public StepExecutor(IObservable <UnitType> trainingStarted, IObservable <UnitType> constructionStarted, AnalyzedMapExtra analyzedMapExtra, GameInfo gameInfo) { _trainingStarted = trainingStarted; _constructionStarted = constructionStarted; _analyzedMapExtra = analyzedMapExtra; _expandExecutor = new ExpandExecutor(analyzedMapExtra, gameInfo, constructionStarted); }
public BuildOrderScheduler(IObservable <UnitType> trainingStarted, IObservable <UnitType> constructionStarted, AnalyzedMapExtra analyzedMapExtra, GameInfo gameInfo) { var buildOrder = new BuildOrderSteps(analyzedMapExtra); //var buildOrder = new BuildOrderZvT(); _buildOrderSteps = new BuildOrderStepsAdapter(buildOrder); _stepExecutor = new StepExecutor(trainingStarted, constructionStarted, analyzedMapExtra, gameInfo); }
public BuildOrderSteps(AnalyzedMapExtra analyzedMapExtra) { _analyzedMapExtra = analyzedMapExtra; }
public ExpandExecutor(AnalyzedMapExtra analyzedMapExtra, GameInfo gameInfo, IObservable <UnitType> constructionStarted) { _analyzedMapExtra = analyzedMapExtra; _gameInfo = gameInfo; _constructionStarted = constructionStarted; }
public IdleFightersAttackClosestEnemy(MapRegion baseLocation, AnalyzedMapExtra analyzedMapExtra) { _baseLocation = baseLocation; _allResourceSites = analyzedMapExtra.AllResourceRegions.SelectMany(r => r.ResourceSites) .Select(rs => rs.OptimalResourceDepotBuildTile.AsBuildTile().ToPixelTile()).ToList(); }