public ReconOrder(SerializationInputStream Stream, List <GameObject> Objects) : this((Unit)Objects[Stream.ReadInt32()], (Direction)Stream.ReadByte()) { Turns = Stream.ReadInt32(); ExitTile = (Tile)Objects[Stream.ReadInt32()]; _RemainingTurns = Stream.ReadInt32(); }
public MovementOrder(SerializationInputStream Stream, List <GameObject> Objects) { Unit = (Unit)Objects[Stream.ReadInt32()]; To = (Tile)Objects[Stream.ReadInt32()]; Combat = Stream.ReadBoolean(); Halt = Stream.ReadBoolean(); }
public PositionalDeployOrder(SerializationInputStream Stream, List <GameObject> Objects) { Unit = (Unit)Objects[Stream.ReadInt32()]; if (Stream.ReadBoolean()) { Tile = (Tile)Objects[Stream.ReadInt32()]; } }
public UnitConstraints(SerializationInputStream Stream) { IntroduceYear = Stream.ReadInt32(); ObsoleteYear = Stream.ReadInt32(); Front = (Front)Stream.ReadByte(); Environments = Stream.ReadEnumerable( i => Stream.ReadObject(j => new Environment(j), false, true)).ToList(); }
public UnitConfigurationPack(SerializationInputStream Stream) : this( Stream.ReadInt32(), Stream.ReadString(), Stream.ReadInt32(), Stream.ReadEnumerable(i => new UnitConfigurationLock(i))) { }
protected AttackOrderBase(SerializationInputStream Stream, List <GameObject> Objects) : this( (Army)Objects[Stream.ReadInt32()], (Tile)Objects[Stream.ReadInt32()]) { Target = (AttackTarget)Stream.ReadByte(); _Results = Stream.ReadEnumerable( i => new Tuple <Unit, CombatResult>( (Unit)Objects[Stream.ReadInt32()], (CombatResult)Stream.ReadByte())) .ToList(); }
public UnitConfiguration(SerializationInputStream Stream) { UniqueKey = Stream.ReadString(); Name = Stream.ReadString(); UnitClass = (UnitClass)Stream.ReadByte(); PrimaryWeapon = new Weapon(Stream); SecondaryWeapon = new Weapon(Stream); Defense = Stream.ReadByte(); Movement = Stream.ReadByte(); CanDirectFire = Stream.ReadBoolean(); CanIndirectFire = Stream.ReadBoolean(); CanOverrun = Stream.ReadBoolean(); CanCloseAssault = Stream.ReadBoolean(); CanAirAttack = Stream.ReadBoolean(); CanAntiAircraft = Stream.ReadBoolean(); CanClearMines = Stream.ReadBoolean(); CanPlaceMines = Stream.ReadBoolean(); CanPlaceBridges = Stream.ReadBoolean(); InnatelyClearsMines = Stream.ReadBoolean(); ImmuneToMines = Stream.ReadBoolean(); MinimumIndirectFireRange = Stream.ReadByte(); IsVehicle = Stream.ReadBoolean(); IsArmored = Stream.ReadBoolean(); WrecksAs = Stream.ReadObject(i => new UnitConfiguration(i), true, true); UnitWeight = (UnitWeight)Stream.ReadByte(); IsEngineer = Stream.ReadBoolean(); IsParatroop = Stream.ReadBoolean(); IsCommando = Stream.ReadBoolean(); HasLowProfile = Stream.ReadBoolean(); MovementRules = Stream.ReadObject(i => new UnitMovementRules(i), false, true); IsCarrier = Stream.ReadBoolean(); UnloadsWhenDisrupted = Stream.ReadBoolean(); CanOnlyCarryInfantry = Stream.ReadBoolean(); CanOnlyCarryLight = Stream.ReadBoolean(); CanCarryInWater = Stream.ReadBoolean(); CanOnlyOverrunUnarmored = Stream.ReadBoolean(); CanOnlySupportCloseAssault = Stream.ReadBoolean(); IsPassenger = Stream.ReadBoolean(); IsOversizedPassenger = Stream.ReadBoolean(); CannotUseRoadMovementWithOversizedPassenger = Stream.ReadBoolean(); OversizedPassengerMovementMultiplier = Stream.ReadFloat(); WaterDieModifier = Stream.ReadInt32(); CanReveal = Stream.ReadBoolean(); CanSpot = Stream.ReadBoolean(); SpotRange = Stream.ReadByte(); SightRange = Stream.ReadByte(); DismountAs = Stream.ReadObject(i => new UnitConfiguration(i), true, true); CanRemount = Stream.ReadBoolean(); CanSupportArmored = Stream.ReadBoolean(); CloseAssaultCapture = Stream.ReadBoolean(); AreaControlCapture = Stream.ReadBoolean(); }
public TriggerObjective(SerializationInputStream Stream) : this( (Objective)ObjectiveSerializer.Instance.Deserialize(Stream), Stream.ReadInt32(), Stream.ReadBoolean()) { }
public ObjectiveSuccessTrigger(SerializationInputStream Stream) : this( (ObjectiveSuccessLevel)Stream.ReadByte(), Stream.ReadInt32(), Stream.ReadBoolean(), (Objective)Stream.ReadObject(i => ObjectiveSerializer.Instance.Deserialize(Stream), false, true)) { }
