public MyMwcObjectBuilder_SmallShip(MyMwcObjectBuilder_SmallShip_TypesEnum shipType, MyMwcObjectBuilder_Inventory inventory, List<MyMwcObjectBuilder_SmallShip_Weapon> weapons, MyMwcObjectBuilder_SmallShip_Engine engine, List<MyMwcObjectBuilder_AssignmentOfAmmo> assignmentOfAmmo, MyMwcObjectBuilder_SmallShip_Armor armor, MyMwcObjectBuilder_SmallShip_Radar radar, float? shipMaxHealth, float shipHealthRatio, float armorHealth, float oxygen, float fuel, bool reflectorLight, bool reflectorLongRange, float reflectorShadowDistance, int aiPriority) : base(inventory) { ShipType = shipType; Weapons = weapons; Engine = engine; AssignmentOfAmmo = assignmentOfAmmo; Armor = armor; Radar = radar; ShipMaxHealth = shipMaxHealth; ShipHealthRatio = shipHealthRatio; ArmorHealth = armorHealth; Oxygen = oxygen; Fuel = fuel; ReflectorLight = reflectorLight; ReflectorLongRange = reflectorLongRange; ReflectorShadowDistance = reflectorShadowDistance; AIPriority = aiPriority; }
public MyGuiScreenInventorySaveResult(List<MySmallShipBuilderWithName> shipsBuilders, int currentIndex, MyMwcObjectBuilder_Inventory otherSideInventoryBuilder, float money, bool wasAnythingTransfered) { SmallShipsObjectBuilders = shipsBuilders; CurrentIndex = currentIndex; OtherSideInventoryObjectBuilder = otherSideInventoryBuilder; Money = money; WasAnythingTransfered = wasAnythingTransfered; }
public MyMwcObjectBuilder_PrefabContainer(int? templateId, MyMwcObjectBuilder_PrefabContainer_TypesEnum containerType, List<MyMwcObjectBuilder_PrefabBase> prefabs, int userOwnerID, MyMwcObjectBuilder_FactionEnum faction, MyMwcObjectBuilder_Inventory inventory) { TemplateId = templateId; ContainerType = containerType; Prefabs = prefabs; UserOwnerID = userOwnerID; Faction = faction; Inventory = inventory; }
public MyMwcObjectBuilder_SmallShip_Player(MyMwcObjectBuilder_SmallShip_TypesEnum shipType, MyMwcObjectBuilder_Inventory inventory, List<MyMwcObjectBuilder_SmallShip_Weapon> weapons, MyMwcObjectBuilder_SmallShip_Engine engine, List<MyMwcObjectBuilder_AssignmentOfAmmo> assignmentOfAmmo, MyMwcObjectBuilder_SmallShip_Armor armor, MyMwcObjectBuilder_SmallShip_Radar radar, float? shipMaxHealth, float shipHealthRatio, float armorHealth, float electricity, float oxygen, float fuel, bool reflectorLight, bool reflectorLongRange, float reflectorShadowDistance, int aiPriority) : base(shipType, inventory, weapons, engine, assignmentOfAmmo, armor, radar, shipMaxHealth, shipHealthRatio, armorHealth, oxygen, fuel, reflectorLight, reflectorLongRange, reflectorShadowDistance, aiPriority) { DisplayName = "Player"; }
private int GetMaxInventoryItems(MyMwcObjectBuilder_Inventory inventoryBuilder) { int maxItems; if (inventoryBuilder != null) { maxItems = inventoryBuilder.MaxItems; } else { maxItems = MyInventory.DEFAULT_MAX_ITEMS; } return maxItems; }
private int CreateInventoryItemAddToRepository(MyMwcObjectBuilder_Base builder, MyMwcObjectBuilder_Inventory owner) { return CreateInventoryItemAddToRepository(builder, 1f, owner); }
private void SaveInventoryItemsToObjectBuilders(ref List<MySmallShipBuilderWithName> shipBuilders, ref MyMwcObjectBuilder_Inventory otherSideInventoryBuilder) { for (int i = 0; i < m_smallShipsBuilders.Count; i++) { SaveIntentoryItemsToObjectBuilder(i); //shipBuilders.Add(shipBuilder); } if (otherSideInventoryBuilder != null) { otherSideInventoryBuilder.InventoryItems.Clear(); foreach (int id in m_otherSideInventoryItemIDs) { otherSideInventoryBuilder.InventoryItems.Add(GetInventoryItemObjectBuilderFromRepository(id)); } } }
private int CreateInventoryItemAddToRepository(MyMwcObjectBuilder_InventoryItem inventoryItem, MyMwcObjectBuilder_Inventory owner) { MyInventoryItem item = MyInventory.CreateInventoryItemFromInventoryItemObjectBuilder(inventoryItem); item.Owner = owner; return m_itemsRepository.AddItem(item); }
private int CreateInventoryItemAddToRepository(MyMwcObjectBuilder_Base builder, float amount, MyMwcObjectBuilder_Inventory owner) { MyInventoryItem item = MyInventory.CreateInventoryItemFromObjectBuilder(builder, amount); item.Owner = owner; return m_itemsRepository.AddItem(item); }
internal MyMwcObjectBuilder_PrefabContainer() : base() { Inventory = new MyMwcObjectBuilder_Inventory(); }
internal MyMwcObjectBuilder_CargoBox() : base() { Inventory = new MyMwcObjectBuilder_Inventory(); }
