public WeaponskillState(StateMemory memory) : base(memory) { }
public TravelState(StateMemory stateMemory) : base(stateMemory) { }
public DeadState(StateMemory stateMemory) : base(stateMemory) { }
public HealingState(StateMemory fface) : base(fface) { }
public ZoneState(StateMemory stateMemory) : base(stateMemory) { Zone = EliteApi.Player.Zone; }
public SummonTrustsState(StateMemory memory) : base(memory) { }
public FollowState(StateMemory memory) : base(memory) { }
public PullState(StateMemory memory) : base(memory) { }
public BattleState(StateMemory fface) : base(fface) { _restState = new RestState(fface); }
public StartEngineState(StateMemory memory) : base(memory) { }
public SetTargetState(StateMemory memory) : base(memory) { _units = new UnitService(EliteApi); }
public StartState(StateMemory memory) : base(memory) { }
public FiniteStateMachine(IMemoryAPI fface) { _fface = fface; var stateMemory = new StateMemory(fface); //Create the states AddState(new DeadState(stateMemory) { Priority = 7 }); AddState(new ZoneState(stateMemory) { Priority = 7 }); AddState(new SetTargetState(stateMemory) { Priority = 7 }); AddState(new SetFightingState(stateMemory) { Priority = 7 }); AddState(new FollowState(stateMemory) { Priority = 5 }); AddState(new RestState(stateMemory) { Priority = 2 }); AddState(new SummonTrustsState(stateMemory) { Priority = 6 }); AddState(new ApproachState(stateMemory) { Priority = 0 }); AddState(new BattleState(stateMemory) { Priority = 3 }); AddState(new WeaponskillState(stateMemory) { Priority = 2 }); AddState(new PullState(stateMemory) { Priority = 4 }); AddState(new StartState(stateMemory) { Priority = 5 }); AddState(new TravelState(stateMemory) { Priority = 1 }); AddState(new HealingState(stateMemory) { Priority = 2 }); AddState(new EndState(stateMemory) { Priority = 3 }); AddState(new StartEngineState(stateMemory) { Priority = Constants.MaxPriority }); _states.ForEach(x => x.Enabled = true); }
public RestState(StateMemory memory) : base(memory) { }
public EndState(StateMemory memory) : base(memory) { }
public ApproachState(StateMemory memory) : base(memory) { }
public SetFightingState(StateMemory memory) : base(memory) { }
protected AgentState(StateMemory stateMemory) { Memory = stateMemory; }
public TravelState(StateMemory memory, IConfigFactory configFactory) : base(memory) { _configFactory = configFactory; }