public VirtualIntelligence(ref Map MapRef, Building HomeBase, Building Archery, Building Barraks, TeamAIStats MyStats, Color VITeamColor) { _teamColor = VITeamColor; _numOfWorkers = 0; _numberSwordsman = 0; _numberArchers = 0; _buildingsLeft = 3; _mapRef = MapRef; _myStats = MyStats; _homeBase = HomeBase; _homeBase.Master = this; _archery = Archery; _archery.Master = this; _barraks = Barraks; _barraks.Master = this; switch (_myStats.AggressiveBias) { case BiasNames.Archers: _bias = new bias(CreateArcher); break; default: _bias = new bias(CreateSwords); break; } }
private void newTeamAIStats(int WorkerStartBoost, int WorkerToFighterRatio, int FighterToWorkerRatio, int SToA, int AToS, BiasNames bias) { TeamAIStats newStats = new TeamAIStats(); newStats.workerStartBoost = WorkerStartBoost; newStats.workerToFighterRatio = WorkerToFighterRatio; newStats.fighterToWorkerRatio = FighterToWorkerRatio; newStats.ArchersToSwordsmanRatio = AToS; newStats.SwordsmanToArchersRatio = SToA; newStats.AggressiveBias = bias; _teams.Push(newStats); }