void CreateCargoBoxWithDroppedItems(IEnumerable<int> droppedItemIDs, MySmallShip dropper) { var worldMatrix = Matrix.CreateWorld( dropper.WorldVolume.Center, dropper.GetForward(), dropper.GetUp()); var items = new List<MyMwcObjectBuilder_InventoryItem>(); foreach (var droppedItemID in droppedItemIDs) { var inventoryItem = m_itemsRepository.GetItem(droppedItemID); items.Add(new MyMwcObjectBuilder_InventoryItem(inventoryItem.GetInventoryItemObjectBuilder(false), inventoryItem.Amount)); } var inventory = new MyMwcObjectBuilder_Inventory(items, MyInventory.DEFAULT_MAX_ITEMS); var cargoBoxBuilder = new MyMwcObjectBuilder_CargoBox(inventory) { CargoBoxType = MyMwcObjectBuilder_CargoBox_TypesEnum.DroppedItems }; cargoBoxBuilder.PersistentFlags |= MyPersistentEntityFlags.ActivatedOnAllDifficulties; var cargoBox = MyEntities.CreateFromObjectBuilderAndAdd(null, cargoBoxBuilder, worldMatrix); var matrix = cargoBox.WorldMatrix; matrix.Translation += 0.8f * dropper.WorldVolume.Radius * dropper.GetForward(); matrix.Translation -= 0.5f * dropper.WorldVolume.Radius * dropper.GetUp(); cargoBox.WorldMatrix = matrix; cargoBoxBuilder.EntityId = cargoBox.EntityId.ToNullableUInt(); if (MyMultiplayerGameplay.IsRunning) { MyMultiplayerGameplay.Static.NewEntity(cargoBoxBuilder, cargoBox.WorldMatrix); MyMultiplayerGameplay.Static.HookEntity(cargoBox); } }
public MyMwcObjectBuilder_CargoBox(MyMwcObjectBuilder_Inventory inventory) { Inventory = inventory; }
public MyMwcObjectBuilder_Drone() { Inventory = new MyMwcObjectBuilder_Inventory(new List<MyMwcObjectBuilder_InventoryItem>(), 1); Faction = MyMwcObjectBuilder_FactionEnum.None; }
/// <summary> /// This constructor use only for bot's spawnpoints /// </summary> /// <param name="smallShipBuilder">Small ship's builder</param> /// <param name="otherSidesInventoryBuilder">Other side's inventory builder</param> /// <param name="otherSideInventoryName">Other side's inventory name</param>y public MyGuiScreenInventory(List<MySmallShipBuilderWithName> smallShipBuilders, int currentShipBuilderIndex, MyMwcObjectBuilder_Inventory otherSidesInventoryBuilder, StringBuilder otherSideInventoryName, bool resetWasAnythingTrasferedAfterComboboxChanged = false) : this(smallShipBuilders, currentShipBuilderIndex, 0f, false, otherSidesInventoryBuilder, otherSideInventoryName, MyGuiScreenInventoryType.GodEditor, resetWasAnythingTrasferedAfterComboboxChanged) { }
public static MyMwcObjectBuilder_SmallShip_Player CreateDeathmatchShip(MyMwcObjectBuilder_FactionEnum faction) { List<MyMwcObjectBuilder_SmallShip_Weapon> weapons = new List<MyMwcObjectBuilder_SmallShip_Weapon>(); List<MyMwcObjectBuilder_SmallShip_Ammo> ammo = new List<MyMwcObjectBuilder_SmallShip_Ammo>(); List<MyMwcObjectBuilder_AssignmentOfAmmo> assignments = new List<MyMwcObjectBuilder_AssignmentOfAmmo>( new MyMwcObjectBuilder_AssignmentOfAmmo[] { new MyMwcObjectBuilder_AssignmentOfAmmo(MyMwcObjectBuilder_FireKeyEnum.Primary, MyMwcObjectBuilder_AmmoGroupEnum.Bullet, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Autocannon_Basic), new MyMwcObjectBuilder_AssignmentOfAmmo(MyMwcObjectBuilder_FireKeyEnum.Secondary, MyMwcObjectBuilder_AmmoGroupEnum.Missile, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Missile_Basic), new MyMwcObjectBuilder_AssignmentOfAmmo(MyMwcObjectBuilder_FireKeyEnum.Third, MyMwcObjectBuilder_AmmoGroupEnum.Cannon, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Cannon_Basic), new MyMwcObjectBuilder_AssignmentOfAmmo(MyMwcObjectBuilder_FireKeyEnum.Fourth, MyMwcObjectBuilder_AmmoGroupEnum.UniversalLauncherFront, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Universal_Launcher_Mine_Basic), new MyMwcObjectBuilder_AssignmentOfAmmo(MyMwcObjectBuilder_FireKeyEnum.Fifth, MyMwcObjectBuilder_AmmoGroupEnum.UniversalLauncherBack, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Universal_Launcher_Mine_Basic), } ); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Autocanon)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Autocanon)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Missile_Launcher)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Cannon)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Shotgun)); //weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Drilling_Device_Crusher)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Drilling_Device_Nuclear)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Universal_Launcher_Front)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Harvesting_Device)); ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Autocannon_Basic)); ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Autocannon_BioChem)); ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Automatic_Rifle_With_Silencer_High_Speed)); ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Autocannon_High_Speed)); ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Cannon_Basic)); ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Missile_Basic)); ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Shotgun_Basic)); ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Universal_Launcher_Mine_Basic)); MyMwcObjectBuilder_Inventory inventory = new MyMwcObjectBuilder_Inventory(new List<MyMwcObjectBuilder_InventoryItem>(), 1000); foreach (MyMwcObjectBuilder_SmallShip_Ammo ammoItem in ammo) { inventory.InventoryItems.Add(new MyMwcObjectBuilder_InventoryItem(ammoItem, 1000)); } inventory.InventoryItems.Add(new MyMwcObjectBuilder_InventoryItem(new MyMwcObjectBuilder_SmallShip_Radar(MyMwcObjectBuilder_SmallShip_Radar_TypesEnum.Radar_1), 1)); var ship = new MyMwcObjectBuilder_SmallShip_Player( ChooseShip(faction), inventory, weapons, new MyMwcObjectBuilder_SmallShip_Engine(MyMwcObjectBuilder_SmallShip_Engine_TypesEnum.PowerCells_1), assignments, null, new MyMwcObjectBuilder_SmallShip_Radar(MyMwcObjectBuilder_SmallShip_Radar_TypesEnum.Radar_1), null, MyGameplayConstants.HEALTH_RATIO_MAX, 100f, float.MaxValue, float.MaxValue, float.MaxValue, true, false, MyLightsConstants.MAX_SPOTLIGHT_SHADOW_RANGE, 0); ship.Faction = faction; return ship; }
protected MyMwcObjectBuilder_Ship(MyMwcObjectBuilder_Inventory inventory) : this() { Inventory = inventory; }
private MyMwcObjectBuilder_SmallShip_Player CreatePlayerShip() { List<MyMwcObjectBuilder_SmallShip_Weapon> weapons = new List<MyMwcObjectBuilder_SmallShip_Weapon>(); List<MyMwcObjectBuilder_SmallShip_Ammo> ammo = new List<MyMwcObjectBuilder_SmallShip_Ammo>(); List<MyMwcObjectBuilder_AssignmentOfAmmo> assignments = new List<MyMwcObjectBuilder_AssignmentOfAmmo>(); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Autocanon)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Autocanon)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Missile_Launcher)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Cannon)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Shotgun)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Drilling_Device_Crusher)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Universal_Launcher_Front)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Harvesting_Device)); ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Autocannon_Basic)); ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Autocannon_BioChem)); ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Automatic_Rifle_With_Silencer_High_Speed)); ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Autocannon_High_Speed)); ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Cannon_Basic)); ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Cannon_Tunnel_Buster)); ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Missile_Basic)); ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Guided_Missile_Engine_Detection)); ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Guided_Missile_Visual_Detection)); ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Shotgun_Basic)); ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Universal_Launcher_Hologram)); ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Universal_Launcher_Mine_Basic)); ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Universal_Launcher_Mine_Smart)); assignments.Add(new MyMwcObjectBuilder_AssignmentOfAmmo(MyMwcObjectBuilder_FireKeyEnum.Primary, MyMwcObjectBuilder_AmmoGroupEnum.Bullet, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Autocannon_Basic)); assignments.Add(new MyMwcObjectBuilder_AssignmentOfAmmo(MyMwcObjectBuilder_FireKeyEnum.Secondary, MyMwcObjectBuilder_AmmoGroupEnum.Missile, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Missile_Basic)); assignments.Add(new MyMwcObjectBuilder_AssignmentOfAmmo(MyMwcObjectBuilder_FireKeyEnum.Third, MyMwcObjectBuilder_AmmoGroupEnum.UniversalLauncherFront, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Universal_Launcher_Mine_Basic)); assignments.Add(new