public OrganismSentry( int humans, int ticksHumanStutter, int deers, int ticksDeerStutter, int mice, int ticksMouseStutter, int rabbits, int ticksRabbitStutter, int bears, int ticksBearStutter, int pigs, int ticksPigStutter, int raccoons, int ticksRaccoonStutter, int foxes, int ticksFoxStutter, int lions, int ticksLionStutter, int wolves, int ticksWolfStutter, int maxOrgVisionRange, int maxOrgTicksBeforeReproducing, int maxOrgTicksBeforeBecomingGrass, MainSentry mainSentry) { humansAmount = humans; TicksHumanStutter = ticksHumanStutter; deersAmount = deers; TicksDeerStutter = ticksDeerStutter; miceAmount = mice; TicksMouseStutter = ticksMouseStutter; rabbitsAmount = rabbits; TicksRabbitStutter = ticksRabbitStutter; bearsAmount = bears; TicksBearStutter = ticksBearStutter; pigsAmount = pigs; TicksPigStutter = ticksPigStutter; raccoonsAmount = raccoons; TicksRaccoonStutter = ticksRaccoonStutter; foxesAmount = foxes; TicksFoxStutter = ticksFoxStutter; lionsAmount = lions; TicksDeerStutter = ticksLionStutter; wolvesAmount = wolves; TicksWolfStutter = ticksWolfStutter; MaxOrgVisionRange = maxOrgVisionRange; MaxOrgTicksBeforeReproducing = maxOrgTicksBeforeReproducing; MaxOrgTicksBeforeBecomingGrass = maxOrgTicksBeforeBecomingGrass; this.mainSentry = mainSentry; Random = mainSentry.Random; Organisms = new List <Organism>(); }
public MeteoriteSentry(int maxTicksMeteoriteFalling, int maxTicksMeteoriteCracking, int maxTicksMeteoriteBeforeDissolving, int maxAmountOfMeteoritesFallingSimultaneously, int chanceOfMeteoriteToFallOnMap, MainSentry mainSentry) { this.maxTicksMeteoriteFalling = maxTicksMeteoriteFalling; this.maxTicksMeteoriteCracking = maxTicksMeteoriteCracking; this.maxTicksMeteoriteBeforeDissolving = maxTicksMeteoriteBeforeDissolving; this.maxAmountOfMeteoritesFallingSimultaneously = maxAmountOfMeteoritesFallingSimultaneously; this.chanceOfMeteoriteToFallOnMap = chanceOfMeteoriteToFallOnMap; this.mainSentry = mainSentry; Random = mainSentry.Random; }
public PlantSentry( int apples, int applesGrowth, int carrots, int carrotsGrowth, int oats, int oatsGrowth, MainSentry mainSentry) { applesAmount = apples; carrotsAmount = carrots; oatsAmount = oats; this.applesGrowth = applesGrowth; this.carrotsGrowth = carrotsGrowth; this.oatsGrowth = oatsGrowth; this.mainSentry = mainSentry; Random = mainSentry.Random; Plants = new List <Plant>(); }
public Map(int Rows, int Cols, int apples, int applesGrowth, int carrots, int carrotsGrowth, int oats, int oatsGrowth, int humans, int ticksHumanStutter, int deers, int ticksDeerStutter, int mice, int ticksMouseStutter, int rabbits, int ticksRabbitStutter, int bears, int ticksBearStutter, int pigs, int ticksPigStutter, int raccoons, int ticksRaccoonStutter, int foxes, int ticksFoxStutter, int lions, int ticksLionStutter, int wolves, int ticksWolfStutter, int maxOrgVisionRange, int maxOrgTicksBeforeReproducing, int maxOrgTicksBeforeBecomingGrass, int dayNightChange, int maxAmountOfMeteoritesFallingSimultaneously, int maxTicksMeteoriteFalling, int maxTicksMeteoriteCracking, int maxTicksMeteoriteBeforeDissolving, int chanceOfMeteoriteToFallOnMap, int chanceOfHumanToSpawnOnShard, int chanceOfPlantToSpawnOnShard) { this.Rows = Rows; this.Cols = Cols; perlinNoise = new PerlinNoise(); Cells = new Cell[Cols, Rows]; for (int i = 0; i < Cols; i++) { for (int j = 0; j < Rows; j++) { Cells[i, j] = new Cell(perlinNoise.MultiOctaveNoise(i, j, 4)); SetCellState(i, j); } } mainSentry = new MainSentry(apples, applesGrowth, carrots, carrotsGrowth, oats, oatsGrowth, humans, ticksHumanStutter, deers, ticksDeerStutter, mice, ticksMouseStutter, rabbits, ticksRabbitStutter, bears, ticksBearStutter, pigs, ticksPigStutter, raccoons, ticksRaccoonStutter, foxes, ticksFoxStutter, lions, ticksLionStutter, wolves, ticksWolfStutter, maxOrgVisionRange, maxOrgTicksBeforeReproducing, maxOrgTicksBeforeBecomingGrass, dayNightChange, maxAmountOfMeteoritesFallingSimultaneously, maxTicksMeteoriteFalling, maxTicksMeteoriteCracking, maxTicksMeteoriteBeforeDissolving, chanceOfMeteoriteToFallOnMap, chanceOfHumanToSpawnOnShard, chanceOfPlantToSpawnOnShard, this); }
public DayNightSentry(int untilDayOrNight, MainSentry mainSentry) { UntilDayOrNight = untilDayOrNight; this.mainSentry = mainSentry; }
public HouseSentry(MainSentry mainSentry) { this.mainSentry = mainSentry; Random = mainSentry.Random; }
public BarnSentry(MainSentry mainSentry) { this.mainSentry = mainSentry; Random = mainSentry.Random; }