public BaseMovement(SerializationInfo info, StreamingContext ctxt) { OriginOutpost = (Outpost)info.GetValue("originOutpost", typeof(Outpost)); DestinationBase = (Position)info.GetValue("destination", typeof(Position)); StartTick = (int)info.GetValue("starttick", typeof(int)); Duration = (int)info.GetValue("duration", typeof(int)); }
public AIController(SerializationInfo info, StreamingContext ctxt) { TurtleAttacking = (float)info.GetValue("TurtleAttacking", typeof(float)); ActionDelayMultiplier = (float)info.GetValue("ActionDelayMultiplier", typeof(float)); HelpSelfish = (float)info.GetValue("HelpSelfish", typeof(float)); Outpost = (Outpost)info.GetValue("AIOutpost", typeof(Outpost)); ActionDelay = (int)info.GetValue("ActionDelay", typeof(int)); AttackDealy = (int)info.GetValue("AttackDealy", typeof(int)); }
public BuildQueueItem(SerializationInfo info, StreamingContext ctxt) { resourcesRemaining = (List <long>)info.GetValue("resourcesRemaining", typeof(List <long>)); PlayerId = (int)info.GetValue("playerid", typeof(int)); Outpost = (Outpost)info.GetValue("outpost", typeof(Outpost)); ItemType = (int)info.GetValue("itemtype", typeof(int)); ItemTotal = (int)info.GetValue("itemtotal", typeof(int)); Complete = (int)info.GetValue("complete", typeof(int)); BuildQueueID = (Guid)info.GetValue("BuildQueue", typeof(Guid)); }
public TroopMovement(SerializationInfo info, StreamingContext ctxt) { MovementType = (Cmn.MovType)info.GetValue("movetype", typeof(Cmn.MovType)); Defence = (List <long>)info.GetValue("Defence", typeof(List <long>)); Offence = (List <long>)info.GetValue("Offence", typeof(List <long>)); OriginOutpost = (Outpost)info.GetValue("OriginOutpost", typeof(Outpost)); DestinationOutpost = (Outpost)info.GetValue("DestinationOutpost", typeof(Outpost)); Address = (UniversalAddress)info.GetValue("Address", typeof(UniversalAddress)); StartTick = (int)info.GetValue("StartTick", typeof(int)); Duration = (int)info.GetValue("Duration", typeof(int)); }
public BuildQueueItem(int playerid, Outpost outpost, long total, int type, List <long> cost) { Complete = 0; PlayerId = playerid; Outpost = outpost; ItemTotal = total; ItemType = type; resourcesRemaining = new List <long>(); foreach (var r in Cmn.Resource) { resourcesRemaining.Add(0); } resourcesRemaining[Cmn.Resource[Cmn.Renum.Food]] = cost[Cmn.Resource[Cmn.Renum.Food]] * ItemTotal; resourcesRemaining[Cmn.Resource[Cmn.Renum.Metal]] = cost[Cmn.Resource[Cmn.Renum.Metal]] * ItemTotal; resourcesRemaining[Cmn.Resource[Cmn.Renum.Population]] = cost[Cmn.Resource[Cmn.Renum.Population]] * ItemTotal; resourcesRemaining[Cmn.Resource[Cmn.Renum.Power]] = cost[Cmn.Resource[Cmn.Renum.Power]] * ItemTotal; resourcesRemaining[Cmn.Resource[Cmn.Renum.Water]] = cost[Cmn.Resource[Cmn.Renum.Water]] * ItemTotal; BuildQueueID = Guid.NewGuid(); }