//DateTime _nextAction = DateTime.Now; public DedicatedBookmarkSalvagerBehavior() { _lastPulse = DateTime.Now; //_random = new Random(); _salvage = new Salvage(); _localWatch = new LocalWatch(); //_combat = new Combat(); //_drones = new Drones(); _traveler = new Traveler(); _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.CurrentDroneState = DroneState.Idle; _States.CurrentUnloadLootState = UnloadLootState.Idle; _States.CurrentTravelerState = TravelerState.Idle; }
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; }
//DateTime _nextAction = DateTime.Now; public DirectionalScannerBehavior() { _lastPulse = DateTime.Now; _random = new Random(); _salvage = new Salvage(); _combat = new Combat(); _drones = new Drones(); _traveler = new Traveler(); _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; //Settings.Instance.UseFittingManager = false; // States.CurrentDirectionalScannerBehaviorState fixed on ExecuteMission _States.CurrentDirectionalScannerBehaviorState = DirectionalScannerBehaviorState.Idle; _States.CurrentArmState = ArmState.Idle; //_States.CurrentCombatState = CombatState.Idle; //_States.CurrentDroneState = DroneState.Idle; _States.CurrentUnloadLootState = UnloadLootState.Idle; _States.CurrentTravelerState = TravelerState.Idle; }
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 }
//DateTime _nextAction = DateTime.Now; public DirectionalScannerBehavior() { _salvage = new Salvage(); _combat = new Combat(); _drones = new Drones(); _arm = new Arm(); _panic = new Panic(); _watch = new Stopwatch(); // // this is combat mission specific and needs to be generalized // Settings.Instance.SettingsLoaded += SettingsLoaded; _States.CurrentDirectionalScannerBehaviorState = DirectionalScannerBehaviorState.Idle; _States.CurrentArmState = ArmState.Idle; _States.CurrentUnloadLootState = UnloadLootState.Idle; _States.CurrentTravelerState = TravelerState.Idle; }
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 CombatMissionsBehavior() { _lastPulse = DateTime.MinValue; _random = new Random(); _salvage = new Salvage(); _localWatch = new LocalWatch(); _combat = new Combat(); _drones = new Drones(); _traveler = new Traveler(); _unloadLoot = new UnloadLoot(); _agentInteraction = new AgentInteraction(); _arm = new Arm(); _courierMissionCtrl = new CourierMissionCtrl(); _switchShip = new SwitchShip(); _combatMissionCtrl = new CombatMissionCtrl(); _panic = new Panic(); _storyline = new Storyline(); _statistics = new Statistics(); _watch = new Stopwatch(); // // this is combat mission specific and needs to be generalized // Settings.Instance.SettingsLoaded += SettingsLoaded; // States.CurrentCombatMissionBehaviorState fixed on ExecuteMission _States.CurrentCombatMissionBehaviorState = CombatMissionsBehaviorState.Idle; _States.CurrentArmState = ArmState.Idle; //_States.CurrentCombatState = CombatState.Idle; //_States.CurrentDroneState = DroneState.Idle; _States.CurrentUnloadLootState = UnloadLootState.Idle; _States.CurrentTravelerState = TravelerState.Idle; }