public UnitMovementRules(SerializationInputStream Stream) { UniqueKey = Stream.ReadString(); BaseCost = Stream.ReadInt32(); IgnoresEnvironmentMovement = Stream.ReadBoolean(); CannotUseRoadMovement = Stream.ReadBoolean(); MovementRules = Stream.ReadEnumerable(i => new MovementRule(i)).ToArray(); }
public Map(SerializationInputStream Stream, TileRuleSet RuleSet, IdGenerator IdGenerator) { var width = Stream.ReadInt32(); var height = Stream.ReadInt32(); Tiles = new Tile[width, height]; var tiles = Stream.ReadEnumerable(i => new Tile(i, this, RuleSet, IdGenerator)).GetEnumerator(); for (int i = 0; i < width; ++i) { for (int j = 0; j < height; ++j) { tiles.MoveNext(); Tiles[i, j] = tiles.Current; } } Regions = Stream.ReadEnumerable(i => new MapRegion(Stream, Tiles)).ToList(); Ready(); }
public TileComponentRules(SerializationInputStream Stream) : this( Stream.ReadString(), Stream.ReadBoolean(), Stream.ReadInt32(), Stream.ReadBoolean(), Stream.ReadBoolean(), Stream.ReadBoolean(), Stream.ReadBoolean(), Stream.ReadBoolean(), Stream.ReadBoolean(), Stream.ReadBoolean(), Stream.ReadBoolean(), Enumerable.Empty <TerrainAttribute>()) { _TerrainAttributes = Stream.ReadEnumerable(Stream.ReadBoolean).ToArray(); }
public RandomMapConfiguration(SerializationInputStream Stream) : this(Stream.ReadInt32(), Stream.ReadInt32(), GameData.MatchSettings[Stream.ReadString()]) { }
public MinefieldSingleAttackOrder(SerializationInputStream Stream, List <GameObject> Objects) : this((Unit)Objects[Stream.ReadInt32()]) { }
public BlankMapConfiguration(SerializationInputStream Stream) : this(Stream.ReadInt32(), Stream.ReadInt32()) { }
public CloseAssaultSingleAttackOrder(SerializationInputStream Stream, List <GameObject> Objects) : this((Unit)Objects[Stream.ReadInt32()], (Tile)Objects[Stream.ReadInt32()], Stream.ReadBoolean()) { }
public TurnInfo(SerializationInputStream Stream, List <GameObject> Objects) : this((Army)Objects[Stream.ReadInt32()], (TurnComponent)Stream.ReadByte()) { }
public Coordinate(SerializationInputStream Stream) { X = Stream.ReadInt32(); Y = Stream.ReadInt32(); }
public AbandonOrder(SerializationInputStream Stream, List <GameObject> Objects) : this((Unit)Objects[Stream.ReadInt32()]) { }
public UnitCount(SerializationInputStream Stream) : this(GameData.UnitConfigurations[Stream.ReadString()], Stream.ReadInt32()) { }
public EntryTileDeployOrder(SerializationInputStream Stream, List <GameObject> Objects) : this((ConvoyDeployment)Objects[Stream.ReadInt32()], (Tile)Objects[Stream.ReadInt32()]) { }
public MapRegion(SerializationInputStream Stream, Tile[,] Tiles) : this(Stream.ReadString(), Stream.ReadEnumerable(i => Tiles[Stream.ReadInt32(), Stream.ReadInt32()])) { }
public PointsObjective(SerializationInputStream Stream) : this((Objective)ObjectiveSerializer.Instance.Deserialize(Stream), Stream.ReadInt32()) { }
public StaticSequence(SerializationInputStream Stream) : this(Stream.ReadInt32(), Stream.ReadEnumerable(i => i.ReadByte()).ToArray()) { }
public ResetOrder(SerializationInputStream Stream, List <GameObject> Objects) : this((Army)Objects[Stream.ReadInt32()], Stream.ReadBoolean()) { }
public ConvoyOrderDeployOrder(SerializationInputStream Stream, List <GameObject> Objects) : this( (ConvoyDeployment)Objects[Stream.ReadInt32()], Stream.ReadEnumerable(i => (Unit)Objects[Stream.ReadInt32()]).ToList()) { }
public TargetOrder(SerializationInputStream Stream, List <GameObject> Objects) : this((Unit)Objects[Stream.ReadInt32()], (Tile)Objects[Stream.ReadInt32()]) { }
public DirectFireSingleAttackOrder(SerializationInputStream Stream, List <GameObject> Objects) : base((Unit)Objects[Stream.ReadInt32()], (Unit)Objects[Stream.ReadInt32()], Stream.ReadBoolean()) { LineOfSight = new LineOfSight((Tile)Objects[Stream.ReadInt32()], (Tile)Objects[Stream.ReadInt32()]); }
public EvacuateOrder(SerializationInputStream Stream, List <GameObject> Objects) : this((Unit)Objects[Stream.ReadInt32()], (Direction)Stream.ReadByte()) { }
public UnloadOrder(SerializationInputStream Stream, List <GameObject> Objects) : this((Unit)Objects[Stream.ReadInt32()], Stream.ReadBoolean()) { }