ATAG_Bliss
Dec-24-2011, 20:36
AiAction
namespace maddox.game.world
{
using System;
public interface AiAIChief : AiGroundGroup, AiGroup, AiActor
{
double FieldR();
}
}
AiActor
namespace maddox.game.world
{
using maddox.GP;
using System;
public interface AiActor
{
int Army();
AiGroup Group();
bool IsAlive();
bool IsTaskComplete();
bool IsValid();
string Name();
Point3d Pos();
object Tag { get; set; }
}
}
AiAIChief
namespace maddox.game.world
{
using System;
public interface AiAIChief : AiGroundGroup, AiGroup, AiActor
{
double FieldR();
}
}
AiAIChiefType
namespace maddox.game.world
{
using System;
public static class AiAIChiefType
{
public const int GROUND = 1;
}
}
AiAircraft
namespace maddox.game.world
{
using part;
using System;
public interface AiAircraft : AiCart, AiActor
{
AiAirGroup AirGroup();
string CallSign();
int CallSignNumber();
void cutLimb(LimbNames limb);
double getParameter(ParameterTypes type, int subtype);
void hitLimb(LimbNames limb, double value);
void hitNamed(NamedDamageTypes type);
string HullNumber();
bool IsAirborne();
bool IsKilled();
maddox.game.world.Regiment Regiment();
void SayToGroup(AiAirGroup group, string msg);
AircraftType Type();
string TypedName();
}
}
AiAirEnemyElement
namespace maddox.game.world
{
using System;
[Serializable]
public class AiAirEnemyElement
{
public int agID;
public int army;
public int state;
}
}
AiAirGroup
namespace maddox.game.world
{
using maddox.GP;
using System;
public interface AiAirGroup : AiGroup, AiActor
{
int aircraftEnginesNum();
AiAirGroup[] attachedGroups();
void calcDangerType(double[] dt);
AiAirGroup[] candidates();
void changeGoalTarget(AiActor taskArg);
AiAirGroup clientGroup();
AiAirGroup[] daughterGroups();
AiAirGroup[] enemies();
int getArmy();
AiAirGroupTask getTask();
bool hasBombs();
bool hasBombsInInternalBays();
bool hasCourseCannon();
bool hasCourseTracers();
bool hasCourseWeapon();
bool hasPayload();
bool hasRockets();
bool hasTorpedos();
int ID();
bool isAircraftType(AircraftType t);
AiAirGroup leaderGroup();
AiAirGroup motherGroup();
void SayEnemyGroupChangedCourse(EnemyAirInterf EE);
void SayEnemyGroupChangedHeight(EnemyAirInterf EE);
void SayEnemyGroupChangedIdent(EnemyAirInterf EE);
void SayNewEnemyGroup(EnemyAirInterf EE);
void setTask(AiAirGroupTask task, AiAirGroup taskArg);
Vector3d Vwld();
int DiedAircrafts { get; }
int InitNOfAirc { get; }
int NOfAirc { get; }
}
}
AiAirGroupTask
namespace maddox.game.world
{
using System;
public enum AiAirGroupTask
{
UNKNOWN,
FLY_WAYPOINT,
ATTACH,
DEFENDING,
ATTACK_AIR,
ATTACK_GROUND,
PURSUIT,
TAKEOFF,
RETURN,
LANDING,
DO_NOTHING
}
}
AiAirport
namespace maddox.game.world
{
using System;
public interface AiAirport : AiActor
{
double CoverageR();
double FieldR();
int ParkCountAll();
int ParkCountFree();
AiActor[] QueueLanding();
AiActor[] QueueTakeoff();
int StripCount();
double StripDirection(int indxStrip);
double StripLength(int indxStrip);
int StripState(int indxStrip);
double StripWidth(int indxStrip);
int Type();
}
}
AiAirportStripState
namespace maddox.game.world
{
using System;
public static class AiAirportStripState
{
public const int BLOCKED = 3;
public const int DAMAGED = 4;
public const int EMPTY = 0;
public const int LANDING = 2;
public const int TAKEOFF = 1;
}
}
AiAirportType
namespace maddox.game.world
{
using System;
public static class AiAirportType
{
public const int CARRIER = 4;
public const int GROUND = 1;
public const int MARITIME = 2;
}
}
AiAirWayPoint
namespace maddox.game.world
{
using maddox.GP;
using System;
[Serializable]
public class AiAirWayPoint : AiWayPoint
{
public AiAirWayPointType Action;
public AiAirWayPointGAttackPasses GAttackPasses;
public AiAirWayPointGAttackType GAttackType;
public AiActor Target;
public AiAirWayPoint(ref Point3d p, double speed) : base(ref p, speed)
{
}
}
}
AiDamageInitiator
namespace maddox.game.world
{
using maddox.game;
using part;
using System;
using System.Runtime.CompilerServices;
[Serializable]
public class AiDamageInitiator
{
public AiDamageInitiator(AiActor Actor, AiPerson Person, maddox.game.Player Player, AiDamageTool Tool)
{
this.Actor = Actor;
this.Person = Person;
this.Player = Player;
this.Tool = Tool;
}
public static string DamageNameById(NamedDamageTypes DamageId)
{
return DamageId.ToString();
}
public AiActor Actor { get; private set; }
public AiPerson Person { get; private set; }
public maddox.game.Player Player { get; private set; }
public AiDamageTool Tool { get; private set; }
