public InfanteryMindStateService(AiEventProcessor aiEventProcessor,IHeatMapService heatMapService, IComponentService componentService) { _aiEventProcessor = aiEventProcessor; _heatMapService = heatMapService; _componentService = componentService; InfanteryMinds = new ConcurrentMemoryStore<string, InfanteryMind>(); _aiEventProcessor.OnMoveCompleted += _aiEventProcessor_OnMoveCompleted; _aiEventProcessor.OnUnitUnderAttack += _aiEventProcessor_OnUnitUnderAttack; }
public InfanteryMind(Infantery infantery, AiEventProcessor aiEventProcessor) { _aiEventProcessor = aiEventProcessor; Infantery = infantery; SpottedUnitsBag = new List<ComponentMetaProxy>(99999); aiEventProcessor.OnEnemyComponentSpotted += aiEventProcessor_OnEnemyComponentSpotted; aiEventProcessor.OnEnemyComponentLeftFieldOfVision += aiEventProcessor_OnEnemyComponentLeftFieldOfVision; aiEventProcessor.OnEnemyComponentNotInAttackRange += aiEventProcessor_OnEnemyComponentNotInAttackRange; aiEventProcessor.OnTargetPositonBlocked += aiEventProcessor_OnTargetPositonBlocked; aiEventProcessor.OnEnemyComponentDestroyed += aiEventProcessor_OnEnemyComponentDestroyed; aiEventProcessor.OnUnitUnderAttack += aiEventProcessor_OnUnitUnderAttack; }