MyMwcObjectBuilder_AssignmentOfAmmo(MyMwcObjectBuilder_FireKeyEnum.Fourth, MyMwcObjectBuilder_AmmoGroupEnum.UniversalLauncherBack, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Universal_Launcher_Mine_Smart)); assignments.Add(new MyMwcObjectBuilder_AssignmentOfAmmo(MyMwcObjectBuilder_FireKeyEnum.Fifth, MyMwcObjectBuilder_AmmoGroupEnum.Bullet, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Autocannon_Basic)); MyMwcObjectBuilder_Inventory inventory = new MyMwcObjectBuilder_Inventory(new List<MyMwcObjectBuilder_InventoryItem>(), 1000); foreach (MyMwcObjectBuilder_SmallShip_Ammo ammoItem in ammo) { inventory.InventoryItems.Add(new MyMwcObjectBuilder_InventoryItem(ammoItem, 1000)); } //inventory.InventoryItems.Add(new MyMwcObjectBuilder_InventoryItem(new MyMwcObjectBuilder_FoundationFactory(), 1)); inventory.InventoryItems.Add(new MyMwcObjectBuilder_InventoryItem(new MyMwcObjectBuilder_SmallShip_Radar(MyMwcObjectBuilder_SmallShip_Radar_TypesEnum.Radar_1), 1)); //inventory.InventoryItems.Add(new MyMwcObjectBuilder_InventoryItem(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Harvesting_Device), 1)); //return new MyMwcObjectBuilder_SmallShip_Player( // MyMwcObjectBuilder_SmallShip_TypesEnum.GETTYSBURG, // weapons, // new MyMwcObjectBuilder_SmallShip_Engine(MyMwcObjectBuilder_SmallShip_Engine_TypesEnum.Chemical_1), // ammo, // null, // assignments); return new MyMwcObjectBuilder_SmallShip_Player( MyMwcObjectBuilder_SmallShip_TypesEnum.GETTYSBURG, inventory, weapons, new MyMwcObjectBuilder_SmallShip_Engine(MyMwcObjectBuilder_SmallShip_Engine_TypesEnum.PowerCells_1), assignments, null, new MyMwcObjectBuilder_SmallShip_Radar(MyMwcObjectBuilder_SmallShip_Radar_TypesEnum.Radar_1), null, MyGameplayConstants.HEALTH_RATIO_MAX, 100f, float.MaxValue, float.MaxValue, float.MaxValue, true, false, MyLightsConstants.MAX_SPOTLIGHT_SHADOW_RANGE, 0); }
// Create a bot ship, which is a special computer-controlled type of miner ship. public MySmallShipBot CreateFakeBot(string hudLabelText, MyMwcObjectBuilder_SmallShip_TypesEnum shipType, Vector3 position, float health, Vector3? diffuseColor, MyMwcObjectBuilder_FactionEnum faction) { List<MyMwcObjectBuilder_SmallShip_Weapon> weapons = new List<MyMwcObjectBuilder_SmallShip_Weapon>(); List<MyMwcObjectBuilder_AssignmentOfAmmo> assignments = new List<MyMwcObjectBuilder_AssignmentOfAmmo>(); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Autocanon)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Autocanon)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Cannon)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Cannon)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Shotgun)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Drilling_Device_Crusher)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Universal_Launcher_Front)); //ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(10000, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Autocannon_Basic)); //ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(500, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Autocannon_BioChem)); //ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(1000, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Cannon_Tunnel_Buster)); //ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(10, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Automatic_Rifle_With_Silencer_High_Velocity)); //ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(10000, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Autocannon_High_Velocity)); //ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(500000, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Cannon_Basic)); //ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(100000, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Cannon_Tunnel_Buster)); //ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(5, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Guided_Missile_Engine_Detection)); //ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(5, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Guided_Missile_Visual_Detection)); //ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(50, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Shotgun_Basic)); //ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(5, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Universal_Launcher_Hologram)); //ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(15, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Universal_Launcher_Mine_Basic)); //ammo.Add(new