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); }
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); }
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; }
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; }
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; }