本文整理汇总了C#中AIType类的典型用法代码示例。如果您正苦于以下问题:C# AIType类的具体用法?C# AIType怎么用?C# AIType使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
AIType类属于命名空间,在下文中一共展示了AIType类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: ArmyBase
public ArmyBase(int Team, AIType iAI, FightMode iFightMode, int iRangePerception, int iRangeFight, double dActiveSpeed, double dPassiveSpeed)
: base(iAI, iFightMode, iRangePerception, iRangeFight, dActiveSpeed, dPassiveSpeed)
{
this.Body = 400 + Utility.Random(2);
this.Hue = Utility.RandomSkinHue();
this.Team = Team;
this.Skills[SkillName.DetectHidden].Base = 100;
this.Skills[SkillName.MagicResist].Base = 120;
int iHue = 20 + Team * 40;
int jHue = 25 + Team * 40;
Item hair = new Item( Utility.RandomList( 0x203C, 0x203B, 0x203C, 0x203D ) );
hair.Hue = iHue;
hair.Layer = Layer.Hair;
hair.Movable = false;
AddItem( hair );
LeatherGloves glv = new LeatherGloves();
glv.Hue = iHue;
glv.LootType = LootType.Newbied;
AddItem(glv);
Container pack = new Backpack();
pack.Movable = false;
AddItem( pack );
m_Timer = new AutokillTimer(this);
m_Timer.Start();
}
示例2: BaseCreatureStatue
//Allows to change all base creature and res type.
public BaseCreatureStatue(int BodyValue, ResType restype, Direction direction, AIType ai, FightMode mode, int RangePerception, int RangeFight,
double ActiveSpeed, double PassiveSpeed)
: base(AIType.AI_Melee,FightMode.Closest, 10, 1, 0.2, 0.4)
{
Body = BodyValue;
mResTyp = restype;
mDirection = direction;
AI = ai;
FightMode = mode;
RangePerception = RangePerception;
RangeFight = RangeFight;
ActiveSpeed = ActiveSpeed;
PassiveSpeed = PassiveSpeed;
m_ResType = restype;
CantWalk = true;
Paralyzed = true;
Blessed = true;
Timer.DelayCall(TimeSpan.Zero, Freeze);
Timer.DelayCall(TimeSpan.Zero, SetUpBase);
SolidHueOverride = (int)m_ResType;
//One base for each creature.
m_base = new CreatureStatueBase(this);
}
示例3: RoomBot
internal RoomBot(uint BotId, uint OwnerId, UInt32 RoomId, AIType AiType, string WalkingMode, string Name, string Motto, string Look,
int X, int Y, double Z, int Rot, int minX, int minY, int maxX, int maxY, ref List<RandomSpeech> Speeches,
ref List<BotResponse> Responses, string Gender, int Dance)
{
this.OwnerId = OwnerId;
this.BotId = BotId;
this.RoomId = RoomId;
this.AiType = AiType;
this.WalkingMode = WalkingMode;
this.Name = Name;
this.Motto = Motto;
this.Look = Look;
this.X = X;
this.Y = Y;
this.Z = Z;
this.Rot = Rot;
this.minX = minX;
this.minY = minY;
this.maxX = maxX;
this.maxY = maxY;
this.Gender = Gender.ToUpper();
this.VirtualId = -1;
this.RoomUser = null;
this.DanceId = Dance;
this.RandomSpeech = Speeches;
this.Responses = Responses;
}
示例4: FunctionSymbol
internal FunctionSymbol(string/*!*/ display, AIType/*!*/ typ) {
Contract.Requires(typ != null);
Contract.Requires(display != null);
this.display = display;
this.typ = typ;
// base();
}
示例5: BaseMustang
