStarted(e); var c = new ActionStartedChange(this) { ActionStartEvent = e, }; this.World.AddChange(c); }
public void StartAction(GameAction action, ActionPriority priority) { D("DoAction: {0}", action); Debug.Assert(!this.HasAction); Debug.Assert(priority != ActionPriority.Undefined); Debug.Assert(action.GUID.IsNull == false); this.CurrentAction = action; this.ActionPriority = priority; this.ActionTotalTicks = 0; this.ActionTicksUsed = 0; var e = new ActionStartEvent() { Action = action, Priority = priority, }; if (m_ai != null) m_ai.ActionStarted(e); var c = new ActionStartedChange(this) { ActionStartEvent = e, }; this.World.AddChange(c); }