public override void Initiate() { var ai = (AILevels)Npc.Hangar.Ship.AI; switch (ai) { case AILevels.PASSIVE: case AILevels.AGGRESSIVE: CurrentNpc = new Basic(this); break; case AILevels.GALAXY_GATES: case AILevels.INVASION: CurrentNpc = new Aggressive(this); break; case AILevels.MOTHERSHIP: //CurrentNpc = new Mothership(this, World.StorageManager.Ships[81]); break; case AILevels.DAUGHTER: CurrentNpc = new Daughter(this); break; } Active = true; //Npc.Log.Write($"(ID: {Npc.Id}, {DateTime.Now}) Setted AI to {ai}"); Checkers.Start(); Task.Factory.StartNew(ActiveTick); }
public void Setup() { aggressive = new Aggressive(); npc = new Mock <INonPlayerCharacter>(); room = new Mock <IRoom>(); npc.Setup(e => e.Room).Returns(room.Object); }
public void Setup() { GlobalReference.GlobalValues = new GlobalValues(); aggressive = new Aggressive(); npc = new Mock <INonPlayerCharacter>(); room = new Mock <IRoom>(); npc.Setup(e => e.Room).Returns(room.Object); }
public static void Main() { var file = new StreamReader(@"input.txt"); string line; int counter = 1; while ((line = file.ReadLine()) != null) { string[] tokens = line.Split(new [] { ' ' }, StringSplitOptions.RemoveEmptyEntries); string command = tokens[0]; IBlob player1; IBlob player2; IBehavior behavior; IAttack attack; if (tokens[4] == "Inflated") { behavior = new Inflated(); } else { behavior = new Aggressive(); } if (tokens[5] == "Blobplode") { attack = new Blobplode(); } else { attack = new PutridFart(); } switch (command) { case "create": if (counter == 1) { player1 = new Blob(tokens[1], int.Parse(tokens[2]), int.Parse(tokens[3]), behavior, attack); } else { player2 = new Blob(tokens[1], int.Parse(tokens[2]), int.Parse(tokens[3]), behavior, attack); } break; case "status": } } }
public Engine( IBlobFactory blobFactory, Data data, PutridFart putridFart, Blobplode blobplode, Aggressive aggressive, Inflated inflated, ConsoleReader reader, ConsoleWriter writer) { this.blobFactory = blobFactory; this.data = data; this.putridFart = putridFart; this.blobplode = blobplode; this.aggressive = aggressive; this.inflated = inflated; this.reader = reader; this.writer = writer; }
void Update() { _distance = CheckDistance(_agent, Player); AiAgressiveState = new Aggressive(); AiNormalstate = new Normal(); if (Health > 50) { AgressiveAI(); } else if (Health <= 50) { NormalAI(); } else { AgressiveAI(); } }
// Use this for initialization void Start() { state_passive = true; D_state = gameObject.AddComponent <Defensive>(); A_state = gameObject.AddComponent <Aggressive>(); }