/// <summary> /// Creates a default list of behaviors /// </summary> /// <returns>A list of behaviors</returns> public static BehaviorList CreateDefaultList() { BehaviorList bl = new BehaviorList(); bl.Add(new Behavior() { Code = "S", English = "Shoaling" }); bl.Add(new Behavior() { Code = "E", English = "Egglayer" }); bl.Add(new Behavior() { Code = "L", English = "Livebearer" }); bl.Add(new Behavior() { Code = "MA", English = "Mouthbrooder" }); bl.Add(new Behavior() { Code = "SH", English = "Bubblenest builder" }); bl.Add(new Behavior() { Code = "HOE", English = "Cavebrooder" }); bl.Add(new Behavior() { Code = "O!", English = "Eggs need special care" }); bl.Add(new Behavior() { Code = "PT", English = "Keep only as pair of trio" }); bl.Add(new Behavior() { Code = "G", English = "Algea-eater, needs vegetable food" }); bl.Add(new Behavior() { Code = ",-", English = "Easy to maintain" }); bl.Add(new Behavior() { Code = ",!", English = "More difficult / Experience needed" }); bl.Add(new Behavior() { Code = ",X", English = "Extremely difficult" }); bl.Add(new Behavior() { Code = "§", English = "Protected species/Washington/CITES permission required!" }); return(bl); }
/// <summary> /// Constructor. Initializes all lists /// </summary> public Animal() { FoodTypes = new Lists.FoodTypeList(); Decorations = new Lists.DecorationList(); Behavior = new Lists.BehaviorList(); }