public InfanteryMind Create(Infantery infantery)
 {
     var infanteryMind = InfanteryMinds.Get(infantery.Id);
     if (infanteryMind == null) {
         infanteryMind = new InfanteryMind(infantery, _aiEventProcessor);
         InfanteryMinds.Store(infantery.Id, infanteryMind);
     }
     return infanteryMind;
 }
Esempio n. 2
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 public InfanteryMind(Infantery infantery, AiEventProcessor aiEventProcessor)
 {
     _aiEventProcessor = aiEventProcessor;
     Infantery = infantery;
     SpottedUnitsBag = new List<ComponentMetaProxy>(99999);
     aiEventProcessor.OnEnemyComponentSpotted += aiEventProcessor_OnEnemyComponentSpotted;
     aiEventProcessor.OnEnemyComponentLeftFieldOfVision += aiEventProcessor_OnEnemyComponentLeftFieldOfVision;
     aiEventProcessor.OnEnemyComponentNotInAttackRange += aiEventProcessor_OnEnemyComponentNotInAttackRange;
     aiEventProcessor.OnTargetPositonBlocked += aiEventProcessor_OnTargetPositonBlocked;
     aiEventProcessor.OnEnemyComponentDestroyed += aiEventProcessor_OnEnemyComponentDestroyed;
     aiEventProcessor.OnUnitUnderAttack += aiEventProcessor_OnUnitUnderAttack;
 }
Esempio n. 3
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        public void Test_IsInAttackRange_MustMatch()
        {
            var enemy = new Infantery();
            enemy.OwnerId = "2";
            enemy.Position = new Vector2(500, 510);

            var infantery = new Infantery();
            infantery.OwnerId = "1";
            infantery.Position = new Vector2(0,0);

            var barrack = new Barrack();
            barrack.OwnerId = "1";
            barrack.Position = new Vector2(500,500);

            Assert.False(infantery.IsInAttackRange(enemy.Position));
            Assert.True(enemy.IsInAttackRange(barrack.Position));
        }
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 private MoveUnitEvent MoveUnitEvent(Infantery infantery)
 {
     return new MoveUnitEvent(_ai.Id, infantery.Id, _random.Next(20, 250), _random.Next(20, 250));
 }