Пример #1
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        public Actor harvester = null; // the harvester to protect

        #endregion Fields

        #region Constructors

        public HarvesterDefenseSquad(IranAI AI, SquadManager manager, SquadType squadtype, SquadRole squadrole)
            : base(AI, manager, squadtype, squadrole)
        {
            this.AI = AI;
            squadtype = SquadType.Tank;
            SetMaxSquadSize(2);
        }
Пример #2
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 public ShipSquad(IranAI AI, SquadManager manager, SquadType squadtype, SquadRole squadrole)
     : base(AI, manager, squadtype, squadrole)
 {
     this.AI = AI;
     squadtype = SquadType.Ship;
     SetMaxSquadSize(2);
     //            isready = true; // Important for creating new squads, if this doesn't get set somewhere the squad size will be unlimited
 }
Пример #3
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 public ShipBuilder(IranAI AI)
 {
     this.AI = AI;
     this.world = AI.world;
 }
Пример #4
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 public DefenseBuilder(IranAI AI)
 {
     this.AI = AI;
     this.world = AI.world;
 }
Пример #5
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 public InfantryBuilder(IranAI AI)
 {
     this.AI = AI;
     this.world = AI.world;
 }
Пример #6
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        int feedbacktime = 60; // time to update feedback state, in ticks

        #endregion Fields

        #region Constructors

        public SquadManager(IranAI AI)
        {
            this.AI = AI;
            this.world = AI.world;
            this.squads = new List<ISquad>();
        }
Пример #7
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 public AircraftBuilder(IranAI AI)
 {
     this.AI = AI;
     this.world = AI.world;
 }
Пример #8
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 public VehicleBuilder(IranAI AI)
 {
     this.AI = AI;
     this.world = AI.world;
 }
Пример #9
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 public Squad(IranAI AI, SquadManager manager, SquadType squadtype, SquadRole squadrole)
 {
     this.AI = AI;
     this.manager = manager;
     this.squadtype = squadtype;
     this.world = AI.world;
     this.squadrole = squadrole;
     members = new List<Actor>();
 }