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>(); }
public void AddMicroController(uint unitType, IMicroController microController) { if (Controllers.ContainsKey(unitType)) { Controllers[unitType] = microController; } else { Controllers.Add(unitType, microController); } }
public ArmySplitter(AttackData attackData, TargetingData targetingData, ActiveUnitData activeUnitData, DefenseService defenseService, IMicroController microController) { AttackData = attackData; TargetingData = targetingData; ActiveUnitData = activeUnitData; DefenseService = defenseService; MicroController = microController; LastSplitFrame = -1000; }
public DistractionSquadService(TargetingData targetingData, BaseData baseData, IMicroController microController) { TargetingData = targetingData; BaseData = baseData; MicroController = microController; DistractionSquad = new List <UnitCommander>(); DistractionSquadClaim = new List <DesiredUnitsClaim> { new DesiredUnitsClaim(UnitTypes.PROTOSS_STALKER, 4) }; DistractionSquadState = DistractionSquadState.NotDistracting; Enabled = false; }
public AttackTask(IMicroController microController, TargetingData targetingData, ActiveUnitData activeUnitData, DefenseService defenseService, MacroData macroData, AttackData attackData, TargetingService targetingService, MicroTaskData microTaskData, ArmySplitter armySplitter, EnemyCleanupService enemyCleanupService, float priority) { MicroController = microController; TargetingData = targetingData; ActiveUnitData = activeUnitData; DefenseService = defenseService; MacroData = macroData; AttackData = attackData; TargetingService = targetingService; MicroTaskData = microTaskData; ArmySplitter = armySplitter; EnemyCleanupService = enemyCleanupService; Priority = priority; UnitCommanders = new List <UnitCommander>(); lastFrameTime = 0; Enabled = true; }
public WarpPrismElevatorTask(TargetingData targetingData, IMicroController microController, WarpPrismMicroController warpPrismMicroController, ProxyLocationService proxyLocationService, MapDataService mapDataService, DebugService debugService, UnitDataService unitDataService, ActiveUnitData activeUnitData, ChatService chatService, AreaService areaService, List <DesiredUnitsClaim> desiredUnitsClaims, float priority, bool enabled = true) { TargetingData = targetingData; MicroController = microController; WarpPrismMicroController = warpPrismMicroController; ProxyLocationService = proxyLocationService; MapDataService = mapDataService; DebugService = debugService; UnitDataService = unitDataService; ActiveUnitData = activeUnitData; AreaService = areaService; ChatService = chatService; DesiredUnitsClaims = desiredUnitsClaims; Priority = priority; Enabled = enabled; UnitCommanders = new List <UnitCommander>(); Enabled = true; PickupRangeSquared = 25; }
public DefenseSquadTask(ActiveUnitData activeUnitData, TargetingData targetingData, DefenseService defenseService, IMicroController microController, ArmySplitter armySplitter, List <DesiredUnitsClaim> desiredUnitsClaims, float priority, bool enabled = true) { ActiveUnitData = activeUnitData; TargetingData = targetingData; DefenseService = defenseService; MicroController = microController; ArmySplitter = armySplitter; DesiredUnitsClaims = desiredUnitsClaims; Priority = priority; Enabled = enabled; UnitCommanders = new List <UnitCommander>(); WorkerDefenders = new List <UnitCommander>(); Enabled = true; }
public EnemyCleanupService(IMicroController microController) { MicroController = microController; }