public BaseMustang( int bodyID, int itemID, AIType aiType, FightMode fightMode, int rangePerception, int rangeFight, double activeSpeed, double passiveSpeed ) : base ( "Un Mustang", bodyID, itemID, aiType, fightMode, rangePerception, rangeFight, activeSpeed, passiveSpeed )
{
BaseSoundID = 0xA8;
SetStr( 70, 120 );
SetDex( 70, 105 );
SetInt( 9, 15 );
SetHits( 80, 120 );
SetMana( 0 );
SetDamage( 3, 4 );
SetDamageType( ResistanceType.Physical, 100 );
SetResistance( ResistanceType.Physical, 25, 35 );
SetResistance( ResistanceType.Fire, 10, 20 );
SetResistance( ResistanceType.Cold, 10, 20 );
SetResistance( ResistanceType.Poison, 10, 20 );
SetResistance( ResistanceType.Energy, 10, 20 );
SetSkill( SkillName.MagicResist, 25.1, 30.0 );
SetSkill( SkillName.Tactics, 29.3, 44.0 );
SetSkill( SkillName.Wrestling, 29.3, 44.0 );
Fame = 300;
Karma = 300;
Tamable = true;
ControlSlots = 1;
}
示例6: Monster
public Monster(AIType ai, int x, int y, String name, int level, TCODColor color, char c, bool miniboss, bool finalboss, int toHit, int damage, int health, int AC, int dodge, int speed)
{
this.x = x;
this.y = y;
this.origX = x;
this.origY = y;
this.name = name;
this.level = level;
this.ai = ai;
this.color = color;
this.c = c;
this.toHit = toHit;
this.damage = damage;
this.health = health;
this.AC = AC;
this.dodge = dodge;
this.miniboss = miniboss;
this.finalboss = finalboss;
this.speed = speed;
this.walk = true;
this.counter = 4;
}
示例7: BaseMount
public BaseMount( string name, int bodyID, int itemID, AIType aiType, FightMode fightMode, int rangePerception, int rangeFight, double activeSpeed, double passiveSpeed ) : base ( aiType, fightMode, rangePerception, rangeFight, activeSpeed, passiveSpeed )
{
Name = name;
Body = bodyID;
m_InternalItem = new MountItem( this, itemID );
}
示例8: BaseWarHorse
public BaseWarHorse( int bodyID, int itemID, AIType aiType, FightMode fightMode, int rangePerception, int rangeFight, double activeSpeed, double passiveSpeed ) : base ( "a war horse", bodyID, itemID, aiType, fightMode, rangePerception, rangeFight, activeSpeed, passiveSpeed )
{
BaseSoundID = 0xA8;
InitStats( Utility.Random( 300, 100 ), 125, 60 );
SetStr( 400 );
SetDex( 125 );
SetInt( 51, 55 );
SetHits( 240 );
SetMana( 0 );
SetDamage( 5, 8 );
SetDamageType( ResistanceType.Physical, 100 );
SetResistance( ResistanceType.Physical, 40, 50 );
SetResistance( ResistanceType.Fire, 30, 40 );
SetResistance( ResistanceType.Cold, 30, 40 );
SetResistance( ResistanceType.Poison, 30, 40 );
SetResistance( ResistanceType.Energy, 30, 40 );
SetSkill( SkillName.MagicResist, 25.1, 30.0 );
SetSkill( SkillName.Tactics, 29.3, 44.0 );
SetSkill( SkillName.Wrestling, 29.3, 44.0 );
Fame = 300;
Karma = 300;
Tamable = true;
ControlSlots = 1;
MinTameSkill = 29.1;
}
示例9: FamousPirates
public FamousPirates(AIType iAI, FightMode iFightMode, int iRangePerception, int iRangeFight, double dActiveSpeed, double dPassiveSpeed) : base(iAI, iFightMode, iRangePerception, iRangeFight, dActiveSpeed, dPassiveSpeed)
{
this.Body = 400;
this.Hue = Utility.RandomSkinHue();
this.Skills[SkillName.DetectHidden].Base = 100;
this.Skills[SkillName.MagicResist].Base = 100;
