//--------------------------------------------------------------------------------------------------------------------------------------------------- // // Copyright (C)2007 DarkWynter Studios. All rights reserved. // //--------------------------------------------------------------------------------------------------------------------------------------------------- // {Contact : darkwynter.com for licensing information //--------------------------------------------------------------------------------------------------------------------------------------------------- namespace DarkWynter.Game.Globals { #region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Storage; using System.Xml; using System.Diagnostics; #endregion /// /// Contains the Global Scoreboard where application-scope variables are posted and read. /// public static class Statics_Game { /// /// Switches to enable/disable default AI behavior /// public class AISwitches { /// /// Enable/Disable AI Vision search /// public bool enableAIVisionSearch; /// /// Enable/Disable Attack mode /// public bool enableAttack; /// /// Enable/Disable default search /// public bool enableDefaultSearch; /// /// Enable/Disable Destroy mode /// public bool enableDestroy; /// /// Enable/Disable Evade mode /// public bool enableEvade; /// /// Enable/Disable moving towards the target /// public bool enableGoTo; /// /// Enable/Disable Jump /// public bool enableJump; /// /// Constructor /// public AISwitches() { enableAIVisionSearch = true; enableAttack = true; enableDefaultSearch = false; enableDestroy = true; enableEvade = true; enableGoTo = true; enableJump = true; } } /// /// AI Settings /// public struct AISettings { // Number between 1 and 10 for smartness (10 being super smart) /// /// AI IQ /// public static int AI_INTELLIGENCE = 8; /// /// AI Maximum health /// public static int AI_MAX_HEALTH = 100; /// /// Switches to enable/disable default AI behavior /// public static AISwitches aiSwitches = new AISwitches(); } } }