public Actor harvester = null; // the harvester to protect #endregion Fields #region Constructors public HarvesterDefenseSquad(IranAI AI, SquadManager manager, SquadType squadtype, SquadRole squadrole) : base(AI, manager, squadtype, squadrole) { this.AI = AI; squadtype = SquadType.Tank; SetMaxSquadSize(2); }
public ShipSquad(IranAI AI, SquadManager manager, SquadType squadtype, SquadRole squadrole) : base(AI, manager, squadtype, squadrole) { this.AI = AI; squadtype = SquadType.Ship; SetMaxSquadSize(2); // isready = true; // Important for creating new squads, if this doesn't get set somewhere the squad size will be unlimited }
public ShipBuilder(IranAI AI) { this.AI = AI; this.world = AI.world; }
public DefenseBuilder(IranAI AI) { this.AI = AI; this.world = AI.world; }
public InfantryBuilder(IranAI AI) { this.AI = AI; this.world = AI.world; }
int feedbacktime = 60; // time to update feedback state, in ticks #endregion Fields #region Constructors public SquadManager(IranAI AI) { this.AI = AI; this.world = AI.world; this.squads = new List<ISquad>(); }
public AircraftBuilder(IranAI AI) { this.AI = AI; this.world = AI.world; }
public VehicleBuilder(IranAI AI) { this.AI = AI; this.world = AI.world; }
public Squad(IranAI AI, SquadManager manager, SquadType squadtype, SquadRole squadrole) { this.AI = AI; this.manager = manager; this.squadtype = squadtype; this.world = AI.world; this.squadrole = squadrole; members = new List<Actor>(); }