public MonsterActorTaskSource(IBotPlayer player, IDecisionSource decisionSource, ITacticalActUsageService actService, ISectorManager sectorManager, IActorManager actorManager) : this((IPlayer)player, decisionSource, actService, sectorManager, actorManager) { }
public RoamingLogic(IActor actor, ISectorMap map, IActorManager actors, IDecisionSource decisionSource, ITacticalActUsageService actService) : base(actor, map, actors, decisionSource, actService) { }
public AttackCommand( ISectorManager sectorManager, ISectorUiState playerState, ITacticalActUsageService tacticalActUsageService) : base(sectorManager, playerState) { _tacticalActUsageService = tacticalActUsageService; }
public DefeatTargetLogicState(ISectorManager sectorManager, ITacticalActUsageService actService, IActorManager actorManager) { _map = sectorManager.CurrentSector.Map; _actService = actService ?? throw new ArgumentNullException(nameof(actService)); _actorManager = actorManager ?? throw new ArgumentNullException(nameof(actorManager)); }
public AttackTask(IActor actor, IAttackTarget target, ITacticalActUsageService actService) : base(actor) { Target = target; _actService = actService; }
public AttackCommand(IGameLoop gameLoop, ISectorManager sectorManager, IPlayerState playerState, ITacticalActUsageService tacticalActUsageService) : base(gameLoop, sectorManager, playerState) { _tacticalActUsageService = tacticalActUsageService; }
public AttackCommand( IPlayer player, ISectorUiState playerState, ITacticalActUsageService tacticalActUsageService) : base(playerState) { _player = player; _tacticalActUsageService = tacticalActUsageService; }
public PatrolLogic(IActor actor, IPatrolRoute patrolRoute, ISectorMap map, IActorManager actors, IDecisionSource decisionSource, ITacticalActUsageService actService) : base(actor, map, actors, decisionSource, actService) { _patrolRoute = patrolRoute; }
protected MonsterActorTaskSource(IPlayer player, IDecisionSource decisionSource, ITacticalActUsageService actService, ISectorManager sectorManager, IActorManager actorManager) { _logicDict = new Dictionary <IActor, IBotLogic>(); _player = player; _decisionSource = decisionSource; _actService = actService; _sectorManager = sectorManager; _actorManager = actorManager; }
public RoamingLogic(IActor actor, IMap map, IActorManager actors, IDecisionSource decisionSource, ITacticalActUsageService actService) { _actor = actor; _map = map; _actorList = actors; _decisionSource = decisionSource; _actService = actService; _persuitCounter = PERSIUT_COUNTER; }
public AttackTask(IActor actor, IActorTaskContext context, IAttackTarget target, ITacticalAct tacticalAct, ITacticalActUsageService actService) : base(actor, context) { _actService = actService; TargetObject = target ?? throw new ArgumentNullException(nameof(target)); TacticalAct = tacticalAct ?? throw new ArgumentNullException(nameof(tacticalAct)); TargetNode = target.Node; }
protected AgressiveLogicBase(IActor actor, ISectorMap map, IActorManager actorManager, IDecisionSource decisionSource, ITacticalActUsageService actService) { Actor = actor; Map = map; DecisionSource = decisionSource; _actorManager = actorManager; _actService = actService; _pursuitCounter = PursuitCounter; }
public AttackTask(IActor actor, IActorTaskContext context, IAttackTarget target, ICombatAct tacticalAct, ITacticalActUsageService actService) : base(actor, context) { _actService = actService; TargetObject = target ?? throw new ArgumentNullException(nameof(target)); TacticalAct = tacticalAct ?? throw new ArgumentNullException(nameof(tacticalAct)); TargetNode = target.Node; var combatActDuration = tacticalAct.Stats.Duration.GetValueOrDefault(1); var durationBonus = GetDurationBonus(actor); var durationWithBonus = (int)Math.Round(GlobeMetrics.OneIterationLength * combatActDuration * durationBonus); Cost = durationWithBonus; }
public DefeatTargetLogicState(ITacticalActUsageService actService) { _actService = actService ?? throw new ArgumentNullException(nameof(actService)); }