public FunkyTerror(CollissionHelper ch, int myId) : base(ch, myId, true) { leftMoves.Add(new Tuple <int, Move>(1, Move.Left)); leftMoves.Add(new Tuple <int, Move>(2, Move.Left)); leftMoves.Add(new Tuple <int, Move>(3, Move.Straight)); leftMoves.Add(new Tuple <int, Move>(4, Move.Right)); leftMoves.Add(new Tuple <int, Move>(5, Move.Right)); leftMoves.Add(new Tuple <int, Move>(6, Move.Right)); leftMoves.Add(new Tuple <int, Move>(7, Move.Right)); leftMoves.Add(new Tuple <int, Move>(8, Move.Straight)); leftMoves.Add(new Tuple <int, Move>(9, Move.Straight)); leftMoves.Add(new Tuple <int, Move>(10, Move.Straight)); leftMoves.Add(new Tuple <int, Move>(11, Move.Right)); leftMoves.Add(new Tuple <int, Move>(12, Move.Right)); rightMoves.Add(new Tuple <int, Move>(1, Move.Right)); rightMoves.Add(new Tuple <int, Move>(2, Move.Right)); rightMoves.Add(new Tuple <int, Move>(3, Move.Straight)); rightMoves.Add(new Tuple <int, Move>(4, Move.Left)); rightMoves.Add(new Tuple <int, Move>(5, Move.Left)); rightMoves.Add(new Tuple <int, Move>(6, Move.Left)); rightMoves.Add(new Tuple <int, Move>(7, Move.Left)); rightMoves.Add(new Tuple <int, Move>(8, Move.Straight)); rightMoves.Add(new Tuple <int, Move>(9, Move.Straight)); rightMoves.Add(new Tuple <int, Move>(10, Move.Straight)); rightMoves.Add(new Tuple <int, Move>(11, Move.Left)); rightMoves.Add(new Tuple <int, Move>(12, Move.Left)); }
public Planner(int max, int myId) { _ch = new CollissionHelper(max); _myId = myId; _walkSets.Add(new Straight(_ch, _myId)); _walkSets.Add(new Right45(_ch, _myId)); _walkSets.Add(new Right90(_ch, _myId)); _walkSets.Add(new Right125(_ch, _myId)); _walkSets.Add(new Right180(_ch, _myId)); _walkSets.Add(new Left45(_ch, _myId)); _walkSets.Add(new Left90(_ch, _myId)); _walkSets.Add(new Left125(_ch, _myId)); _walkSets.Add(new Left180(_ch, _myId)); _walkSetsPro.Add(new RollLeft(_ch, _myId)); _walkSetsPro.Add(new RollRight(_ch, _myId)); _walkSetsPro.Add(new SquareRight(_ch, _myId)); _walkSetsPro.Add(new SquareLeft(_ch, _myId)); _walkSetsPro.Add(new Snaker(_ch, _myId)); _walkSetsPro.Add(new Quaker(_ch, _myId)); _walkSetsPro.Add(new FunkyTerror(_ch, _myId)); }
protected WalkSetBase(CollissionHelper ch, int myId, bool isPro = false) { _myId = myId; _ch = ch; _isPro = isPro; }
public Straight(CollissionHelper ch, int myId) : base(ch, myId) { }
public Right45(CollissionHelper ch, int myId) : base(ch, myId) { }
public Left180(CollissionHelper ch, int myId) : base(ch, myId) { }
public SquareLeft(CollissionHelper ch, int myId) : base(ch, myId, true) { }
public Quaker(CollissionHelper ch, int myId) : base(ch, myId, true) { }
public RollRight(CollissionHelper ch, int myId) : base(ch, myId, true) { }
public Roll100(CollissionHelper ch, int myId) : base(ch, myId) { }
public GetToWall(CollissionHelper ch, int myId) : base(ch, myId) { }