コード例 #1
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 public MiningDefenseService(BaseData baseData, ActiveUnitData activeUnitData, IIndividualMicroController workerMicroController, DebugService debugService)
 {
     BaseData              = baseData;
     ActiveUnitData        = activeUnitData;
     WorkerMicroController = workerMicroController;
     DebugService          = debugService;
 }
コード例 #2
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        public SupportAttackTask(AttackData attackData, TargetingData targetingData, ActiveUnitData activeUnitData, MicroTaskData microTaskData,
                                 IMicroController microController,
                                 DebugService debugService, ChatService chatService, TargetingService targetingService, DefenseService defenseService, DistractionSquadService distractionSquadService, EnemyCleanupService enemyCleanupService,
                                 ArmySplitter armySplitter,
                                 List <UnitTypes> mainAttackerTypes,
                                 float priority, bool enabled = true)
        {
            AttackData     = attackData;
            TargetingData  = targetingData;
            ActiveUnitData = activeUnitData;
            MicroTaskData  = microTaskData;

            MicroController = microController;

            DebugService            = debugService;
            ChatService             = chatService;
            TargetingService        = targetingService;
            DefenseService          = defenseService;
            DistractionSquadService = distractionSquadService;
            EnemyCleanupService     = enemyCleanupService;

            ArmySplitter = armySplitter;

            MainAttackers  = mainAttackerTypes;
            Priority       = priority;
            Enabled        = enabled;
            UnitCommanders = new List <UnitCommander>();
        }
コード例 #3
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ファイル: FourGate.cs プロジェクト: sharknice/Sharky
        public FourGate(BuildOptions buildOptions, MacroData macroData, ActiveUnitData activeUnitData, AttackData attackData, ChatService chatService, ChronoData chronoData, SharkyUnitData sharkyUnitData, ICounterTransitioner counterTransitioner, UnitCountService unitCountService, MicroTaskData microTaskData)
            : base(buildOptions, macroData, activeUnitData, attackData, chatService, chronoData, counterTransitioner, unitCountService, microTaskData)
        {
            SharkyUnitData = sharkyUnitData;

            OpeningAttackChatSent = false;
        }
コード例 #4
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 public TargetingService(ActiveUnitData activeUnitData, MapDataService mapDataService, BaseData baseData, TargetingData targetingData)
 {
     ActiveUnitData = activeUnitData;
     MapDataService = mapDataService;
     BaseData       = baseData;
     TargetingData  = targetingData;
 }
コード例 #5
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 public ZergBuildingPlacement(ActiveUnitData activeUnitData, SharkyUnitData sharkyUnitData, DebugService debugService, BuildingService buildingService)
 {
     ActiveUnitData  = activeUnitData;
     SharkyUnitData  = sharkyUnitData;
     DebugService    = debugService;
     BuildingService = buildingService;
 }
コード例 #6
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ファイル: BuildingService.cs プロジェクト: sharknice/Sharky
 public BuildingService(MapData mapData, ActiveUnitData activeUnitData, TargetingData targetingData, BaseData baseData)
 {
     MapData        = mapData;
     ActiveUnitData = activeUnitData;
     TargetingData  = targetingData;
     BaseData       = baseData;
 }
コード例 #7
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ファイル: MacroManager.cs プロジェクト: sharknice/Sharky
        public MacroManager(MacroSetup macroSetup, ActiveUnitData activeUnitData, SharkyUnitData sharkyUnitData, IBuildingBuilder buildingBuilder, SharkyOptions sharkyOptions, BaseData baseData, TargetingData targetingData, AttackData attackData, IBuildingPlacement warpInPlacement, MacroData macroData, Morpher morpher, BuildOptions buildOptions,
                            BuildPylonService buildPylonService, BuildDefenseService buildDefenseService, BuildProxyService buildProxyService, UnitCountService unitCountService, BuildingCancelService buildingCancelService)
        {
            MacroSetup      = macroSetup;
            ActiveUnitData  = activeUnitData;
            SharkyUnitData  = sharkyUnitData;
            BuildingBuilder = buildingBuilder;
            SharkyOptions   = sharkyOptions;
            BaseData        = baseData;
            TargetingData   = targetingData;
            AttackData      = attackData;
            WarpInPlacement = warpInPlacement;

            MacroData    = macroData;
            Morpher      = morpher;
            BuildOptions = buildOptions;

            BuildPylonService     = buildPylonService;
            BuildDefenseService   = buildDefenseService;
            BuildProxyService     = buildProxyService;
            UnitCountService      = unitCountService;
            BuildingCancelService = buildingCancelService;

            MacroData.DesiredUpgrades = new Dictionary <Upgrades, bool>();

