public ExecResults(ExecCommands commands, RobotStatus status, List<Event> events, List<TeamMessage> teamMessages, List<BulletStatus> bulletUpdates, bool halt, bool shouldWait, bool paintEnabled) { this.commands = commands; this.status = status; this.events = events; this.teamMessages = teamMessages; this.bulletUpdates = bulletUpdates; this.halt = halt; this.shouldWait = shouldWait; this.paintEnabled = paintEnabled; }
// ----------- // battle driven methods // ----------- internal abstract void initializeRound(ExecCommands commands, RobotStatus status);
/// <summary> /// This constructor is called internally from the game in order to create /// a new <see cref="RobotStatus"/>. /// /// </summary> /// <param name="status">the current states</param> public StatusEvent(RobotStatus status) { this.status = status; }
internal override void initializeRound(ExecCommands commands, RobotStatus status) { base.initializeRound(commands, status); isStopped = true; }
private void updateStatus(ExecCommands commands, RobotStatus status) { this.status = status; this.commands = commands; }
public override void cleanup() { base.cleanup(); // Cleanup and remove current wait condition waitCondition = null; // Cleanup and remove the event manager if (eventManager != null) { eventManager.cleanup(); eventManager = null; } graphicsProxy = null; execResults = null; status = null; commands = null; }
internal override void initializeRound(ExecCommands commands, RobotStatus status) { updateStatus(commands, status); eventManager.reset(); var start = new StatusEvent(status); eventManager.add(start); setSetCallCount(0); setGetCallCount(0); }
public override void OnStatus(StatusEvent e) { _robotStatus = e.Status; }
public void setStatus(RobotStatus status) { this.status = status; }