Пример #1
0
 public Faction()
 {
     Threats            = new List <Creature>();
     Minions            = new List <CreatureAI>();
     SelectedMinions    = new List <CreatureAI>();
     TaskManager        = new TaskManager(this);
     Stockpiles         = new List <Stockpile>();
     DigDesignations    = new List <BuildOrder>();
     GuardDesignations  = new List <BuildOrder>();
     ChopDesignations   = new List <Body>();
     AttackDesignations = new List <Body>();
     ShipDesignations   = new List <ShipOrder>();
     GatherDesignations = new List <Body>();
     RoomBuilder        = new RoomBuilder(this);
     WallBuilder        = new PutDesignator(this, TextureManager.GetTexture(ContentPaths.Terrain.terrain_tiles));
     CraftBuilder       = new CraftBuilder(this);
 }
Пример #2
0
 public Faction()
 {
     Threats = new List<Creature>();
     Minions = new List<CreatureAI>();
     SelectedMinions = new List<CreatureAI>();
     TaskManager = new TaskManager(this);
     Stockpiles = new List<Stockpile>();
     DigDesignations = new List<BuildOrder>();
     GuardDesignations = new List<BuildOrder>();
     ChopDesignations = new List<Body>();
     AttackDesignations = new List<Body>();
     ShipDesignations = new List<ShipOrder>();
     GatherDesignations = new List<Body>();
     RoomBuilder = new RoomBuilder(this);
     WallBuilder = new PutDesignator(this, TextureManager.GetTexture(ContentPaths.Terrain.terrain_tiles));
     CraftBuilder = new CraftBuilder(this);
 }
Пример #3
0
 public Faction(WorldManager world)
 {
     HandleThreatsTimer = new Timer(1.0f, false);
     World           = world;
     Threats         = new List <Creature>();
     Minions         = new List <CreatureAI>();
     SelectedMinions = new List <CreatureAI>();
     TaskManager     = new TaskManager();
     Stockpiles      = new List <Stockpile>();
     TradeEnvoys     = new List <TradeEnvoy>();
     WarParties      = new List <WarParty>();
     OwnedObjects    = new List <Body>();
     RoomBuilder     = new RoomBuilder(this, world);
     CraftBuilder    = new CraftBuilder(this, world);
     IsRaceFaction   = false;
     TradeMoney      = 0.0m;
     GoodWill        = 0.0f;
 }
Пример #4
0
 public Faction()
 {
     Threats            = new List <Creature>();
     Minions            = new List <CreatureAI>();
     SelectedMinions    = new List <CreatureAI>();
     TaskManager        = new TaskManager(this);
     Stockpiles         = new List <Stockpile>();
     DigDesignations    = new List <BuildOrder>();
     GuardDesignations  = new List <BuildOrder>();
     ChopDesignations   = new List <Body>();
     AttackDesignations = new List <Body>();
     GatherDesignations = new List <Body>();
     TradeEnvoys        = new List <TradeEnvoy>();
     WarParties         = new List <WarParty>();
     RoomBuilder        = new RoomBuilder(this);
     WallBuilder        = new PutDesignator(this, TextureManager.GetTexture(ContentPaths.Terrain.terrain_tiles));
     CraftBuilder       = new CraftBuilder(this);
     IsRaceFaction      = false;
     TradeMoney         = 0.0f;
 }
Пример #5
0
 public Faction(WorldManager world)
 {
     World              = world;
     Threats            = new List <Creature>();
     Minions            = new List <CreatureAI>();
     SelectedMinions    = new List <CreatureAI>();
     TaskManager        = new TaskManager();
     Stockpiles         = new List <Stockpile>();
     DigDesignations    = new Dictionary <ulong, BuildOrder>();
     GuardDesignations  = new List <BuildOrder>();
     ChopDesignations   = new List <Body>();
     AttackDesignations = new List <Body>();
     GatherDesignations = new List <Body>();
     TradeEnvoys        = new List <TradeEnvoy>();
     WarParties         = new List <WarParty>();
     RoomBuilder        = new RoomBuilder(this, world);
     WallBuilder        = new PutDesignator(this, world);
     CraftBuilder       = new CraftBuilder(this, world);
     IsRaceFaction      = false;
     TradeMoney         = 0.0f;
 }