public InfanteryMindProcessor(IOrientationService orientationService, IPathfindingService pathfindingService, IEventAgent eventAgent, IHeatMapService heatMapService) { _orientationService = orientationService; _pathfindingService = pathfindingService; _eventAgent = eventAgent; _heatMapService = heatMapService; }
public WorkflowProvider(SynchronizationContext context, IEventBroker eventBroker, ITrackingParticipant tracking, IMessageAgent agent, IEventAgent eventAgent) { _context = context; _eventBroker = eventBroker; _tracking = tracking; _agent = agent; _eventAgent = eventAgent; }
public ArtificialIntelligenceJfi(IEventAgent eventAgent, string id) : base(eventAgent, id) { _app = new App(new AIDto {EventAgent = eventAgent, Id = id, AI = this}); _eventProcessor = _app.Kernel.Get<IEventProcessor>(); _strategyProcessor = _app.Kernel.Get<ICHProcessor<Strategy>>(); _strategieFactory = _app.Kernel.Get<IStrategieFactory>(); _componentService = _app.Kernel.Get<ComponentService>(); }
public ProductionServiceBase(string senderId,IProductionFacilityProvider productionFacilityProvider, IComponentService componentService,IOrientationService orientationService, IEventAgent eventAgent) { SenderId = senderId; ProductionFacilityProvider = productionFacilityProvider; ComponentService = componentService; OrientationService = orientationService; EventAgent = eventAgent; ProductionRules = new List<IProductionRule>(); }
public ProductionManager(IComponentService componentService, IProductionFacilityProvider productionFacilityProvider,IOrientationService orientationService, IEventAgent eventAgent, string senderId) { EventAgent = eventAgent; ComponentService = componentService; OrientationService = orientationService; ProductionServices = new List<IProductionService>() { new BarrackProductionService(senderId,productionFacilityProvider,ComponentService,OrientationService,eventAgent), new InfanteryProductionService(senderId,productionFacilityProvider,ComponentService,OrientationService,eventAgent) }; }
public ArtificialIntelligenceSpa(IEventAgent eventAgent, string id) : base(eventAgent, id) { _strategy = new FirstStrategy(eventAgent); _eventDelegator = new EventDelegator(); _eventProcessor = new SpaEventProcessor(_eventDelegator); _eventDelegator.ProductCreated = _strategy.ProductCompleted; _eventDelegator.InfanterySpotted = _strategy.EnemyContact; _eventDelegator.InfanteryReachedPosition = _strategy.ReachedPosition; _eventDelegator.UnitLost = _strategy.UnitLost; }
public MovementService(IComponentService componentService, IEventAgent eventAgent , IOrientationService orientationService, InfanteryMindStateService infanteryMindStateService, IHeatMapService heatMapService) { _componentService = componentService; _eventAgent = eventAgent; _orientationService = orientationService; _infanteryMindStateService =infanteryMindStateService; _heatMapService = heatMapService; _infanteryMindProcessor = new InfanteryMindProcessor(_orientationService, new PathfindingService(), _eventAgent,_heatMapService); }
public ArtificialIntelligenceNhu(IEventAgent eventAgent, string id) : base(eventAgent, id) { ComponentService = new ComponentService(); EventProcessor = new AiEventProcessor(ComponentService); OrientationService = new OrientationService(new Vector2(0,0),ComponentService); var productionManager = new ProductionManager(ComponentService, new ProductionFacilityProvider(ComponentService), OrientationService,eventAgent, id); HeatMapService = new HeatMapService(new HeatPortionCalculationService(),new Vector2(800,800)); HeatMapService.Initialize(); InfanteryMindStateService = new InfanteryMindStateService(EventProcessor as AiEventProcessor,HeatMapService,ComponentService); var movementService = new MovementService(ComponentService, EventAgent, OrientationService, InfanteryMindStateService,HeatMapService); Agent = new AiAgent(ComponentService, productionManager, movementService, InfanteryMindStateService, HeatMapService); }
public ArtificialIntelligenceNku(IEventAgent eventAgent, string id) : base(eventAgent, id) { ComponentService = new ComponentService(); EventHandler = new EventHandler(this, ComponentService); EventHandler.HeadquarterCompleted += EventHandler_HeadquarterCompleted; EventHandler.MovementCompleted += EventHandler_MovementCompleted; EventHandler.TargetPositionBlocked += EventHandler_TargetPositionBlocked; EventHandler.ComponentSpotted += EventHandlerOnComponentSpotted; EventHandler.ProductionCompleted += EventHandler_ProductionCompleted; EventHandler.ComponentDestroyed += EventHandler_ComponentDestroyed; EventHandler.ComponentLost += EventHandler_ComponentLost; BuildOrder = new RushBuildOrder(EventHandler); BuildOrder.Create(); }
public PowerSupplayVisualComponent(IEventBroker eventBroker, IMessageAgent messageAgent, IEventAgent eventAgent) { _eventBroker = eventBroker; _messageAgent = messageAgent; _eventAgent = eventAgent; EnableCommand = new RelayCommand( param => Enable(), param => CanEnable); DisableCommand = new RelayCommand( param => Disable(), param => CanDisable); CanEnable = true; CanDisable = false; U = 0; }
public FirstStrategy(IEventAgent agent) : base(agent) { ProductCompleted += NewBuilding; EnemyContact += Alert; ReachedPosition += Reached; UnitLost += Lost; _timer.AutoReset = true; _timer.Enabled = true; _timer.Elapsed += _timer_Elapsed; targets = new List<Target>() { new Target() {X = 20, Y = 32}, new Target() {X = 20, Y = 20}, new Target() {X = 930, Y = 32}, new Target() {X = 980, Y = 980}, new Target() {X = 32, Y = 710}, new Target() {X = 32, Y = 980}, new Target() {X = 990, Y = 990} }; }
private List <IEventAgent> gameEventAgentList = new List <IEventAgent>(30);//根据项目中的事件数量调整 public void AddEventAgent(IEventAgent agent) { gameEventAgentList.Add(agent); }
public ProductionHandler(IArtificialIntelligence ai, IEventAgent eventAgent, PositionHandler positionHandler) { _ai = ai; _eventAgent = eventAgent; _positionHandler = positionHandler; }
protected StrategyBase(IEventAgent agent) { Agent = agent; }
public InfanteryProductionService(string senderId, IProductionFacilityProvider productionFacilityProvider, IComponentService componentService, IOrientationService orientationService, IEventAgent eventAgent) : base(senderId, productionFacilityProvider, componentService, orientationService, eventAgent) { ProductionRules = new List<IProductionRule>() { new BarrackAvailableRule(ComponentService), new LessThandNeededInfanteryRule(ComponentService) }; }
public BarrackProductionService(string senderId, IProductionFacilityProvider productionFacilityProvider, IComponentService componentService, IOrientationService orientationService, IEventAgent eventAgent) : base(senderId, productionFacilityProvider, componentService, orientationService, eventAgent) { ProductionRules = new List<IProductionRule>() { new NoBarracksAvailableRule(ComponentService) }; }
protected ArtificialIntelligenceBase(IEventAgent eventAgent, string id) { Id = id; EventAgent = eventAgent; }