public State(State _state) { wall_center = _state.wall_center; wall_left = _state.wall_left; wall_right = _state.wall_right; item_center = _state.item_center; item_left = _state.item_left; item_right = _state.item_right; cooldownOn = _state.cooldownOn; enemy = new NearestEnemy(_state.enemy.visible, _state.enemy.distance); health = _state.health; }
// For navigation public State(Sensor w_c, Sensor w_l, Sensor w_r, Sensor i_c, Sensor i_l, Sensor i_r) { wall_center = w_c; wall_left = w_l; wall_right = w_r; item_center = i_c; item_left = i_l; item_right = i_r; cooldownOn = false; enemy = new NearestEnemy(false, EnemyDistance.none); health = 100; }
public State() { wall_center = Sensor.none; wall_left = Sensor.none; wall_right = Sensor.none; item_center = Sensor.none; item_left = Sensor.none; item_right = Sensor.none; cooldownOn = false; enemy = new NearestEnemy(false, EnemyDistance.none); health = 100; }
// For combat public State(Boolean _cd, Boolean _visibleEnemy, EnemyDistance _enemyDistance, Int32 _health) { wall_center = Sensor.none; wall_left = Sensor.none; wall_right = Sensor.none; item_center = Sensor.none; item_left = Sensor.none; item_right = Sensor.none; cooldownOn = _cd; enemy = new NearestEnemy(_visibleEnemy, _enemyDistance); health = _health; }