Пример #1
0
 protected AssignmentAI(SaveGameContext ctx)
 {
     if (m_currentAssignment != null)
     {
         m_currentAssignment.StatusChanged += OnJobStatusChanged;
     }
 }
Пример #2
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 World(SaveGameContext ctx)
     : this()
 {
     if (this.TickMethod == WorldTickMethod.Sequential)
     {
         m_livingEnumerator = new LivingEnumerator(m_livings.List);
     }
 }
Пример #3
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		BuildOrder(SaveGameContext context)
		{
			Debug.Assert(this.BuildableItem != null);

			if (this.BuildableItem.MaterialID.HasValue)
				this.Name = String.Format("{0} {1}", this.BuildableItem.MaterialID, this.BuildableItem.ItemInfo.Name);
			else
				this.Name = this.BuildableItem.ItemInfo.Name;

		}
Пример #4
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        ProcessableList(SaveGameContext ctx)
        {
            this.List       = m_list.AsReadOnly();
            this.AddList    = m_addList.AsReadOnly();
            this.RemoveList = m_removeList.AsReadOnly();

            // I believe removelist should always be empty when game was saved
            if (this.RemoveList.Count > 0)
            {
                throw new Exception();
            }
        }
Пример #5
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        LivingObject(SaveGameContext ctx)
            : base(ctx, ObjectType.Living)
        {
            this.World.TickEnding += OnTickEnding;
            this.World.TickStarted += OnTickStarted;

            var aai = m_ai as Dwarrowdelf.AI.AssignmentAI;
            if (aai != null)
                aai.AssignmentChanged += OnAIAssignmentChanged;

            // XXX inventory items are not present yet?
            RecalcArmorClass();

            this.Trace = new MyTraceSource("Server.LivingObject",
                String.Format("{0} ({1})", this.Name ?? this.LivingInfo.Name, this.ObjectID));
        }
Пример #6
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        LivingObject(SaveGameContext ctx)
            : base(ctx, ObjectType.Living)
        {
            this.World.TickEnding  += OnTickEnding;
            this.World.TickStarted += OnTickStarted;

            var aai = m_ai as Dwarrowdelf.AI.AssignmentAI;

            if (aai != null)
            {
                aai.AssignmentChanged += OnAIAssignmentChanged;
            }

            // XXX inventory items are not present yet?
            RecalcArmorClass();

            this.Trace = new MyTraceSource("Server.LivingObject",
                                           String.Format("{0} ({1})", this.Name ?? this.LivingInfo.Name, this.ObjectID));
        }
Пример #7
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 BuildItemAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #8
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 InstallItemAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #9
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 FellTreeAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #10
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 protected BaseObject(SaveGameContext ctx, ObjectType objectType)
     : this(objectType)
 {
 }
Пример #11
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 protected Assignment(SaveGameContext ctx)
 {
 }
Пример #12
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 UnequipItemAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #13
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 BuildItemAssignment(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #14
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 DungeonPlayer(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #15
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        BuildOrder(SaveGameContext context)
        {
            Debug.Assert(this.BuildableItem != null);

            if (this.BuildableItem.MaterialID.HasValue)
                this.Name = String.Format("{0} {1}", this.BuildableItem.MaterialID, this.BuildableItem.ItemInfo.Name);
            else
                this.Name = this.BuildableItem.ItemInfo.Name;
        }
Пример #16
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 WaitAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #17
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 AttackAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #18
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 UnequipItemAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #19
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 SleepAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #20
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 protected ItemAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #21
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 protected ItemAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #22
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 BuildItemManager(SaveGameContext ctx)
 {
     Init();
 }
Пример #23
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 ConsumeAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #24
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 Group(SaveGameContext ctx)
 {
 }
Пример #25
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 HaulAssignment(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #26
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 Stockpile(SaveGameContext ctx)
 {
 }
Пример #27
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 protected MovableObject(SaveGameContext ctx, ObjectType objectType)
     : base(ctx, objectType)
 {
 }
Пример #28
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 FortressGame(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #29
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 Stockpile(SaveGameContext ctx)
 {
 }
Пример #30
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 FetchItems(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #31
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 WaitAssignment(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #32
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 FetchItems(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #33
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 SleepAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #34
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 GrazeMoveAssignment(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #35
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 ConstructAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #36
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 protected GameAction(SaveGameContext ctx)
 {
 }
Пример #37
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 AttackAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #38
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 World(SaveGameContext ctx)
     : this()
 {
     if (this.TickMethod == WorldTickMethod.Sequential)
         m_livingEnumerator = new LivingEnumerator(m_livings.List);
 }
Пример #39
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 CarryItemAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #40
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        LivingObject(SaveGameContext ctx)
            : base(ctx, ObjectType.Living)
        {
            this.World.TickStarting += OnTickStart;

            var aai = m_ai as Dwarrowdelf.AI.AssignmentAI;
            if (aai != null)
                aai.AssignmentChanged += OnAIAssignmentChanged;

            // XXX inventory items are not present yet?
            RecalcArmorClass();
        }
Пример #41
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 InstallItemAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #42
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 GenericDebugAssignment(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #43
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 MoveConstructAssignment(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #44
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 protected MoveAssignmentBase(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #45
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 FoodGenerator(SaveGameContext ctx)
     : base(ctx)
 {
     this.World.TickStarted += OnTickStart;
 }
Пример #46
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 RandomMoveAssignment(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #47
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 HaulToAreaAssignment(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #48
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 protected ItemObject(SaveGameContext ctx)
     : base(ctx, ObjectType.Item)
 {
 }
Пример #49
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 FellTreeAssignment(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #50
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 PatrolAssignment(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #51
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 ConstructJob(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #52
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 DwarfAI(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #53
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 EnvObserver(SaveGameContext ctx)
 {
 }
Пример #54
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 protected GameAction(SaveGameContext ctx)
 {
 }
Пример #55
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 protected Assignment(SaveGameContext ctx)
 {
 }
Пример #56
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 WaitAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #57
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 MonsterAI(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #58
0
 GetItemAction(SaveGameContext ctx)
     : base(ctx)
 {
 }
Пример #59
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 ConstructManager(SaveGameContext ctx)
 {
 }
Пример #60
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 ManualControlAI(SaveGameContext ctx)
 {
     this.Actions = new ReadOnlyObservableCollection <GameAction>(m_actions);
 }