            LastRunFrame = -10;
            RunFrequency = 5;
        }
コード例 #8
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ファイル: UnitManager.cs プロジェクト: sharknice/Sharky
        public UnitManager(ActiveUnitData activeUnitData, SharkyUnitData sharkyUnitData, SharkyOptions sharkyOptions, TargetPriorityService targetPriorityService, CollisionCalculator collisionCalculator, MapDataService mapDataService, DebugService debugService, DamageService damageService, UnitDataService unitDataService)
        {
            ActiveUnitData = activeUnitData;

            SharkyUnitData        = sharkyUnitData;
            SharkyOptions         = sharkyOptions;
            TargetPriorityService = targetPriorityService;
            CollisionCalculator   = collisionCalculator;
            MapDataService        = mapDataService;
            DebugService          = debugService;
            DamageService         = damageService;
            UnitDataService       = unitDataService;

            ActiveUnitData.EnemyUnits   = new ConcurrentDictionary <ulong, UnitCalculation>();
            ActiveUnitData.SelfUnits    = new ConcurrentDictionary <ulong, UnitCalculation>();
            ActiveUnitData.NeutralUnits = new ConcurrentDictionary <ulong, UnitCalculation>();

            ActiveUnitData.Commanders = new ConcurrentDictionary <ulong, UnitCommander>();

            ActiveUnitData.DeadUnits = new List <ulong>();

            TargetPriorityCalculationFrame = 0;

            UndeadTypes = new List <UnitTypes> {
                UnitTypes.ZERG_BROODLING, UnitTypes.ZERG_EGG, UnitTypes.ZERG_LARVA, UnitTypes.TERRAN_KD8CHARGE, UnitTypes.ZERG_OVERLORD, UnitTypes.ZERG_OVERLORDCOCOON, UnitTypes.ZERG_OVERLORDTRANSPORT, UnitTypes.ZERG_TRANSPORTOVERLORDCOCOON
            };
        }
コード例 #9
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        public WallOffTest(BuildOptions buildOptions, MacroData macroData, ActiveUnitData activeUnitData, AttackData attackData, ChatService chatService, ChronoData chronoData, MicroTaskData microTaskData,
                           ICounterTransitioner counterTransitioner, UnitCountService unitCountService)
            : base(buildOptions, macroData, activeUnitData, attackData, chatService, chronoData, counterTransitioner, unitCountService, microTaskData)
        {
            MicroTaskData = microTaskData;

            WallOffStarted = false;
        }
コード例 #10
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ファイル: BuildingBuilder.cs プロジェクト: sharknice/Sharky
 public BuildingBuilder(ActiveUnitData activeUnitData, TargetingData targetingData, IBuildingPlacement buildingPlacement, SharkyUnitData sharkyUnitData, BaseData baseData)
 {
     ActiveUnitData    = activeUnitData;
     TargetingData     = targetingData;
     BuildingPlacement = buildingPlacement;
     SharkyUnitData    = sharkyUnitData;
     BaseData          = baseData;
 }
コード例 #11
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        public DestroyWallOffTask(ActiveUnitData activeUnitData, bool enabled, float priority)
        {
            ActiveUnitData = activeUnitData;
            Priority       = priority;
            Enabled        = enabled;

            UnitCommanders = new List <UnitCommander>();
            Ended          = false;
        }
コード例 #12
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 public ProtossBuildingPlacement(ActiveUnitData activeUnitData, SharkyUnitData sharkyUnitData, DebugService debugService, MapDataService mapDataService, BuildingService buildingService, IBuildingPlacement wallOffPlacement)
 {
     ActiveUnitData   = activeUnitData;
     SharkyUnitData   = sharkyUnitData;
     DebugService     = debugService;
     MapDataService   = mapDataService;
     BuildingService  = buildingService;
     WallOffPlacement = wallOffPlacement;
 }
コード例 #13
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 public ZealotRush(EnemyStrategyHistory enemyStrategyHistory, ChatService chatService, ActiveUnitData activeUnitData, SharkyOptions sharkyOptions, DebugService debugService, UnitCountService unitCountService)
 {
     EnemyStrategyHistory = enemyStrategyHistory;
     ChatService          = chatService;
     ActiveUnitData       = activeUnitData;
     SharkyOptions        = sharkyOptions;
     DebugService         = debugService;
     UnitCountService     = unitCountService;
 }
コード例 #14
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        public HallucinationScoutEmptyBasesTask(BaseData baseData, ActiveUnitData activeUnitData, bool enabled, float priority)
        {
            BaseData       = baseData;
            Priority       = priority;
            ActiveUnitData = activeUnitData;

