示例#1
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 internal NpcGroupManager(HeatSystem heatSystem, QueuedAudioSystem audioSystem, BaseManager baseManager)
 {
     this.heatSystem  = heatSystem;
     this.audioSystem = audioSystem;
     this.baseManager = baseManager;
     MyAPIGateway.Entities.OnEntityAdd += NewEntityEvent;
 }
示例#2
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 internal Convoy(Vector3D destination, NpcGroupState initialState, NpcGroupArrivalObserver arrivalObserver,
                 QueuedAudioSystem audioSystem, IMyCubeGrid leader, DateTime groupSpawnTime)
     : base(leader.EntityId, initialState, destination, NpcGroupType.Convoy, groupSpawnTime, arrivalObserver)
 {
     this.audioSystem = audioSystem;
     this.leader      = leader;
 }
示例#3
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 internal void Init(QueuedAudioSystem audioSystem, ResearchControl researchControl, ResearchHacking researchHacking)
 {
     audio    = audioSystem;
     research = researchControl;
     hacking  = researchHacking;
     MyAPIGateway.Multiplayer.RegisterMessageHandler(ModId, IncomingMessage);
 }
示例#4
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 internal BackupGroup(NpcGroupState initialState, Vector3D destination, IMyCubeGrid leader,
                      NpcGroupArrivalObserver npcGroupArrivalObserver, QueuedAudioSystem audioSystem, DateTime groupSpawnTime)
     : base(leader.EntityId, initialState, destination, NpcGroupType.Backup, groupSpawnTime, npcGroupArrivalObserver)
 {
     this.leader      = leader;
     this.audioSystem = audioSystem;
 }
示例#5
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 internal BackupGroup(NpcGroupState initialState, Vector3D destination, IMyCubeGrid leader,
                      HeatSystem heatSystem, QueuedAudioSystem audioSystem, DateTime groupSpawnTime)
     : base(leader.EntityId, initialState, destination, NpcGroupType.Backup, groupSpawnTime, heatSystem)
 {
     this.leader      = leader;
     this.audioSystem = audioSystem;
     this.heat        = heatSystem;
 }
示例#6
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 internal GCorpBase(IMyRemoteControl remoteControl, DateTime lastBackupRespondTime, MyPlanet marsPlanet,
                    QueuedAudioSystem audioSystem, IFaction faction)
 {
     RemoteControl = remoteControl;
     this.lastBackupRespondTime = lastBackupRespondTime;
     this.marsPlanet            = marsPlanet;
     this.audioSystem           = audioSystem;
     this.faction = faction;
     baseId       = remoteControl.EntityId;
 }
示例#7
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        internal Convoy(Vector3D destination, NpcGroupState initialState, NpcGroupArrivalObserver arrivalObserver,
                        QueuedAudioSystem audioSystem, IMyCubeGrid leader, DateTime groupSpawnTime)
            : base(leader.EntityId, initialState, destination, NpcGroupType.Convoy, groupSpawnTime, arrivalObserver)
        {
            this.audioSystem = audioSystem;
            this.leader      = leader;

            InterceptingBeaconSuffix = VRage.MyTexts.Get(MyStringId.TryGet("InterceptingBeaconSuffix")).ToString();
            FleeingBeaconSuffix      = VRage.MyTexts.Get(MyStringId.TryGet("FleeingBeaconSuffix")).ToString();
        }
示例#8
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        private static float ConvoySpeed = 10f; // needs to be 10f for release

        internal NpcGroupManager(int modBuildWhenSaved, HeatSystem heatSystem, QueuedAudioSystem audioSystem, BaseManager baseManager,
                                 ConvoySpawner convoySpawner)
        {
            this.heatSystem       = heatSystem;
            this.audioSystem      = audioSystem;
            this.baseManager      = baseManager;
            this.convoySpawner    = convoySpawner;
            modBuildWhenLastSaved = modBuildWhenSaved;

            MyAPIGateway.Entities.OnEntityAdd += NewEntityEvent;
        }
示例#9
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        private int timeSinceSpoken = -2;         // -2 means player hasn't gone into antenna range even,
        //-1 means player hasn't visited Miki Scrap yet. Otherwise it's normally counting up to AudioMaxTime

        //				MyAPIGateway.Utilities.ShowNotification(""+timeSinceSpoken, 1000, MyFontEnum.Debug);

        internal MikiScrap(IMyCubeGrid mikiScrapGrid, IMyRemoteControl remoteControl, MyInventory scrapIn, MyInventory output,
                           IMyDoor furnaceDoor, IMySoundBlock speaker, List <IMyTextPanel> furnaceLcds,
                           List <IMyReflectorLight> furnaceSpotlights,
                           MyInventory furnaceOutput, QueuedAudioSystem audioSystem)
        {
            this.mikiScrapGrid     = mikiScrapGrid;
            this.remoteControl     = remoteControl;
            this.scrapIn           = scrapIn;
            this.output            = output;
            this.furnaceDoor       = furnaceDoor;
            this.speaker           = speaker;
            this.furnaceLcds       = furnaceLcds;
            this.furnaceSpotlights = furnaceSpotlights;
            this.furnaceOutput     = furnaceOutput;
            this.audioSystem       = audioSystem;
        }
示例#10
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        internal MissionSystem(int modBuildWhenLastSaved, Version gameVersion, long missionStartTimeBinary, HashSet <int> alreadyExecutedPrompts,
                               QueuedAudioSystem audioSystem, ResearchControl researchControl)
        {
            this.gameVersion           = gameVersion;
            this.audioSystem           = audioSystem;
            this.researchControl       = researchControl;
            this.modBuildWhenLastSaved = modBuildWhenLastSaved; //V27

            missionStartTime = DateTime.FromBinary(missionStartTimeBinary);
            excludedIDs      = alreadyExecutedPrompts;
            desiredEntityIDs = new HashSet <long>();
            GeneratePrompts();
            timeBasedPrompts.Sort((x, y) => - x.TriggerTime.CompareTo(y.TriggerTime));

