コード例 #1
0
 public void BuildAi()
 {
     EncounterLogic.Add(new IssueFollowLanceOrderTrigger(new List <string>()
     {
         Tags.EMPLOYER_TEAM
     }, IssueAIOrderTo.ToLance, new List <string>()
     {
         Tags.PLAYER_1_TEAM
     }));
 }
コード例 #2
0
        public void BuildRandomSpawns()
        {
            if (!MissionControl.Instance.IsRandomSpawnsAllowed())
            {
                return;
            }

            Main.Logger.Log("[DefendBaseEncounterRules] Building spawns rules");
            EncounterLogic.Add(new SpawnLanceMembersAroundTarget(this, "SpawnerPlayerLance", "SpawnerLanceFriendlyTurret", "SpawnerLanceEnemyTurret", SpawnLogic.LookDirection.TOWARDS_TARGET, 100f, 150f));
        }
コード例 #3
0
        public void BuildRandomSpawns()
        {
            if (!MissionControl.Instance.IsRandomSpawnsAllowed())
            {
                return;
            }

            Main.Logger.Log("[CaptureBaseAidAssaultEncounterRules] Building spawns rules");
            EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "PlotBase"));
        }
コード例 #4
0
        public void BuildRandomSpawns()
        {
            if (!Main.Settings.RandomSpawns)
            {
                return;
            }

            Main.Logger.Log("[CaptureBaseAidAssaultEncounterRules] Building spawns rules");
            EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "PlotBase"));
        }
コード例 #5
0
        private void BuildRandomSpawn()
        {
            if (!Main.Settings.RandomSpawns)
            {
                return;
            }

            Main.Logger.Log("[DestroyBaseJointAssaultEncounterRules] Building player spawn rule");
            EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "PlotBase"));
        }
コード例 #6
0
        private void BuildRandomSpawn()
        {
            if (!MissionControl.Instance.IsRandomSpawnsAllowed())
            {
                return;
            }

            Main.Logger.Log("[DestroyBaseJointAssaultEncounterRules] Building player spawn rule");
            EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "PlotBase"));
        }
コード例 #7
0
        public void BuildRandomSpawns()
        {
            if (!Main.Settings.RandomSpawns)
            {
                return;
            }

            Main.Logger.Log("[SimpleBattleEncounterRules] Building spawns rules");
            EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "LanceEnemyOpposingForce", 400f));
        }
コード例 #8
0
        public void BuildRandomSpawns()
        {
            if (!MissionControl.Instance.IsRandomSpawnsAllowed())
            {
                return;
            }

            Main.Logger.Log("[RescueEncounterRules] Building spawns rules");
            EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "OccupyRegion1VIPGo"));
        }
コード例 #9
0
        public void BuildRandomSpawns()
        {
            if (!Main.Settings.RandomSpawns)
            {
                return;
            }

            Main.Logger.Log("[RescueEncounterRules] Building spawns rules");
            EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "OccupyRegion1VIPGo"));
        }
コード例 #10
0
        public void BuildRandomSpawns()
        {
            if (!MissionControl.Instance.IsRandomSpawnsAllowed())
            {
                return;
            }

            Main.Logger.Log("[SimpleBattleEncounterRules] Building spawns rules");
            EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "LanceEnemyOpposingForce", 400f));
        }
コード例 #11
0
        public void BuildRandomSpawns()
        {
            if (!Main.Settings.RandomSpawns)
            {
                return;
            }

            Main.Logger.Log("[CaptureEscortAdditionalBlockersEncounterRules] Building spawns rules");
            EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "EscortRegion"));
            EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "HunterLance", "EscortExtractionRegion", 200, true));
        }
        public void BuildRandomSpawns()
        {
            if (!MissionControl.Instance.IsRandomSpawnsAllowed())
            {
                return;
            }

            Main.Logger.Log("[CaptureEscortAdditionalBlockersEncounterRules] Building spawns rules");
            EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "EscortRegion"));
            EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "HunterLance", "EscortExtractionRegion", 312, 480, true));
        }
コード例 #13
0
        public void BuildRandomSpawns()
        {
            if (!MissionControl.Instance.IsRandomSpawnsAllowed())
            {
                return;
            }

            Main.Logger.Log("[FireMissionEncounterRules] Building spawns rules");
            EncounterLogic.Add(new SpawnLanceAroundTarget(this, "SpawnerPlayerLance", "ChunkBeaconRegion1",
                                                          SpawnLogic.LookDirection.TOWARDS_TARGET, 500, 700, true));
        }
コード例 #14
0
        public void BuildRandomSpawns()
        {
            if (!Main.Settings.RandomSpawns)
            {
                return;
            }

            Main.Logger.Log("[FireMissionEncounterRules] Building spawns rules");
            EncounterLogic.Add(new SpawnLanceAroundTarget(this, "SpawnerPlayerLance", "ChunkBeaconRegion1",
                                                          SpawnLogic.LookDirection.TOWARDS_TARGET, 400, 600, true));
        }
コード例 #15
0
        public void BuildRandomSpawns()
        {
            if (!MissionControl.Instance.IsRandomSpawnsAllowed())
            {
                return;
            }

