public Questor() { _lastPulse = DateTime.MinValue; _random = new Random(); _salvage = new Salvage(); _defense = new Defense(); _combat = new Combat(); _traveler = new Traveler(); _unloadLoot = new UnloadLoot(); _agentInteraction = new AgentInteraction(); _arm = new Arm(); _missionController = new MissionController(); _drones = new Drones(); _panic = new Panic(); _storyline = new Storyline(); Settings.Instance.SettingsLoaded += SettingsLoaded; // State fixed on ExecuteMission State = QuestorState.Idle; _directEve = new DirectEve(); Cache.Instance.DirectEve = _directEve; _directEve.OnFrame += OnFrame; }
public Questor(frmMain form1) { m_Parent = form1; _lastPulse = DateTime.MinValue; _random = new Random(); _salvage = new Salvage(); _defense = new Defense(); _combat = new Combat(); _traveler = new Traveler(); _unloadLoot = new UnloadLoot(); _agentInteraction = new AgentInteraction(); _arm = new Arm(); _missionController = new MissionController(); _drones = new Drones(); _panic = new Panic(); _storyline = new Storyline(); Settings.Instance.SettingsLoaded += SettingsLoaded; // State fixed on ExecuteMission State = QuestorState.Idle; _directEve = new DirectEve(); Cache.Instance.DirectEve = _directEve; Cache.Instance.StopTimeSpecified = Program.stopTimeSpecified; _directEve.OnFrame += OnFrame; }
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; Interlocked.Increment(ref CombatHelperBehaviorInstances); }
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 }
public DedicatedBookmarkSalvagerBehavior() { //_salvage = new Salvage(); _unloadLoot = new UnloadLoot(); //_arm = new Arm(); _panic = new Panic(); _statistics = new Statistics(); _watch = new Stopwatch(); // // this is combat mission specific and needs to be generalized // Settings.Instance.SettingsLoaded += SettingsLoaded; _States.CurrentDedicatedBookmarkSalvagerBehaviorState = DedicatedBookmarkSalvagerBehaviorState.Idle; _States.CurrentArmState = ArmState.Idle; _States.CurrentUnloadLootState = UnloadLootState.Idle; _States.CurrentTravelerState = TravelerState.Idle; }
public DebugHangarsBehavior() { //_salvage = new Salvage(); //_combat = new Combat(); //_drones = new Drones(); _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; _States.CurrentDebugHangarBehaviorState = DebugHangarsBehaviorState.Idle; _States.CurrentArmState = ArmState.Idle; _States.CurrentUnloadLootState = UnloadLootState.Idle; _States.CurrentTravelerState = TravelerState.Idle; }
public Questor(frmMain form1) { m_Parent = form1; _lastPulse = DateTime.MinValue; _random = new Random(); //_debugmodule = new DebugModule(); //_scoop = new Scoop(); _salvage = new Salvage(); _defense = new Defense(); _localwatch = new LocalWatch(); _scanInteraction = new ScanInteraction(); _combat = new Combat(); _traveler = new Traveler(); _unloadLoot = new UnloadLoot(); _agentInteraction = new AgentInteraction(); _arm = new Arm(); _courier = new CourierMission(); _switch = new SwitchShip(); _missionController = new MissionController(); _drones = new Drones(); _panic = new Panic(); _storyline = new Storyline(); Settings.Instance.SettingsLoaded += SettingsLoaded; // State fixed on ExecuteMission State = QuestorState.Idle; _directEve = new DirectEve(); Cache.Instance.DirectEve = _directEve; Cache.Instance.StopTimeSpecified = Program.stopTimeSpecified; Cache.Instance.MaxRuntime = Program.maxRuntime; Cache.Instance.StopTime = Program._stopTime; _questorStarted = DateTime.Now; _directEve.OnFrame += OnFrame; }