public Collection<Minion> selectTargetsFromGame(Game game, Vector3 selectionPoint, int targetCount, float minRange, float maxRange, MinionStateSelection minionState)
        {
            Collection<Minion> minionsInRange = new Collection<Minion>();
            Collection<Minion> minionsUnderAttack = new Collection<Minion>();

            foreach (var player in game.players)
                foreach (var v in player.board.minions)
                {
                    if (v.Value.destroyable == true || (minionState != MinionStateSelection.ANY && ((v.Value.minionState == Minion.MinionState.DEAD && minionState == MinionStateSelection.ALIVE)
                         || (v.Value.minionState == Minion.MinionState.ALIVE && minionState == MinionStateSelection.DEAD))))
                        continue;

                    Vector3 minionCoor = v.Value.getWorldPosition();
                    float dist = (selectionPoint - minionCoor).magnitude;

                    if (v.Value.isUntargetable() == false && dist > minRange && dist < maxRange)
                        minionsInRange.Add(v.Value);
                }

            if (targetCount >= minionsInRange.Count)
                return minionsInRange;

            for (int i = 0; i < targetCount; i++)
            {
                if (minionsInRange.Count > 0)
                {
                    float current = float.MinValue;
                    int index = -1;

                    for (int j = 0; j < minionsInRange.Count; j++)
                    {
                        Vector3 minionCoor = minionsInRange.ElementAt(j).getWorldPosition();
                        float dist = (selectionPoint - minionCoor).magnitude;
                        if (dist > current)
                        {
                            index = j;
                            current = dist;
                        }
                    }

                    if (index != -1)
                    {
                        minionsUnderAttack.Add(minionsInRange.ElementAt(index));
                        minionsInRange.RemoveAt(index);
                    }
                }
                else
                    return minionsUnderAttack;
            }

            return minionsUnderAttack;
        }
        public Collection<Minion> selectTargetsFromBoard(Board board, Vector3 selectionPoint, int targetCount, float minRange, float maxRange, MinionStateSelection minionState)
        {
            Collection<Minion> minionsInRange = new Collection<Minion>();

            foreach (var v in board.minions)
            {
                if (targetCount == minionsInRange.Count)    // istenilen miktara ulasmissak return et.
                    return minionsInRange;

                if (v.Value.destroyable == true || ( minionState != MinionStateSelection.ANY && ((v.Value.minionState == Minion.MinionState.DEAD && minionState == MinionStateSelection.ALIVE)
                     || (v.Value.minionState == Minion.MinionState.ALIVE && minionState == MinionStateSelection.DEAD))))
                    continue;

                Vector3 minionCoor = v.Value.getWorldPosition();
                float dist = (selectionPoint - minionCoor).magnitude;

                if (v.Value.isUntargetable() == false && dist >= minRange && dist <= maxRange)      // hedef istenilen range'de mi?
                    minionsInRange.Add(v.Value);
            }

            return minionsInRange; // bu kadar bulabildim napalim.
        }
        public Collection<Minion> selectTargetsFromGame(Vector3 selectionPoint, int targetCount, float minRange, float maxRange, MinionStateSelection minionState)
        {
            Collection<Minion> minionsInRange = new Collection<Minion>();

            foreach ( var player in Game.players)
            foreach (var v in player.board.minions)
            {
                if (targetCount == minionsInRange.Count)    // istenilen miktara ulasmissak return et.
                    return minionsInRange;

                if (v.Value.destroyable == true || (minionState != MinionStateSelection.ANY && ((v.Value.minionState == Minion.MinionState.DEAD && minionState == MinionStateSelection.ALIVE)
                     || (v.Value.minionState == Minion.MinionState.ALIVE && minionState == MinionStateSelection.DEAD))))
                    continue;

                Vector3 minionCoor = v.Value.getWorldPosition();
                float dist = (selectionPoint - minionCoor).magnitude;

                if (v.Value.isUntargetable() == false && dist > minRange && dist < maxRange)
                    minionsInRange.Add(v.Value);
            }

            return minionsInRange;
        }
Ejemplo n.º 4
0
        public Collection <Minion> selectTargetsFromBoard(Board board, Vector3 selectionPoint, int targetCount, float minRange, float maxRange, MinionStateSelection minionState)
        {
            Collection <Minion> minionsInRange     = new Collection <Minion>();
            Collection <Minion> minionsUnderAttack = new Collection <Minion>();

            foreach (var v in board.minions)
            {
                if (v.Value.destroyable == true || (minionState != MinionStateSelection.ANY && ((v.Value.minionState == Minion.MinionState.DEAD && minionState == MinionStateSelection.ALIVE) ||
                                                                                                (v.Value.minionState == Minion.MinionState.ALIVE && minionState == MinionStateSelection.DEAD))))
                {
                    continue;
                }

                Vector3 minionCoor = v.Value.getWorldPosition();
                float   dist       = (selectionPoint - minionCoor).magnitude;

                if (v.Value.isUntargetable() == false && dist > minRange && dist < maxRange)
                {
                    minionsInRange.Add(v.Value);
                }
            }

            if (targetCount > minionsInRange.Count)
            {
                return(minionsInRange);
            }

            for (int i = 0; i < targetCount; i++)
            {
                if (minionsInRange.Count > 0)
                {
                    float current = float.MaxValue;
                    int   index   = -1;

                    for (int j = 0; j < minionsInRange.Count; j++)
                    {
                        Vector3 minionCoor = minionsInRange.ElementAt(j).getWorldPosition();
                        float   dist       = (selectionPoint - minionCoor).magnitude;
                        if (dist < current)
                        {
                            index   = j;
                            current = dist;
                        }
                    }
                    if (index != -1)
                    {
                        minionsUnderAttack.Add(minionsInRange.ElementAt(index));
                        minionsInRange.RemoveAt(index);
                    }
                }
                else
                {
                    return(minionsUnderAttack);
                }
            }

            return(minionsUnderAttack);
        }