            UnitCommanders = new List <UnitCommander>();
            Enabled        = enabled;
        }
コード例 #15
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ファイル: MacroBalancer.cs プロジェクト: sharknice/Sharky
 public MacroBalancer(BuildOptions buildOptions, ActiveUnitData activeUnitData, MacroData macroData, SharkyUnitData sharkyUnitData, BaseData baseData, UnitCountService unitCountService)
 {
     BuildOptions     = buildOptions;
     ActiveUnitData   = activeUnitData;
     MacroData        = macroData;
     SharkyUnitData   = sharkyUnitData;
     BaseData         = baseData;
     UnitCountService = unitCountService;
 }
コード例 #16
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ファイル: WallOffPlacement.cs プロジェクト: sharknice/Sharky
 public WallOffPlacement(ActiveUnitData activeUnitData, SharkyUnitData sharkyUnitData, DebugService debugService, MapData mapData, BuildingService buildingService, TargetingData targetingData)
 {
     ActiveUnitData  = activeUnitData;
     SharkyUnitData  = sharkyUnitData;
     DebugService    = debugService;
     MapData         = mapData;
     BuildingService = buildingService;
     TargetingData   = targetingData;
 }
コード例 #17
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        public ReaperCheese(BuildOptions buildOptions, MacroData macroData, ActiveUnitData activeUnitData, AttackData attackData, ChatService chatService, MicroTaskData microTaskData, UnitCountService unitCountService, SharkyUnitData sharkyUnitData, ProxyLocationService proxyLocationService, DebugService debugService, IIndividualMicroController scvMicroController) : base(buildOptions, macroData, activeUnitData, attackData, chatService, unitCountService)
        {
            MicroTaskData        = microTaskData;
            ProxyLocationService = proxyLocationService;

            OpeningAttackChatSent = false;
            ProxyTask             = new ProxyTask(sharkyUnitData, false, 0.9f, MacroData, string.Empty, MicroTaskData, debugService, scvMicroController);
            ProxyTask.ProxyName   = GetType().Name;
        }
コード例 #18
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ファイル: BaseManager.cs プロジェクト: sharknice/Sharky
 public BaseManager(SharkyUnitData sharkyUnitData, ActiveUnitData activeUnitData, IPathFinder pathFinder, UnitCountService unitCountService, BaseData baseData)
 {
     SharkyUnitData         = sharkyUnitData;
     ActiveUnitData         = activeUnitData;
     PathFinder             = pathFinder;
     UnitCountService       = unitCountService;
     BaseData               = baseData;
     BaseData.BaseLocations = new List <BaseLocation>();
 }
コード例 #19
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 public SharkyBuild(DefaultSharkyBot defaultSharkyBot)
 {
     BuildOptions     = defaultSharkyBot.BuildOptions;
     MacroData        = defaultSharkyBot.MacroData;
     ActiveUnitData   = defaultSharkyBot.ActiveUnitData;
     AttackData       = defaultSharkyBot.AttackData;
     ChatService      = defaultSharkyBot.ChatService;
     UnitCountService = defaultSharkyBot.UnitCountService;
     MicroTaskData    = defaultSharkyBot.MicroTaskData;
 }
コード例 #20
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ファイル: Proxy.cs プロジェクト: sharknice/Sharky
 public Proxy(EnemyStrategyHistory enemyStrategyHistory, ChatService chatService, ActiveUnitData activeUnitData, SharkyOptions sharkyOptions, TargetingData targetingData, DebugService debugService, UnitCountService unitCountService)
 {
     EnemyStrategyHistory = enemyStrategyHistory;
     ChatService          = chatService;
     ActiveUnitData       = activeUnitData;
     SharkyOptions        = sharkyOptions;
     TargetingData        = targetingData;
     DebugService         = debugService;
     UnitCountService     = unitCountService;
 }
コード例 #21
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 public BuildingPlacement(IBuildingPlacement protossBuildingPlacement, IBuildingPlacement terranBuildingPlacement, IBuildingPlacement zergBuildingPlacement, BaseData baseData, ActiveUnitData activeUnitData, BuildingService buildingService, SharkyUnitData sharkyUnitData)
 {
     ProtossBuildingPlacement = protossBuildingPlacement;
     TerranBuildingPlacement  = terranBuildingPlacement;
     ZergBuildingPlacement    = zergBuildingPlacement;
     BaseData        = baseData;
     ActiveUnitData  = activeUnitData;
     BuildingService = buildingService;
     SharkyUnitData  = sharkyUnitData;
 }
コード例 #22
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ファイル: BuildProxyService.cs プロジェクト: sharknice/Sharky
        public BuildProxyService(MacroData macroData, IBuildingBuilder buildingBuilder, SharkyUnitData sharkyUnitData, ActiveUnitData activeUnitData, Morpher morpher, MicroTaskData microTaskData)
        {
            MacroData       = macroData;
            BuildingBuilder = buildingBuilder;
            SharkyUnitData  = sharkyUnitData;
            ActiveUnitData  = activeUnitData;
            Morpher         = morpher;
            MicroTaskData   = microTaskData;

            lastFailFrame = 0;
        }
コード例 #23
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        public QueenInjectsTask(ActiveUnitData activeUnitData, float priority, UnitCountService unitCountService)
        {
            ActiveUnitData   = activeUnitData;
            UnitCountService = unitCountService;

