Beispiel #1
0
        public void AddAnt(int row, int col, int team)
        {
            Ant ant = new Ant(row, col, team);

            if (team == 0)
            {
                Map[row, col] = Tile.AntMine;
                MyAnts.Add(ant);
            }
            else
            {
                Map[row, col] = Tile.AntEnemy;
                EnemyAnts.Add(ant);
            }
        }
Beispiel #2
0
        public void AddAnt(int row, int col, int team)
        {
            map[row, col] = Tile.Ant;

            Ant ant = new Ant(row, col, team);

            if (team == 0)
            {
                MyAnts.Add(ant);
            }
            else
            {
                EnemyAnts.Add(ant);
            }
        }
Beispiel #3
0
        public void AddAnt(int row, int col, int team)
        {
            Ant ant = new Ant(row, col, team);

            if (team == 0)
            {
                MyAnts.Add(ant);
                map[col, row].isMyAnt = true;
            }
            else
            {
                EnemyAnts.Add(ant);
                map[col, row].isEnemyAnt = true;
            }
        }
Beispiel #4
0
 public void RemoveInvalidMyAnt()
 {
     for (int row = 0; row < Height; row++)
     {
         for (int col = 0; col < Width; col++)
         {
             if (map[row, col] == Tile.AntMine)
             {
                 if (!MyAnts.Exists(x => x.EqualTo(row, col)))
                 {
                     map[row, col] = Tile.Land;
                 }
             }
         }
     }
 }
Beispiel #5
0
        public void AddAnt(int row, int col, int team)
        {
            map[row, col] = Tile.Ant;

            Ant ant = new Ant(row, col, team);

            if (team == 0)
            {
                MyAnts.Add(ant);
                OccupiedNextRound.Set(ant, true);
            }
            else
            {
                EnemyAnts.Add(ant);
            }
        }
Beispiel #6
0
        public void StartNewTurn()
        {
            // start timer
            turnStart = DateTime.Now;

            foreach (var coord in coords)
            {
                ClearDynamic(ref map[coord.x, coord.y]);
            }


            MyHills.Clear();
            MyAnts.Clear();
            EnemyHills.Clear();
            EnemyAnts.Clear();
            DeadTiles.Clear();
            FoodTiles.Clear();
        }
Beispiel #7
0
        public void StartNewTurn()
        {
            // start timer
            turnStart = DateTime.Now;

            // clear ant data
            foreach (Location loc in MyAnts)
            {
                map[loc.Row, loc.Col] = Tile.Land;
            }
            foreach (Location loc in MyHills)
            {
                map[loc.Row, loc.Col] = Tile.Land;
            }
            foreach (Location loc in EnemyAnts)
            {
                map[loc.Row, loc.Col] = Tile.Land;
            }
            foreach (Location loc in EnemyHills)
            {
                map[loc.Row, loc.Col] = Tile.Land;
            }
            foreach (Location loc in DeadTiles)
            {
                map[loc.Row, loc.Col] = Tile.Land;
            }

            MyHills.Clear();
            MyAnts.Clear();
            EnemyHills.Clear();
            EnemyAnts.Clear();
            DeadTiles.Clear();

            // set all known food to unseen
            foreach (Location loc in FoodTiles)
            {
                map[loc.Row, loc.Col] = Tile.Land;
            }
            FoodTiles.Clear();
            OccupiedNextRound.Init(false);
        }
Beispiel #8
0
        public void StartNewTurn()
        {
            // start timer
            turnStart = DateTime.Now;

            // clear ant data
            foreach (Location loc in MyAnts)
            {
                Map[loc.RowY, loc.ColX] = Tile.Land;
            }
            foreach (Location loc in MyHills)
            {
                Map[loc.RowY, loc.ColX] = Tile.Land;
            }
            foreach (Location loc in EnemyAnts)
            {
                Map[loc.RowY, loc.ColX] = Tile.Land;
            }
            //foreach (Location loc in EnemyHills) Map[loc.RowY, loc.ColX] = Tile.Land;
            foreach (Location loc in DeadTiles)
            {
                Map[loc.RowY, loc.ColX] = Tile.Land;
                EnemyHills.RemoveWhere(x => x.EqualTo(loc));
            }

            MyHills.Clear();
            MyAnts.Clear();
            //EnemyHills.Clear();
            EnemyAnts.Clear();
            DeadTiles.Clear();

            // set all known food to unseen
            foreach (Location loc in FoodTiles)
            {
                Map[loc.RowY, loc.ColX] = Tile.Land;
            }
            FoodTiles.Clear();
        }