The drones class will manage any and all drone related combat
Drones will always work their way from lowest value target to highest value target and will only attack entities (not structures)
Esempio n. 1
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        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;
        }
Esempio n. 2
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        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;
        }
        //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;
        }
Esempio n. 4
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        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
        }
        //DateTime _nextAction = DateTime.Now;
        public DirectionalScannerBehavior()
        {
            _salvage = new Salvage();
            _combat = new Combat();
            _drones = new Drones();
            _arm = new Arm();
            _panic = new Panic();
            _watch = new Stopwatch();

            //
            // this is combat mission specific and needs to be generalized
            //
            Settings.Instance.SettingsLoaded += SettingsLoaded;
            _States.CurrentDirectionalScannerBehaviorState = DirectionalScannerBehaviorState.Idle;
            _States.CurrentArmState = ArmState.Idle;
            _States.CurrentUnloadLootState = UnloadLootState.Idle;
            _States.CurrentTravelerState = TravelerState.Idle;
        }