Esempio n. 1
0
 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;
 }
Esempio n. 2
0
        // 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;
        }
Esempio n. 3
0
        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;
        }
Esempio n. 4
0
        // 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;
        }