            Priority = priority;

            UnitCommanders = new List <UnitCommander>();

            Enabled = true;
        }
コード例 #24
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 public SharkyBuild(BuildOptions buildOptions, MacroData macroData, ActiveUnitData activeUnitData, AttackData attackData, MicroTaskData microTaskData,
                    ChatService chatService, UnitCountService unitCountService)
 {
     BuildOptions     = buildOptions;
     MacroData        = macroData;
     ActiveUnitData   = activeUnitData;
     AttackData       = attackData;
     ChatService      = chatService;
     UnitCountService = unitCountService;
     MicroTaskData    = microTaskData;
 }
コード例 #25
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ファイル: BuildPylonService.cs プロジェクト: sharknice/Sharky
        public BuildPylonService(MacroData macroData, IBuildingBuilder buildingBuilder, SharkyUnitData sharkyUnitData, ActiveUnitData activeUnitData, BaseData baseData, TargetingData targetingData, BuildingService buildingService)
        {
            MacroData       = macroData;
            BuildingBuilder = buildingBuilder;
            SharkyUnitData  = sharkyUnitData;
            ActiveUnitData  = activeUnitData;
            BaseData        = baseData;
            TargetingData   = targetingData;
            BuildingService = buildingService;

            defensivePointLastFailFrame = 0;
        }
コード例 #26
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        public BuildDefenseService(MacroData macroData, IBuildingBuilder buildingBuilder, SharkyUnitData sharkyUnitData, ActiveUnitData activeUnitData, BaseData baseData, TargetingData targetingData, BuildOptions buildOptions)
        {
            MacroData       = macroData;
            BuildingBuilder = buildingBuilder;
            SharkyUnitData  = sharkyUnitData;
            ActiveUnitData  = activeUnitData;
            BaseData        = baseData;
            TargetingData   = targetingData;
            BuildOptions    = buildOptions;

            defensivePointLastFailFrame = 0;
        }
コード例 #27
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ファイル: AttackDataManager.cs プロジェクト: sharknice/Sharky
        public AttackDataManager(AttackData attackData, ActiveUnitData activeUnitData, AttackTask attackTask, TargetPriorityService targetPriorityService, TargetingData targetingData, MacroData macroData, BaseData baseData, DebugService debugService)
        {
            AttackData            = attackData;
            ActiveUnitData        = activeUnitData;
            AttackTask            = attackTask;
            TargetPriorityService = targetPriorityService;
            TargetingData         = targetingData;
            MacroData             = macroData;
            BaseData = baseData;

            DebugService = debugService;
        }
コード例 #28
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ファイル: ArmySplitter.cs プロジェクト: sharknice/Sharky
        public ArmySplitter(AttackData attackData, TargetingData targetingData, ActiveUnitData activeUnitData,
                            DefenseService defenseService, IMicroController microController)
        {
            AttackData     = attackData;
            TargetingData  = targetingData;
            ActiveUnitData = activeUnitData;

            DefenseService = defenseService;

            MicroController = microController;

            LastSplitFrame = -1000;
        }
コード例 #29
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        public WallOffTask(SharkyUnitData sharkyUnitData, TargetingData targetingData, ActiveUnitData activeUnitData, MacroData macroData, IBuildingPlacement wallOffPlacement, bool enabled, float priority)
        {
            SharkyUnitData   = sharkyUnitData;
            TargetingData    = targetingData;
            Priority         = priority;
            ActiveUnitData   = activeUnitData;
            MacroData        = macroData;
            WallOffPlacement = wallOffPlacement;

            UnitCommanders = new List <UnitCommander>();
            Enabled        = enabled;

            PlacementPoints = new List <Point2D>();
        }
コード例 #30
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ファイル: MapManager.cs プロジェクト: sharknice/Sharky
        public MapManager(MapData mapData, ActiveUnitData activeUnitData, SharkyOptions sharkyOptions, SharkyUnitData sharkyUnitData, DebugService debugService, WallDataService wallDataService)
        {
            MapData         = mapData;
            ActiveUnitData  = activeUnitData;
            SharkyOptions   = sharkyOptions;
            SharkyUnitData  = sharkyUnitData;
            DebugService    = debugService;
            WallDataService = wallDataService;

            LastBuildingCount         = 0;
            LastVisibleEnemyUnitCount = 0;
            FramesPerUpdate           = 5;
            LastUpdateFrame           = -100;
        }