public Harvester(Actor self, HarvesterInfo info) { Info = info; mobile = self.Trait <Mobile>(); resLayer = self.World.WorldActor.Trait <ResourceLayer>(); claimLayer = self.World.WorldActor.Trait <ResourceClaimLayer>(); }
public Harvester(Actor self, HarvesterInfo info) : base(info) { Contents = new ReadOnlyDictionary <string, int>(contents); mobile = self.Trait <Mobile>(); resourceLayer = self.World.WorldActor.Trait <IResourceLayer>(); claimLayer = self.World.WorldActor.Trait <ResourceClaimLayer>(); }
protected override void TraitEnabled(Actor self) { resourceLayer = world.WorldActor.TraitOrDefault <IResourceLayer>(); claimLayer = world.WorldActor.TraitOrDefault <ResourceClaimLayer>(); // Avoid all AIs scanning for idle harvesters on the same tick, randomize their initial scan delay. scanForIdleHarvestersTicks = world.LocalRandom.Next(Info.ScanForIdleHarvestersInterval, Info.ScanForIdleHarvestersInterval * 2); }
protected override void TraitEnabled(Actor self) { pathfinder = world.WorldActor.Trait <IPathFinder>(); domainIndex = world.WorldActor.Trait <DomainIndex>(); resLayer = world.WorldActor.TraitOrDefault <ResourceLayer>(); claimLayer = world.WorldActor.TraitOrDefault <ResourceClaimLayer>(); scanForIdleHarvestersTicks = Info.ScanForIdleHarvestersInterval; }
public Harvester(Actor self, HarvesterInfo info) { Info = info; mobile = self.Trait <Mobile>(); resLayer = self.World.WorldActor.Trait <ResourceLayer>(); claimLayer = self.World.WorldActor.Trait <ResourceClaimLayer>(); self.QueueActivity(new CallFunc(() => ChooseNewProc(self, null))); }
public Harvester(Actor self, HarvesterInfo info) { Info = info; Contents = new ReadOnlyDictionary <ResourceTypeInfo, int>(contents); mobile = self.Trait <Mobile>(); resLayer = self.World.WorldActor.Trait <ResourceLayer>(); claimLayer = self.World.WorldActor.Trait <ResourceClaimLayer>(); }
protected override void TraitEnabled(Actor self) { requestUnitProduction = player.PlayerActor.TraitsImplementing <IBotRequestUnitProduction>().ToArray(); pathfinder = world.WorldActor.Trait <IPathFinder>(); domainIndex = world.WorldActor.Trait <DomainIndex>(); resLayer = world.WorldActor.TraitOrDefault <ResourceLayer>(); claimLayer = world.WorldActor.TraitOrDefault <ResourceClaimLayer>(); scanForIdleHarvestersTicks = Info.ScanForIdleHarvestersInterval; }