//---------------------------------------------------------------------------------------------------------------------------------------------------
//
// 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();
}
}
}