this.Skills[SkillName.Magery].Base = 100;
this.Skills[SkillName.Healing].Base = 100;
int Hue = 0 ;
Utility.AssignRandomHair( this, Hue );
LeatherGloves glv = new LeatherGloves();
glv.Hue = Hue;
glv.LootType = LootType.Regular;
AddItem(glv);
Container pack = new Backpack();
pack.Movable = false;
AddItem( pack );
Kills = 5;
}
示例10: BaseBlue
public BaseBlue(AIType ai, FightMode fm, int PR, int FR, double AS, double PS)
: base(ai, fm, PR, FR, AS, PS)
{
SpeechHue = Utility.RandomDyedHue();
Hue = Utility.RandomSkinHue();
// RangePerception = BaseCreature.DefaultRangePerception;
}
示例11: GenericBot
internal GenericBot(int VirtualId, int BotId, AIType Type, bool IsBartender)
{
int num = 7;
using (IQueryAdapter queryreactor = MercuryEnvironment.GetDatabaseManager().getQueryreactor())
{
queryreactor.setQuery("SELECT speaking_interval from bots WHERE id = " + BotId);
num = queryreactor.getInteger();
queryreactor.setQuery("SELECT automatic_chat from bots WHERE id = " + BotId);
this.canSpeak = Convert.ToBoolean(queryreactor.getString());
queryreactor.setQuery("SELECT mix_phrases from bots WHERE id = " + BotId);
this.MixPhrases = Convert.ToBoolean(queryreactor.getString());
}
this.SpeechTimer = num * 1000;
this.virtualId = VirtualId;
this.IsBartender = IsBartender;
if (SpeechTimer < 2000)
{
SpeechTimer = 2000;
}
this.moveInterval = 534;
if (canSpeak || MixPhrases)
{
this.chatTimer = new Timer(new TimerCallback(ChatTimerTick), null, SpeechTimer, SpeechTimer);
}
}
示例12: Dummy
public Dummy(AIType iAI, FightMode iFightMode, int iRangePerception, int iRangeFight, double dActiveSpeed, double dPassiveSpeed) : base(iAI, iFightMode, iRangePerception, iRangeFight, dActiveSpeed, dPassiveSpeed)
{
Body = 400 + Utility.Random(2);
Hue = Utility.RandomSkinHue();
Skills[SkillName.DetectHidden].Base = 100;
Skills[SkillName.MagicResist].Base = 120;
Team = Utility.Random(3);
int iHue = 20 + Team * 40;
int jHue = 25 + Team * 40;
Utility.AssignRandomHair( this, iHue );
LeatherGloves glv = new LeatherGloves();
glv.Hue = iHue;
glv.LootType = LootType.Newbied;
AddItem(glv);
Container pack = new Backpack();
pack.Movable = false;
AddItem( pack );
m_Timer = new AutokillTimer(this);
m_Timer.Start();
}
示例13: BlueMonster
public BlueMonster( AIType aitype, FightMode fightmode, int spot, int meleerange, double passivespeed, double activespeed ) : base( aitype, fightmode, spot, meleerange, passivespeed, activespeed )
{
m_LastCast = DateTime.Now;
// forces these skills to defualt to 100.0, just in case.
SetSkill( SkillName.Forensics, 100.0 );
SetSkill( SkillName.MagicResist, 100.0 );
}
示例14: BaseSeaChampion
public BaseSeaChampion(Mobile fisher, AIType ai, FightMode fm)
: base(ai, fm)
{
m_NextBoatDamage = DateTime.UtcNow;
m_InDamageMode = false;
m_Fisher = fisher;
m_DamageEntries = new Dictionary<Mobile, int>();
}
示例15: GetAI
public static BasicAI GetAI(AIType type, Enemy user)
{
switch(type)
{
case AIType.BasicMelee:
return new BasicAI(user);
default:
return null;
}
}