MyMwcObjectBuilder_SmallShip_Ammo(15, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Universal_Launcher_Mine_Smart)); assignments.Add(new MyMwcObjectBuilder_AssignmentOfAmmo(MyMwcObjectBuilder_FireKeyEnum.Primary, MyMwcObjectBuilder_AmmoGroupEnum.Cannon, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Cannon_Basic)); assignments.Add(new MyMwcObjectBuilder_AssignmentOfAmmo(MyMwcObjectBuilder_FireKeyEnum.Secondary, MyMwcObjectBuilder_AmmoGroupEnum.Cannon, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Cannon_Basic)); assignments.Add(new MyMwcObjectBuilder_AssignmentOfAmmo(MyMwcObjectBuilder_FireKeyEnum.Third, MyMwcObjectBuilder_AmmoGroupEnum.Bullet, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Autocannon_Basic)); assignments.Add(new MyMwcObjectBuilder_AssignmentOfAmmo(MyMwcObjectBuilder_FireKeyEnum.Fourth, MyMwcObjectBuilder_AmmoGroupEnum.Bullet, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Automatic_Rifle_With_Silencer_BioChem)); assignments.Add(new MyMwcObjectBuilder_AssignmentOfAmmo(MyMwcObjectBuilder_FireKeyEnum.Fifth, MyMwcObjectBuilder_AmmoGroupEnum.Bullet, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Autocannon_Basic)); List<MyMwcObjectBuilder_InventoryItem> inventoryItems = new List<MyMwcObjectBuilder_InventoryItem>(); MyMwcObjectBuilder_Inventory inventory = new MyMwcObjectBuilder_Inventory(inventoryItems, 1024); inventory.InventoryItems.Add(new MyMwcObjectBuilder_InventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Automatic_Rifle_With_Silencer_High_Speed), 1000)); inventory.InventoryItems.Add(new MyMwcObjectBuilder_InventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Autocannon_Basic), 1000)); inventory.InventoryItems.Add(new MyMwcObjectBuilder_InventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Cannon_Basic), 30)); inventory.InventoryItems.Add(new MyMwcObjectBuilder_InventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Cannon_Tunnel_Buster), 10)); inventory.InventoryItems.Add(new MyMwcObjectBuilder_InventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Guided_Missile_Engine_Detection), 10)); inventory.InventoryItems.Add(new MyMwcObjectBuilder_InventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Guided_Missile_Visual_Detection), 10)); MySmallShipBot bot = (MySmallShipBot)MyEntities.CreateFromObjectBuilderAndAdd(hudLabelText, //new MyMwcObjectBuilder_SmallShip_Bot(shipType, // weapons, // new MyMwcObjectBuilder_SmallShip_Engine(MyMwcObjectBuilder_SmallShip_Engine_TypesEnum.Chemical_1), // ammo, // assignments, // null, // faction // ), new MyMwcObjectBuilder_SmallShip_Bot(shipType, inventory, weapons, new MyMwcObjectBuilder_SmallShip_Engine(MyMwcObjectBuilder_SmallShip_Engine_TypesEnum.Chemical_1), assignments, null, null, null, health, 1000f, float.MaxValue, float.MaxValue, true, false, faction, MyAITemplateEnum.AGGRESIVE, 0, 1000, 1000, MyPatrolMode.CYCLE, null, BotBehaviorType.IDLE, MyLightsConstants.MAX_SPOTLIGHT_SHADOW_RANGE, 0, false, true), Matrix.CreateWorld(position, Vector3.Backward, Vector3.Up) ); /* bot.Inventory.AddInventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Universal_Launcher_Remote_Camera), 50, true); bot.Inventory.AddInventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Universal_Launcher_Hologram), 50, true); bot.Inventory.AddInventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Universal_Launcher_Mine_Basic), 1500, true); bot.Inventory.AddInventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Universal_Launcher_Mine_Smart), 1500, true); */ //MyEntities.TestEntityAfterInsertionForCollision(bot); //System.Diagnostics.Debug.Assert(bot.MaxHealth > health); //bot.DoDamage(0, bot.MaxHealth - health, 0, MyDamageType.Unknown, MyAmmoType.Unknown, null); bot.Faction = faction; return bot; }
