public override void GamePlayHasStarted() { //OwnerPlayer.IsAllUnknownContactsHostile = true; //now set in GameScenarioPlayer OwnerPlayer.IsAutomaticallyRespondingToActiveSensor = true; OwnerPlayer.IsAutomaticallyEvadingAttacks = true; OwnerPlayer.DefaultWeaponOrders = GameConstants.WeaponOrders.FireOnAllClearedTargets; if (string.IsNullOrEmpty(OwnerPlayer.Name) || OwnerPlayer.Name == OwnerPlayer.Id) { OwnerPlayer.Name = "Computer AI"; } //foreach (var player in OwnerPlayer.Enemies) //{ // if (!player.IsComputerPlayer) // { // OwnerPlayer.CreateNewMessage(player, "gl hf"); // } //} SetPrioritizedTargets(); HighLevelOrder hlo = new HighLevelOrder( GameConstants.HighLevelOrderType.TurnOffUnnecessaryActiveSensors, 600, 600, 9999); OwnerPlayer.HighLevelOrders.Enqueue(hlo); if (OwnerPlayer.IsAutomaticallySettingHighValueDefence) { DefendHighValueUnits(); } SetWeaponAndSensorOrders(); base.GamePlayHasStarted(); }
public void SetupHighOrder(HighLevelOrder highLevelOrder) { this.HighLevelOrder = highLevelOrder; }