public DefendBarrackRule(ComponentService componentService, AIDto ai, Vector2Service vector2Service, IPairFactory pairFactory, IEventStoreService eventStoreService) { _componentService = componentService; _ai = ai; _vector2Service = vector2Service; _pairFactory = pairFactory; _eventStoreService = eventStoreService; }
public LowHealthUnitsWalkTogetherRule(ComponentService componentService, AIDto ai, IRepository<GameEnvironment> gameEnvironmentRepository, IVector2Service vector2Service, IEventStoreService eventStoreService) { _componentService = componentService; _ai = ai; _vector2Service = vector2Service; _eventStoreService = eventStoreService; _gameEnvironment = gameEnvironmentRepository.Get(); }
public BuildBarrackRule(ComponentService componentService, AIDto ai, IOrientationService orientationService, IVector2Service vector2Service, IRepository<GameEnvironment> gameEnvironmentRepository, IEventStoreService eventStoreService) { _componentService = componentService; _ai = ai; _orientationService = orientationService; _vector2Service = vector2Service; _eventStoreService = eventStoreService; _gameEnvironment = gameEnvironmentRepository.Get(); }
public BuildInfanteryRule(ComponentService componentService, AIDto ai, IEventStoreService eventStoreService) { _componentService = componentService; _ai = ai; _eventStoreService = eventStoreService; }
public AiModule(AIDto ai) { _ai = ai; }
public InternalInitKernel(AIDto ai) { _ai = ai; }
public EventStoreService(ArtificialIntelligenceBase ai, AIDto aiDto) { _ai = (ArtificialIntelligenceJfi) ai; _aiDto = aiDto; }
public App(AIDto ai) { new InternalInitKernel(ai).Init(); }
public AttackRule(AIDto ai, IEventStoreService eventStoreService) { _ai = ai; _eventStoreService = eventStoreService; }