public RelationshipRequirement(DeathmatchContext Context) : base("Relationship Requirement", Context) { _DistanceToEnemy = 0; _IncludeDiagonals = false; _CharacterName = ""; }
public DeathmatchMap(DeathmatchContext GlobalBattleContext) : base() { this.GlobalBattleContext = GlobalDeathmatchContext = GlobalBattleContext; GlobalDeathmatchContext.Map = this; GameRule = new SinglePlayerGameRule(this); ListActionMenuChoice = new ActionPanelHolderDeathmatch(this); ActiveParser = new DeathmatchFormulaParser(this); ActivePlayerIndex = 0; ListPlayer = new List <Player>(); ListLocalPlayerInfo = new List <Player>(); RequireFocus = false; RequireDrawFocus = true; Pathfinder = new MovementAlgorithmDeathmatch(this); ListDelayedAttack = new List <DelayedAttack>(); ListPERAttack = new List <PERAttack>(); ListTerrainType = new List <string>(); ListTerrainType.Add(UnitStats.TerrainAir); ListTerrainType.Add(UnitStats.TerrainLand); ListTerrainType.Add(UnitStats.TerrainSea); ListTerrainType.Add(UnitStats.TerrainSpace); ListTerrainType.Add(UnitStats.TerrainWall); ListTerrainType.Add(UnitStats.TerrainVoid); }
public DeathmatchMap(DeathmatchContext GlobalBattleContext) : base() { this.GlobalBattleContext = GlobalDeathmatchContext = GlobalBattleContext; GlobalDeathmatchContext.Map = this; FormulaParser.ActiveParser = new DeathmatchFormulaParser(this); ActivePlayerIndex = 0; ListPlayer = new List <Player>(); RequireDrawFocus = true; Pathfinder = new MovementAlgorithmDeathmatch(this); ListDelayedAttack = new List <DelayedAttack>(); ListLayer = new List <MapLayer>(); ListTerrainType = new List <string>(); ListTerrainType.Add("Air"); ListTerrainType.Add("Land"); ListTerrainType.Add("Sea"); ListTerrainType.Add("Space"); }
public BattleStartRequirement(DeathmatchContext Context) : base(BattleStartRequirementName, Context) { }
public AfterAttackRequirement(DeathmatchContext Context) : base(AfterAttackRequirementName, Context) { }
public WithinAttackRangeRequirement(DeathmatchContext Context) : base(WithinAttackRangeRequirementName, Context) { }
public EffectActivationSquad(DeathmatchContext GlobalContext) : base(Name, GlobalContext) { }
public AfterGettingAttackedRequirement(DeathmatchContext Context) : base(AfterGettingAttackedRequirementName, Context) { }
public SupportDefendRequirement(DeathmatchContext Context) : base(SupportDefendRequirementName, Context) { }
public AfterGettingDestroyRequirement(DeathmatchContext Context) : base(AfterGettingDestroyRequirementName, Context) { }
public DeathmatchParams(DeathmatchContext GlobalContext) { this.GlobalContext = GlobalContext; LocalContext = new DeathmatchContext(); }
public BeforeHitRequirement(DeathmatchContext Context) : base(BeforeHitRequirementName, Context) { }
public AutomaticDeathmatchTargetType(string TargetType, DeathmatchContext GlobalContext) : base(TargetType) { this.GlobalContext = GlobalContext; }
public AttackUsedRequirement(DeathmatchContext Context) : base(AttackUsedRequirementName, Context) { }
public EffectActivationAuraEnemy(DeathmatchContext GlobalContext) : base(Name, GlobalContext) { }
public SupportAttackRequirement(DeathmatchContext Context) : base(SupportAttackRequirementName, Context) { }
public VSUnderwaterUnitRequirement(DeathmatchContext Context) : base(VSUnderwaterUnitRequirementName, Context) { }
public VSFlyingUnitRequirement(DeathmatchContext Context) : base(VSFlyingUnitRequirementName, Context) { }
public EffectActivationAllAllies(DeathmatchContext GlobalContext) : base(Name, GlobalContext) { }
public DeathmatchSkillRequirement(string SkillRequirementName, DeathmatchContext Context) : base(SkillRequirementName) { this.Context = Context; }
public BeforeGettingAttackedRequirement(DeathmatchContext Context) : base(BeforeGettingAttackedRequirementName, Context) { }
public VSPilotRequirement(DeathmatchContext Context) : base(VSPilotRequirementName, Context) { }
public BeforeGettingDestroyedRequirement(DeathmatchContext Context) : base(BeforeGettingDestroyedRequirementName, Context) { }
public DistanceToEnemyRequirement(DeathmatchContext Context) : base("Distance To Enemy Requirement", Context) { }