// Use only for quick test, random sandbox or trailer animations // Never initialize as player ship! We can have only 1 player ship in the game public MySmallShip CreateFakeMinerShip(string hudLabelText, MyMwcObjectBuilder_SmallShip_TypesEnum shipType, Vector3 position, bool isPlayerShip, float health) { List<MyMwcObjectBuilder_SmallShip_Weapon> weapons = new List<MyMwcObjectBuilder_SmallShip_Weapon>(); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Autocanon)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Autocanon)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Missile_Launcher)); //weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Missile_Launcher)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Harvesting_Device)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Drilling_Device_Crusher)); weapons.Add(new MyMwcObjectBuilder_SmallShip_Weapon(MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Universal_Launcher_Front)); List<MyMwcObjectBuilder_AssignmentOfAmmo> assignmentOfAmmo = new List<MyMwcObjectBuilder_AssignmentOfAmmo>(); assignmentOfAmmo.Add(new MyMwcObjectBuilder_AssignmentOfAmmo(MyMwcObjectBuilder_FireKeyEnum.Primary, MyMwcObjectBuilder_AmmoGroupEnum.Bullet, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Autocannon_Basic)); assignmentOfAmmo.Add(new MyMwcObjectBuilder_AssignmentOfAmmo(MyMwcObjectBuilder_FireKeyEnum.Secondary, MyMwcObjectBuilder_AmmoGroupEnum.Missile, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Missile_Basic)); var inventory = new MyMwcObjectBuilder_Inventory(new List<MyMwcObjectBuilder_InventoryItem>() { new MyMwcObjectBuilder_InventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Autocannon_Basic), 10000), new MyMwcObjectBuilder_InventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Missile_Basic), 10000), }, 1000); MySmallShip smallShipEntity; if (!isPlayerShip) { var shipBuilder = new MyMwcObjectBuilder_SmallShip(shipType, inventory, weapons, new MyMwcObjectBuilder_SmallShip_Engine(MyMwcObjectBuilder_SmallShip_Engine_TypesEnum.PowerCells_1), assignmentOfAmmo, new MyMwcObjectBuilder_SmallShip_Armor(MyMwcObjectBuilder_SmallShip_Armor_TypesEnum.Basic), null, MyGameplayConstants.MAXHEALTH_SMALLSHIP, 1f, 100f, float.MaxValue, float.MaxValue, true, false, MyLightsConstants.MAX_SPOTLIGHT_SHADOW_RANGE, 0); shipBuilder.Faction = MyMwcObjectBuilder_FactionEnum.Euroamerican; smallShipEntity = (MySmallShip)MyEntities.CreateFromObjectBuilderAndAdd(hudLabelText, //new MyMwcObjectBuilder_SmallShip(shipType, // weapons, // new MyMwcObjectBuilder_SmallShip_Engine(MyMwcObjectBuilder_SmallShip_Engine_TypesEnum.Chemical_1), // ammo, // assignmentOfAmmo, // null), shipBuilder, Matrix.CreateWorld(position, Vector3.Forward, Vector3.Up)); } else { Vector3 forward = new Vector3(-0.664f, 0.556f, -0.499f); Vector3 up = new Vector3(0.437f, 0.856f, 0.340f); smallShipEntity = (MySmallShip)MyEntities.CreateFromObjectBuilderAndAdd(hudLabelText, //new MyMwcObjectBuilder_SmallShip_Player( // shipType, // weapons, // new MyMwcObjectBuilder_SmallShip_Engine(MyMwcObjectBuilder_SmallShip_Engine_TypesEnum.Chemical_1), // ammo, // null, // assignmentOfAmmo), new MyMwcObjectBuilder_SmallShip_Player( shipType, null, weapons, new MyMwcObjectBuilder_SmallShip_Engine(MyMwcObjectBuilder_SmallShip_Engine_TypesEnum.Chemical_1), assignmentOfAmmo, null, null, null, MyGameplayConstants.HEALTH_RATIO_MAX, 100f, float.MaxValue, float.MaxValue, float.MaxValue, true, false, MyLightsConstants.MAX_SPOTLIGHT_SHADOW_RANGE, 0), Matrix.CreateWorld(position, forward, up)); } smallShipEntity.Inventory.AddInventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Automatic_Rifle_With_Silencer_High_Speed), 10, true); smallShipEntity.Inventory.AddInventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Autocannon_Basic), 10000, true); smallShipEntity.Inventory.AddInventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Autocannon_Armor_Piercing_Incendiary), 10000, true); smallShipEntity.Inventory.AddInventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Missile_Basic), 500, true); smallShipEntity.Inventory.AddInventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Cannon_Basic), 500, true); smallShipEntity.Inventory.AddInventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Cannon_Tunnel_Buster), 1000, true); smallShipEntity.Inventory.AddInventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Guided_Missile_Engine_Detection), 5, true); smallShipEntity.Inventory.AddInventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Guided_Missile_Visual_Detection), 5, true); smallShipEntity.Inventory.AddInventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Universal_Launcher_Remote_Camera), 5, true); smallShipEntity.Inventory.AddInventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Universal_Launcher_Hologram), 5, true); smallShipEntity.Inventory.AddInventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Universal_Launcher_Mine_Basic), 15, true); smallShipEntity.Inventory.AddInventoryItem(new MyMwcObjectBuilder_SmallShip_Ammo(MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Universal_Launcher_Mine_Smart), 15, true); return smallShipEntity; }
