public IEnumerable <IMicroAction> GetMicroActions(WorldState worldState, int playerIndex) { return(GoToTarget.GetMicroActions((currentWorldState, currentPlayerIndex) => { var data = GetData(currentWorldState, currentPlayerIndex); return new GoToTargetOptions { PlayerPhysics = data.Physics, Target = data.BallLocation, UseBoost = true }; }, new TimeSpan(0, 0, 5))); }
public IEnumerable <IMicroAction> GetMicroActions(WorldState worldState, int playerIndex) { return(GoToTarget.GetMicroActions((currentWorldState, currentPlayerIndex) => { var data = GetData(worldState, playerIndex); var targetBoostPad = data.NormalBoostPriority > data.FullBoostPriority ? data.NearestNormal : data.NearestFull; return new GoToTargetOptions { PlayerPhysics = data.PlayerPhysics, Target = targetBoostPad.Location, UseBoost = false }; }, new TimeSpan(0, 0, 2))); }