Пример #1
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 public MiningDefenseService(BaseData baseData, ActiveUnitData activeUnitData, IIndividualMicroController workerMicroController, DebugService debugService)
 {
     BaseData              = baseData;
     ActiveUnitData        = activeUnitData;
     WorkerMicroController = workerMicroController;
     DebugService          = debugService;
 }
Пример #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>();
        }
Пример #3
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        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;
        }
Пример #4
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 public TargetingService(ActiveUnitData activeUnitData, MapDataService mapDataService, BaseData baseData, TargetingData targetingData)
 {
     ActiveUnitData = activeUnitData;
     MapDataService = mapDataService;
     BaseData       = baseData;
     TargetingData  = targetingData;
 }
Пример #5
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 public ZergBuildingPlacement(ActiveUnitData activeUnitData, SharkyUnitData sharkyUnitData, DebugService debugService, BuildingService buildingService)
 {
     ActiveUnitData  = activeUnitData;
     SharkyUnitData  = sharkyUnitData;
     DebugService    = debugService;
     BuildingService = buildingService;
 }
Пример #6
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 public BuildingService(MapData mapData, ActiveUnitData activeUnitData, TargetingData targetingData, BaseData baseData)
 {
     MapData        = mapData;
     ActiveUnitData = activeUnitData;
     TargetingData  = targetingData;
     BaseData       = baseData;
 }
Пример #7
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        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;
        }
Пример #8
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        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
            };
        }
Пример #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;
        }
Пример #10
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 public BuildingBuilder(ActiveUnitData activeUnitData, TargetingData targetingData, IBuildingPlacement buildingPlacement, SharkyUnitData sharkyUnitData, BaseData baseData)
 {
     ActiveUnitData    = activeUnitData;
     TargetingData     = targetingData;
     BuildingPlacement = buildingPlacement;
     SharkyUnitData    = sharkyUnitData;
     BaseData          = baseData;
 }
Пример #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;
        }
Пример #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;
 }
Пример #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;
 }
        public HallucinationScoutEmptyBasesTask(BaseData baseData, ActiveUnitData activeUnitData, bool enabled, float priority)
        {
            BaseData       = baseData;
            Priority       = priority;
            ActiveUnitData = activeUnitData;

            UnitCommanders = new List <UnitCommander>();
            Enabled        = enabled;
        }
Пример #15
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 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;
 }
Пример #16
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 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;
 }
Пример #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;
        }
Пример #18
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 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>();
 }
Пример #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;
 }
Пример #20
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 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;
 }
Пример #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;
 }
Пример #22
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        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;
        }
Пример #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;
        }
Пример #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;
 }
Пример #25
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        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;
        }
Пример #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;
        }
Пример #27
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        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;
        }
Пример #28
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        public ArmySplitter(AttackData attackData, TargetingData targetingData, ActiveUnitData activeUnitData,
                            DefenseService defenseService, IMicroController microController)
        {
            AttackData     = attackData;
            TargetingData  = targetingData;
            ActiveUnitData = activeUnitData;

            DefenseService = defenseService;

            MicroController = microController;

            LastSplitFrame = -1000;
        }
Пример #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>();
        }
Пример #30
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        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;
        }