public MyGuiScreenInventory(List<MySmallShipBuilderWithName> smallShipsBuilders, int currentShipBuilderIndex, float money, bool tradeForMoney, MyMwcObjectBuilder_Inventory otherSidesInventoryBuilder, StringBuilder otherSideInventoryName, MyGuiScreenInventoryType inventoryScreenType, bool resetWasAnythingTrasferedAfterComboboxChanged = false) : base(new Vector2(0.5f, 0.5f), MyGuiConstants.SCREEN_BACKGROUND_COLOR, new Vector2(1.0f, 1.0f), true, MyGuiManager.GetInventoryScreenBackgroundTexture()) { ScreenTimeout = TimeSpan.MaxValue; m_isInventoryLocked = true; m_resetWasAnythingTrasferedAfterComboboxChanged = resetWasAnythingTrasferedAfterComboboxChanged; m_isTransferingInProgress = false; m_wasAnythingTrasfered = false; m_smallShipsBuilders = smallShipsBuilders; m_smallShipsInventoryItemIDs = new List<MySmallShipInventoryItemIDs>(smallShipsBuilders.Count); m_currentShipBuilderIndex = currentShipBuilderIndex; m_otherSideInventoryBuilder = otherSidesInventoryBuilder; if (m_otherSideInventoryBuilder != null) { m_otherSideInventoryItemIDs = new List<int>(); } m_shipInventoryHideList = new List<int>(); m_otherSideInventoryHideList = new List<int>(); m_tradeForMoney = tradeForMoney; m_inventoryScreenType = inventoryScreenType; m_itemsRepository = new MyInventoryItemsRepository(); m_removedInventoryItemIDs = new List<int>(); LoadInventoryItemsFromObjectBuilders(); if (m_inventoryScreenType == MyGuiScreenInventoryType.GodEditor) { AddCaption(MyTextsWrapperEnum.ShipCustomizationCaption, new Vector2(0, 0.005f)); } else { AddCaption(MyTextsWrapperEnum.ShipInventoryCaption, new Vector2(0, 0.005f)); } m_enableBackgroundFade = false; m_backgroundFadeColor = Vector4.Zero; OnEnterCallback += OnOkClickDelegate; m_shipTexture = GetShipTexture(); m_shipPanel = new MyGuiControlPanel(this, new Vector2(0.005f, -0.2347f), new Vector2(480 / 1600f, 367 / 1200f), MyGuiConstants.SCREEN_BACKGROUND_COLOR, m_shipTexture, null, null, null, MyGuiDrawAlignEnum.HORISONTAL_CENTER_AND_VERTICAL_CENTER); Controls.Add(m_shipPanel); InitControls(otherSideInventoryName); FillOtherSideInventoryListbox(); FillShipCustomizationListboxes(m_currentShipBuilderIndex); FillShipsCombobox(); SwitchToShip(m_currentShipBuilderIndex); SetMoney(money); if (m_tradeForMoney) { UpdateOtherSideInventoryListboxForTrading(); } MyAudio.AddCue2D(MySoundCuesEnum.GuiWheelControlOpen); }
public void Init(string hudLabelText, MyMwcObjectBuilder_CargoBox objectBuilder, Matrix matrix) { Flags |= EntityFlags.EditableInEditor; StringBuilder hudLabelTextSb = (hudLabelText == null) ? MyTextsWrapper.Get(MyTextsWrapperEnum.CargoBox) : new StringBuilder(hudLabelText); // We want to make cargo box "lazy" to prevent rapid movement const float cargoBoxMass = 5000.0f; const float cargoAngularDamping = 0.5f; var modelLod0Enum = GetModelLod0EnumFromType(objectBuilder.CargoBoxType); base.Init(hudLabelTextSb, modelLod0Enum, null, null, null, objectBuilder); base.InitBoxPhysics(MyMaterialType.METAL, ModelLod0, cargoBoxMass, cargoAngularDamping, MyConstants.COLLISION_LAYER_DEFAULT, RigidBodyFlag.RBF_RBO_STATIC); this.Physics.LinearDamping = 0.7f; this.Physics.MaxLinearVelocity = 350; this.Physics.MaxAngularVelocity = 5; m_inventoryTemplate = objectBuilder.Inventory; if (m_inventoryTemplate != null) { Inventory.Init(m_inventoryTemplate); } CargoBoxType = objectBuilder.CargoBoxType; SetWorldMatrix(matrix); Save = true; this.Physics.Enabled = true; UpdateState(); }
