public SimpleAiBehavior(IArtificalIntelligence ai, ref Director director) { mDirector = director; mAi = ai; mRandom = new Random(); mEnemyUnits = new List <EnemyUnit>(); }
public AdvancedAiBehavior(IArtificalIntelligence ai, ref Director director) { mAi = ai; mDirector = director; mDifficulty = ai.Difficulty; mRandom = new Random(); mIsCurrentlyMoving = new Dictionary <EnemyUnit, bool>(); mUnitToFlockingGroup = new Dictionary <EnemyUnit, FlockingGroup>(); mCollidingRects = new List <Rectangle>(); mScoutingUnits = new IntervalHeap <PrioritizableObject <EnemyUnit> >(new PrioritizableObjectAscendingComparer <EnemyUnit>()); mAttackingUnits = new IntervalHeap <PrioritizableObject <EnemyUnit> >(new PrioritizableObjectAscendingComparer <EnemyUnit>()); mDefendingUnits = new IntervalHeap <PrioritizableObject <EnemyUnit> >(new PrioritizableObjectAscendingComparer <EnemyUnit>()); mAllUnits = new List <PrioritizableObject <EnemyUnit> >(); }
protected BasicLevel(GraphicsDeviceManager graphics, ref Director director, ContentManager content, IScreenManager screenmanager, LevelType level, IArtificalIntelligence ai) { mDirector = director; mDirector.GetStoryManager.SetLevelType(level, this); mDirector.GetStoryManager.LoadAchievements(); mGraphics = graphics; mScreenManager = screenmanager; Screen = EScreen.GameScreen; Ai = ai; StandardInitialization(content); }
/// <summary> /// Initializes a new instance of Computer player. /// </summary> public Computer(IArtificalIntelligence ai) : base(false) { AI = ai; }
public void setAI(IArtificalIntelligence AI) { P2 = new Computer(AI); }