public StandardWisdom(Entity entiry)
        {
            _Equipment = new InventoryProxy();
            _Bag = new InventoryProxy();
            var type  = entiry.GetVisible().EntityType;

            _Messages = new Queue<string>();

            _FPS = new FPSCounter();

            _UsableSkills = new List<ACTOR_STATUS_TYPE>();

            _EntityImperils = _InitialImperil(type);
            _ActorMind = new ActorMind(type);

            _DecisionTime = 0.5f;

            _FieldOfVision = new List<IVisible>();

            _Entiry = entiry;

            _Random = Regulus.Utility.Random.Instance;

            //asin(2 / sqrt(2 ^ 2 + 10 ^ 2))

            _Node = _BuildNode();
        }
Пример #2
0
        public StandardBehavior(Entity entiry)
        {
            _Equipment = new InventoryProxy();
            _Bag       = new InventoryProxy();
            var type = entiry.GetVisible().EntityType;

            _Messages = new Queue <string>();

            _FPS = new FPSCounter();

            _UsableSkills = new List <ACTOR_STATUS_TYPE>();

            _EntityImperils = _InitialImperil(type);
            _ActorMind      = new ActorMind(type);

            _DecisionTime = 0.5f;

            _FieldOfVision = new List <IVisible>();

            _Entiry = entiry;

            _Random = Regulus.Utility.Random.Instance;

            //asin(2 / sqrt(2 ^ 2 + 10 ^ 2))

            _Node = _BuildNode();
        }
Пример #3
0
        public PowerRegulator()
        {
            _SpinWait  = new SpinWait();
            _SpinCount = 0;
            _WorkCount = 0;
            _Busy      = 0;

            _FPS = new FPSCounter();
        }
Пример #4
0
 public PowerRegulator()
 {
     _Sample    = 1.0f;
     _SpinWait  = new SpinWait();
     _SpinCount = 0;
     _WorkCount = 0;
     _Busy      = 0;
     _TimeCount = new TimeCounter();
     _FPS       = new FPSCounter();
 }