// Read this object from message-in internal override bool Read(BinaryReader binaryReader, EndPoint senderEndPoint, int gameVersion) { if (base.Read(binaryReader, senderEndPoint, gameVersion) == false) return NetworkError(); // TemplateId bool? isTemplateId = MyMwcMessageIn.ReadBoolEx(binaryReader, senderEndPoint); if (isTemplateId == null) return NetworkError(); if (isTemplateId.Value) { TemplateId = MyMwcMessageIn.ReadInt32Ex(binaryReader, senderEndPoint); } else { TemplateId = null; } // Container Type MyMwcObjectBuilder_PrefabContainer_TypesEnum? containerType = MyMwcMessageIn.ReadObjectBuilderPrefabContainerTypesEnumEx(binaryReader, senderEndPoint); if (containerType == null) return NetworkError(); ContainerType = containerType.Value; MyMwcLog.IfNetVerbose_AddToLog("ContainerType: " + ContainerType); // Faction Faction = (MyMwcObjectBuilder_FactionEnum)MyMwcMessageIn.ReadInt32Ex(binaryReader, senderEndPoint); // Faction must be defined System.Diagnostics.Debug.Assert(Enum.IsDefined(typeof(MyMwcObjectBuilder_FactionEnum), Faction)); // Prefabs int? countPrefabs = MyMwcMessageIn.ReadInt32Ex(binaryReader, senderEndPoint); if (countPrefabs == null) return NetworkError(); MyMwcLog.IfNetVerbose_AddToLog("countPrefabs: " + countPrefabs); Prefabs = new List<MyMwcObjectBuilder_PrefabBase>(countPrefabs.Value); for (int i = 0; i < countPrefabs; i++) { MyMwcObjectBuilder_PrefabBase prefab = MyMwcObjectBuilder_Base.ReadAndCreateNewObject(binaryReader, senderEndPoint) as MyMwcObjectBuilder_PrefabBase; if (prefab == null) return NetworkError(); if (prefab.Read(binaryReader, senderEndPoint, gameVersion) == false) return NetworkError(); Prefabs.Add(prefab); } // Inventory bool? isInventory = MyMwcMessageIn.ReadBoolEx(binaryReader, senderEndPoint); if (isInventory == null) return NetworkError(); if (isInventory.Value) { Inventory = MyMwcObjectBuilder_Base.ReadAndCreateNewObject(binaryReader, senderEndPoint) as MyMwcObjectBuilder_Inventory; if (Inventory == null) return NetworkError(); if (Inventory.Read(binaryReader, senderEndPoint, gameVersion) == false) return NetworkError(); } else { Inventory = null; } bool? hasDisplayName = MyMwcMessageIn.ReadBoolEx(binaryReader, senderEndPoint); if (!hasDisplayName.HasValue) return NetworkError(); if (hasDisplayName.Value) { string displayName = MyMwcMessageIn.ReadStringEx(binaryReader, senderEndPoint); if (displayName == null) return NetworkError(); MyMwcLog.IfNetVerbose_AddToLog("DisplayName: " + displayName); DisplayName = displayName; } else { MyMwcLog.IfNetVerbose_AddToLog("DisplayName: " + "null"); DisplayName = null; } // Use Properties bool? hasUseProperties = MyMwcMessageIn.ReadBoolEx(binaryReader, senderEndPoint); if (hasUseProperties == null) return NetworkError(); if (hasUseProperties.Value) { UseProperties = MyMwcObjectBuilder_Base.ReadAndCreateNewObject(binaryReader, senderEndPoint) as MyMwcObjectBuilder_EntityUseProperties; if (UseProperties == null) return NetworkError(); if (UseProperties.Read(binaryReader, senderEndPoint, gameVersion) == false) return NetworkError(); } else { UseProperties = null; } // Alarm On bool? alarmOn = MyMwcMessageIn.ReadBoolEx(binaryReader, senderEndPoint); if (alarmOn == null) return NetworkError(); AlarmOn = alarmOn.Value; MyMwcLog.IfNetVerbose_AddToLog("AlarmOn: " + AlarmOn); // Refill time bool? refillTime = MyMwcMessageIn.ReadBoolEx(binaryReader, senderEndPoint); if (refillTime == null) return NetworkError(); if (refillTime.Value) { RefillTime = MyMwcMessageIn.ReadInt32Ex(binaryReader, senderEndPoint); } else { RefillTime = null; } return true; }
public MyMwcObjectBuilder_SmallShip_Bot(MyMwcObjectBuilder_SmallShip_TypesEnum shipType, MyMwcObjectBuilder_Inventory inventory, List<MyMwcObjectBuilder_SmallShip_Weapon> weapons, MyMwcObjectBuilder_SmallShip_Engine engine, List<MyMwcObjectBuilder_AssignmentOfAmmo> assignmentOfAmmo, MyMwcObjectBuilder_SmallShip_Armor armor, MyMwcObjectBuilder_SmallShip_Radar radar, float? shipMaxHealth, float shipHealthRatio, float armorHealth, float oxygen, float fuel, bool reflectorLight, bool reflectorLongRange, MyMwcObjectBuilder_FactionEnum shipFaction, MyAITemplateEnum aiTemplate, float aggressivity, float seeDistance, float sleepDistance, MyPatrolMode patrolMode, uint? leader, BotBehaviorType idleBehavior, float reflectorShadowDistance, int aiPriority, bool leaderLostEnabled, bool activeAI) : base(shipType, inventory, weapons, engine, assignmentOfAmmo, armor, radar, shipMaxHealth, shipHealthRatio, armorHealth, oxygen, fuel, reflectorLight, reflectorLongRange, reflectorShadowDistance, aiPriority) { Faction = shipFaction; AITemplate = aiTemplate; Aggressivity = aggressivity; SeeDistance = seeDistance; SleepDistance = sleepDistance; PatrolMode = patrolMode; Leader = leader; IdleBehavior = idleBehavior; LeaderLostEnabled = leaderLostEnabled; ActiveAI = activeAI; SlowDown = 1; }