//            ModLog.Info("Start Time = " + missionStartTime.ToString());
            ModLog.Info("Current Mission Length: " + (MyAPIGateway.Session.GameDateTime - missionStartTime).ToString(@"hh\:mm\:ss")); //V27
        }
示例#11
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        private string ConvoyRecalled          = "Convoy Recalled";            // loaded my mytexts

        internal NpcGroupManager(int modBuildWhenSaved, HeatSystem heatSystem, QueuedAudioSystem audioSystem, BaseManager baseManager,
                                 ConvoySpawner convoySpawner)
        {
            this.heatSystem       = heatSystem;
            this.audioSystem      = audioSystem;
            this.baseManager      = baseManager;
            this.convoySpawner    = convoySpawner;
            modBuildWhenLastSaved = modBuildWhenSaved;

            MyAPIGateway.Entities.OnEntityAdd += NewEntityEvent;

            EscortName = VRage.MyTexts.Get(MyStringId.TryGet("EscortName")).ToString();

            var InvestigatingBackupCallID = MyStringId.TryGet("InvestigatingBackupCall");

            InvestigatingBackupCall = VRage.MyTexts.Get(InvestigatingBackupCallID).ToString();

            ConvoyRecalled = VRage.MyTexts.Get(MyStringId.TryGet("ConvoyRecalled")).ToString();
        }
示例#12
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        internal BackupGroup(NpcGroupState initialState, Vector3D destination, IMyCubeGrid leader,
                             HeatSystem heatSystem, QueuedAudioSystem audioSystem, DateTime groupSpawnTime)
            : base(leader.EntityId, initialState, destination, NpcGroupType.Backup, groupSpawnTime, heatSystem)
        {
            this.leader      = leader;
            this.audioSystem = audioSystem;
            this.heat        = heatSystem;

            var InterceptingBeaconSuffixID = MyStringId.TryGet("InterceptingBeaconSuffix");

            InterceptingBeaconSuffix = VRage.MyTexts.Get(InterceptingBeaconSuffixID).ToString();

            var ReturningToBaseID = MyStringId.TryGet("ReturningToBase");

            ReturningToBase = VRage.MyTexts.Get(ReturningToBaseID).ToString();

            var InvestigatingBackupCallID = MyStringId.TryGet("InvestigatingBackupCall");

            InvestigatingBackupCall = VRage.MyTexts.Get(InvestigatingBackupCallID).ToString();
        }
示例#13
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        internal GCorpBase(IMyRemoteControl remoteControl, DateTime lastBackupRespondTime, MyPlanet marsPlanet, HeatSystem heatSystem, QueuedAudioSystem audioSystem)
        {
            RemoteControl = remoteControl;
            this.lastBackupRespondTime = lastBackupRespondTime;
            this.marsPlanet            = marsPlanet;
            this.heatSystem            = heatSystem;
            this.audioSystem           = audioSystem;
            baseId = remoteControl.EntityId;

            turrets = new List <IMyLargeTurretBase>();
            var slimBlocks2 = new List <IMySlimBlock>();

            remoteControl.CubeGrid.GetBlocks(slimBlocks2, b => b.FatBlock is IMyLargeTurretBase);
            foreach (var slim in slimBlocks2)
            {
                var turret = slim.FatBlock as IMyLargeTurretBase;
                //                turret.Enabled = false;
                turrets.Add(turret);
            }
        }
示例#14
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 internal BaseManager(HeatSystem heatSystem, QueuedAudioSystem audioSystem)
 {
     this.heatSystem  = heatSystem;
     this.audioSystem = audioSystem;
 }
示例#15
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 internal ConvoySpawner(QueuedAudioSystem audioSystem)
 {
     this.audioSystem = audioSystem;
 }
示例#16
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 internal BaseManager(QueuedAudioSystem audioSystem)
 {
     this.audioSystem = audioSystem;
 }
示例#17
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 internal ResearchControl(QueuedAudioSystem audioSystem)
 {
     this.audioSystem = audioSystem;
 }
示例#18
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 public MikiScrapManager(QueuedAudioSystem audioSystem)
 {
     this.audioSystem = audioSystem;
 }
示例#19
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 internal ConvoySpawner(HeatSystem heatSystem, QueuedAudioSystem audioSystem)
 {
     this.heatSystem  = heatSystem;
     this.audioSystem = audioSystem;
 }
示例#20
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 internal CalMissionSystem(long missionStartTimeBinary, HashSet <int> alreadyExecutedPrompts,
                           QueuedAudioSystem audioSystem, ResearchControl researchControl) : base(missionStartTimeBinary, alreadyExecutedPrompts, audioSystem)
 {
     this.researchControl = researchControl;
 }
示例#21
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 public ConvoyGround(Vector3D destination, NpcGroupState initialState, NpcGroupArrivalObserver arrivalObserver,
                     QueuedAudioSystem audioSystem, IMyCubeGrid leader, DateTime groupSpawnTime)
     : base(destination, initialState, arrivalObserver, audioSystem, leader, groupSpawnTime)
 {
 }