            Main.Logger.Log("[AssassinateEncounterRules] Building spawns rules");
            EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "AssassinateSpawn"));
            EncounterLogic.Add(new SpawnLanceAnywhere(this, "AssassinateSpawn", "SpawnerPlayerLance", 400, true));
            EncounterLogic.Add(new LookAtTarget(this, "SpawnerPlayerLance", "AssassinateSpawn", true));
        }
コード例 #16
0
        public void BuildRandomSpawns()
        {
            if (!MissionControl.Instance.IsRandomSpawnsAllowed())
            {
                return;
            }

            Main.Logger.Log("[BlackoutEncounterRules] Building spawns rules");
            EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "FirstRegion", 200f, 800f));
            EncounterLogic.Add(new SpawnLanceAnywhere(this, "RoamingForce", "SpawnerPlayerLance", 500f, 1000f));
            EncounterLogic.Add(new SpawnLanceAroundTarget(this, "LanceEnemyOpposingForce", "Region_Follow_The_Trail", SpawnLogic.LookDirection.TOWARDS_TARGET, 200f, 400f, true));
        }
コード例 #17
0
        public void BuildRandomSpawns()
        {
            if (!Main.Settings.RandomSpawns)
            {
                return;
            }

            Main.Logger.Log("[DebugArenaSkirmishEncounterRules] Building spawns rules");

            EncounterLogic.Add(new SpawnLanceAnywhere(this, "Player2LanceSpawner", "SpawnerPlayerLance", true));
            EncounterLogic.Add(new SpawnLanceAroundTarget(this, "SpawnerPlayerLance", "Player2LanceSpawner", SpawnLogic.LookDirection.TOWARDS_TARGET, 100f, 150f, true));
            EncounterLogic.Add(new LookAtTarget(this, "Player2LanceSpawner", "SpawnerPlayerLance", true));
        }
コード例 #18
0
        public void BuildRandomSpawns()
        {
            if (!MissionControl.Instance.IsRandomSpawnsAllowed())
            {
                return;
            }

            Main.Logger.Log("[ArenaSkirmishEncounterRules] Building spawns rules");

            EncounterLogic.Add(new SpawnLanceAnywhere(this, "Player2LanceSpawner", "SpawnerPlayerLance", true));
            EncounterLogic.Add(new SpawnLanceAnywhere(this, "SpawnerPlayerLance", "Player2LanceSpawner", true));
            EncounterLogic.Add(new LookAtTarget(this, "Player2LanceSpawner", "SpawnerPlayerLance", true));
            EncounterLogic.Add(new LookAtTarget(this, "SpawnerPlayerLance", "Player2LanceSpawner", true));
        }
コード例 #19
0
        public void BuildRandomSpawns()
        {
            if (!MissionControl.Instance.IsRandomSpawnsAllowed())
            {
                return;
            }

            Main.Logger.Log("[DefendBaseEncounterRules] Building spawns rules");
            EncounterLogic.Add(new SpawnLanceMembersAroundTarget(this, "SpawnerPlayerLance", "PlotBase", SpawnLogic.LookDirection.AWAY_FROM_TARGET, 100f, 250f));
            EncounterLogic.Add(new SpawnLanceAroundTarget(this, "SpawnerLanceEnemyWave1", "PlotBase", SpawnLogic.LookDirection.TOWARDS_TARGET, 400f, 600f, true));
            EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerLanceEnemyWave2", "PlotBase"));
            EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerLanceEnemyWave3", "PlotBase"));
            EncounterLogic.Add(new SpawnLanceMembersAroundTarget(this, "SpawnerLanceEnemyWave1", "SpawnerLanceEnemyWave1", "PlotBase", SpawnLogic.LookDirection.TOWARDS_TARGET, 10f, 100f));
            EncounterLogic.Add(new SpawnLanceMembersAroundTarget(this, "SpawnerLanceEnemyWave2", "SpawnerLanceEnemyWave2", "PlotBase", SpawnLogic.LookDirection.TOWARDS_TARGET, 10f, 100f));
            EncounterLogic.Add(new SpawnLanceMembersAroundTarget(this, "SpawnerLanceEnemyWave3", "SpawnerLanceEnemyWave3", "PlotBase", SpawnLogic.LookDirection.TOWARDS_TARGET, 10f, 100f));
        }
コード例 #20
0
        public void BuildRandomSpawns()
        {
            if (!MissionControl.Instance.IsRandomSpawnsAllowed())
            {
                return;
            }

            Main.Logger.Log("[AmbushConvoyEncounterRules] Building spawns rules");
            if (MissionControl.Instance.IsExtendedBoundariesAllowed())
            {
                Main.Logger.Log("[AmbushConvoyEncounterRules] Using Extended Boundary spawn rules");
                EncounterLogic.Add(new SpawnLanceAroundTarget(this, "SpawnerPlayerLance", "ConvoyUnit1Spawn", SceneManipulationLogic.LookDirection.TOWARDS_TARGET, 400, 600, true));
            }
            else
            {
                EncounterLogic.Add(new SpawnLanceAtEdgeOfBoundary(this, "SpawnerPlayerLance", "ConvoyUnit1Spawn"));
            }
        }