/////////////////////////////////////////////////// // Member Functions /////////////////////////////////////////////////// /// <summary> /// Generic constructor /// </summary> public BasicDefense(VehInfo.Car type, Helpers.ObjectState state, Arena arena, Script_CTFHQ _ctfhq, Player _owner) : base(type, state, arena, new SteeringController(type, state, arena)) { Random rnd = new Random(); //Handle movements _seperation = (float)rnd.NextDouble(); steering = _movement as SteeringController; //Our weapon to use when we are close to the enemy _weaponClose = new WeaponController(_state, new WeaponController.WeaponSettings()); _weaponFar = new WeaponController(_state, new WeaponController.WeaponSettings()); //Equip our normal weapon if (type.InventoryItems[0] != 0) { _weaponFar.equip(AssetManager.Manager.getItemByID(type.InventoryItems[0])); } //Setup our second weapon if (type.InventoryItems[1] != 0) { _weaponClose.equip(AssetManager.Manager.getItemByID(type.InventoryItems[1])); } ctfhq = _ctfhq; owner = _owner; }
private bool _hq; //Tells us if HQ exists /////////////////////////////////////////////////// // Member Functions /////////////////////////////////////////////////// /// <summary> /// Generic constructor /// </summary> public Engineer(VehInfo.Car type, Helpers.ObjectState state, Arena arena, Script_CTFHQ _ctfhq) : base(type, state, arena, new SteeringController(type, state, arena)) { Random rnd = new Random(); _seperation = (float)rnd.NextDouble(); steering = _movement as SteeringController; if (type.InventoryItems[0] != 0) { _weapon.equip(AssetManager.Manager.getItemByID(type.InventoryItems[0])); } ctfhq = _ctfhq; _tickLastRet = 0; _tickLastHeal = 0; }
/////////////////////////////////////////////////// // Member Functions /////////////////////////////////////////////////// /// <summary> /// Generic constructor /// </summary> public Captain(VehInfo.Car type, Helpers.ObjectState state, Arena arena, Script_CTFHQ _ctfhq, Player _owner) : base(type, state, arena, new SteeringController(type, state, arena)) { Random rnd = new Random(); _seperation = (float)rnd.NextDouble(); steering = _movement as SteeringController; if (type.InventoryItems[0] != 0) { _weapon.equip(AssetManager.Manager.getItemByID(type.InventoryItems[0])); } ctfhq = _ctfhq; owner = _owner; //figure out method to keep track of level if they died otherwise they will multiply bots - big bug lastCheckedLevel = 2; //They had to have gotton to level two to get a bot }