}
}
namespace maddox.game.world
{
using System;
public interface AiAIChief : AiGroundGroup, AiGroup, AiActor
{
double FieldR();
}
}
AiActor
namespace maddox.game.world
{
using maddox.GP;
using System;
public interface AiActor
{
int Army();
AiGroup Group();
bool IsAlive();
bool IsTaskComplete();
bool IsValid();
string Name();
Point3d Pos();
object Tag { get; set; }
}
}
AiAIChief
namespace maddox.game.world
{
using System;
public interface AiAIChief : AiGroundGroup, AiGroup, AiActor
{
double FieldR();
}
}
AiAIChiefType
namespace maddox.game.world
{
using System;
public static class AiAIChiefType
{
public const int GROUND = 1;
}
}
AiAircraft
namespace maddox.game.world
{
using part;
using System;
public interface AiAircraft : AiCart, AiActor
{
AiAirGroup AirGroup();
string CallSign();
int CallSignNumber();
void cutLimb(LimbNames limb);
double getParameter(ParameterTypes type, int subtype);
void hitLimb(LimbNames limb, double value);
void hitNamed(NamedDamageTypes type);
string HullNumber();
bool IsAirborne();
bool IsKilled();
maddox.game.world.Regiment Regiment();
void SayToGroup(AiAirGroup group, string msg);
AircraftType Type();
string TypedName();
}
}
AiAirEnemyElement
namespace maddox.game.world
{
using System;
[Serializable]
public class AiAirEnemyElement
{
public int agID;
public int army;
public int state;
}
}
AiAirGroup
namespace maddox.game.world
{
using maddox.GP;
using System;
public interface AiAirGroup : AiGroup, AiActor
{
int aircraftEnginesNum();
AiAirGroup[] attachedGroups();
void calcDangerType(double[] dt);
AiAirGroup[] candidates();
void changeGoalTarget(AiActor taskArg);
AiAirGroup clientGroup();
AiAirGroup[] daughterGroups();
AiAirGroup[] enemies();
int getArmy();
AiAirGroupTask getTask();
bool hasBombs();
bool hasBombsInInternalBays();
bool hasCourseCannon();
bool hasCourseTracers();
bool hasCourseWeapon();
bool hasPayload();
bool hasRockets();
bool hasTorpedos();
int ID();
bool isAircraftType(AircraftType t);
AiAirGroup leaderGroup();
AiAirGroup motherGroup();
void SayEnemyGroupChangedCourse(EnemyAirInterf EE);
void SayEnemyGroupChangedHeight(EnemyAirInterf EE);
void SayEnemyGroupChangedIdent(EnemyAirInterf EE);
void SayNewEnemyGroup(EnemyAirInterf EE);
void setTask(AiAirGroupTask task, AiAirGroup taskArg);
Vector3d Vwld();
int DiedAircrafts { get; }
int InitNOfAirc { get; }
int NOfAirc { get; }
}
}
AiAirGroupTask
namespace maddox.game.world
{
using System;
public enum AiAirGroupTask
{
UNKNOWN,
FLY_WAYPOINT,
ATTACH,
DEFENDING,
ATTACK_AIR,
ATTACK_GROUND,
PURSUIT,
TAKEOFF,
RETURN,
LANDING,
DO_NOTHING
}
}
AiAirport
namespace maddox.game.world
{
using System;
public interface AiAirport : AiActor
{
double CoverageR();
double FieldR();
int ParkCountAll();
int ParkCountFree();
AiActor[] QueueLanding();
AiActor[] QueueTakeoff();
int StripCount();
double StripDirection(int indxStrip);
double StripLength(int indxStrip);
int StripState(int indxStrip);
double StripWidth(int indxStrip);
int Type();
}
}
AiAirportStripState
namespace maddox.game.world
{
using System;
public static class AiAirportStripState
{
public const int BLOCKED = 3;
public const int DAMAGED = 4;
public const int EMPTY = 0;
public const int LANDING = 2;
public const int TAKEOFF = 1;
}
}
AiAirportType
namespace maddox.game.world
{
using System;
public static class AiAirportType
{
public const int CARRIER = 4;
public const int GROUND = 1;
public const int MARITIME = 2;
}
}
AiAirWayPoint
namespace maddox.game.world
{
using maddox.GP;
using System;
[Serializable]
public class AiAirWayPoint : AiWayPoint
{
public AiAirWayPointType Action;
public AiAirWayPointGAttackPasses GAttackPasses;
public AiAirWayPointGAttackType GAttackType;
public AiActor Target;
public AiAirWayPoint(ref Point3d p, double speed) : base(ref p, speed)
{
}
}
}
AiDamageInitiator
namespace maddox.game.world
{
using maddox.game;
using part;
using System;
using System.Runtime.CompilerServices;
[Serializable]
public class AiDamageInitiator
{
public AiDamageInitiator(AiActor Actor, AiPerson Person, maddox.game.Player Player, AiDamageTool Tool)
{
this.Actor = Actor;
this.Person = Person;
this.Player = Player;
this.Tool = Tool;
}
public static string DamageNameById(NamedDamageTypes DamageId)
{
return DamageId.ToString();
}
public AiActor Actor { get; private set; }
public AiPerson Person { get; private set; }
public maddox.game.Player Player { get; private set; }
public AiDamageTool Tool { get; private set; }
}
}