Esempio n. 1
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 public WeaponskillState(StateMemory memory) : base(memory)
 {
 }
Esempio n. 2
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 public TravelState(StateMemory stateMemory) : base(stateMemory)
 {
 }
Esempio n. 3
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 public DeadState(StateMemory stateMemory) : base(stateMemory)
 {
 }
Esempio n. 4
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 public HealingState(StateMemory fface) : base(fface)
 {
 }
 public ZoneState(StateMemory stateMemory) : base(stateMemory)
 {
     Zone = EliteApi.Player.Zone;
 }
Esempio n. 6
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 public SummonTrustsState(StateMemory memory) : base(memory)
 {
 }
Esempio n. 7
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 public FollowState(StateMemory memory) : base(memory)
 {
 }
Esempio n. 8
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 public PullState(StateMemory memory) : base(memory)
 {
 }
Esempio n. 9
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 public BattleState(StateMemory fface) : base(fface)
 {
     _restState = new RestState(fface);
 }
Esempio n. 10
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 public StartEngineState(StateMemory memory) : base(memory)
 {
 }
Esempio n. 11
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 public SetTargetState(StateMemory memory) : base(memory)
 {
     _units = new UnitService(EliteApi);
 }
Esempio n. 12
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 public StartState(StateMemory memory) : base(memory)
 {
 }
        public FiniteStateMachine(IMemoryAPI fface)
        {
            _fface = fface;
            var stateMemory = new StateMemory(fface);

            //Create the states
            AddState(new DeadState(stateMemory)
            {
                Priority = 7
            });
            AddState(new ZoneState(stateMemory)
            {
                Priority = 7
            });
            AddState(new SetTargetState(stateMemory)
            {
                Priority = 7
            });
            AddState(new SetFightingState(stateMemory)
            {
                Priority = 7
            });
            AddState(new FollowState(stateMemory)
            {
                Priority = 5
            });
            AddState(new RestState(stateMemory)
            {
                Priority = 2
            });
            AddState(new SummonTrustsState(stateMemory)
            {
                Priority = 6
            });
            AddState(new ApproachState(stateMemory)
            {
                Priority = 0
            });
            AddState(new BattleState(stateMemory)
            {
                Priority = 3
            });
            AddState(new WeaponskillState(stateMemory)
            {
                Priority = 2
            });
            AddState(new PullState(stateMemory)
            {
                Priority = 4
            });
            AddState(new StartState(stateMemory)
            {
                Priority = 5
            });
            AddState(new TravelState(stateMemory)
            {
                Priority = 1
            });
            AddState(new HealingState(stateMemory)
            {
                Priority = 2
            });
            AddState(new EndState(stateMemory)
            {
                Priority = 3
            });
            AddState(new StartEngineState(stateMemory)
            {
                Priority = Constants.MaxPriority
            });

            _states.ForEach(x => x.Enabled = true);
        }
Esempio n. 14
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 public RestState(StateMemory memory) : base(memory)
 {
 }
Esempio n. 15
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 public EndState(StateMemory memory) : base(memory)
 {
 }
Esempio n. 16
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 public ApproachState(StateMemory memory) : base(memory)
 {
 }
Esempio n. 17
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 public SetFightingState(StateMemory memory) : base(memory)
 {
 }
Esempio n. 18
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 protected AgentState(StateMemory stateMemory)
 {
     Memory = stateMemory;
 }
Esempio n. 19
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 public TravelState(StateMemory memory, IConfigFactory configFactory) : base(memory)
 {
     _configFactory = configFactory;
 }