// -------------------------------------------------------------------------------------------------------------------------------- /// <summary> /// Create a default unique rival with a random set of motivations /// </summary> public UniqueRival() : base() { _name = "INVALID_UNIQUE_RIVAL"; _motivationSet = MotivationFactory.RandomMotivationSet(); WfLogger.Log(this, LogLevel.DETAILED, "Created new Unique Rival from default"); }
// -------------------------------------------------------------------------------------------------------------------------------- /// <summary> /// Creates an uniqie rival from a normal one, the name is the species + archetype and the motivations are randomly assigned /// </summary> /// <param name="other"></param> public UniqueRival(Rival other) : this() { if (other == null) { return; } _name = other._species + " " + other._archetype; _motivationSet = MotivationFactory.RandomMotivationSet(); WfLogger.Log(this, LogLevel.DETAILED, "Created new Unique Rival from another"); }