public Spot() { activeSpots = new List <SpotPoint>(); spotsArray = new Dictionary <int, Dictionary <int, SpotPoint> >(); pointsToCover = new List <UnitPoint>(); CoveredPoints = new List <UnitPoint>(); Strategy = new AttackCircleStratery(); }
public Task <PlayerUpdateResponse> RedirectToNextFallbackStrategy(ILogicSettings logicSettings, IGeoLocation targetLocation, Func <Task> functionExecutedWhileWalking, ISession session, CancellationToken cancellationToken, double walkSpeed = 0.0) { // If we need to fall-back, then blacklist current strategy for 1 hour. session.Navigation.BlacklistStrategy(this.GetType()); IWalkStrategy nextStrategy = session.Navigation.GetStrategy(logicSettings); return(nextStrategy.Walk(targetLocation, functionExecutedWhileWalking, session, cancellationToken)); }
public Navigation(Client client, ILogicSettings logicSettings) { _client = client; WalkStrategy = GetStrategy(logicSettings); }
public void SetStrategy(IWalkStrategy strategy) { Strategy = strategy; }
public Duck(IWalkStrategy ws, IFlyStrategy fs) { this.WalkStrategy = ws; this.FlyStrategy = fs; }