/// <internal/> public MoveCompletedEventArgs(int actionID, Action action, ReasonForStop reason, OrganismState blockingOrganism) : base(actionID, action) { Reason = reason; BlockingOrganism = blockingOrganism; }
/// <summary> /// Initializes a new set of event arguments that can be used /// in an event handler to notify the creature that an attack /// has been completed. /// </summary> /// <param name="actionID">The ID of the action.</param> /// <param name="action">The action being completed.</param> /// <param name="killed">Whether the target was killed.</param> /// <param name="escaped">Whether the target escaped.</param> /// <param name="inflictedDamage">How much damage was inflicted.</param> /// <internal /> public AttackCompletedEventArgs(int actionID, Action action, Boolean killed, Boolean escaped, int inflictedDamage) : base(actionID, action) { InflictedDamage = inflictedDamage; Escaped = escaped; Killed = killed; }
/// <internal/> public ReproduceCompletedEventArgs(int actionID, Action action) : base(actionID, action) { }
/// <internal/> public EatCompletedEventArgs(int actionID, Action action, Boolean successful) : base(actionID, action) { Successful = successful; }
/// <internal/> public DefendCompletedEventArgs(int actionID, Action action) : base(actionID, action) { }