Ejemplo n.º 1
0
        /// <summary>
        /// 남은 Unit 중 움직이지 않은 Unit들을 반환
        /// </summary>
        /// <param name="index"></param>
        /// <returns></returns>
        private List <Vector2> GetAttackingUnit(byte index)
        {
            List <Vector2> answer = new List <Vector2>();

            foreach (Unit unit in players[index].units)
            {
                if (!unit.bMoving && unit.ID[0] == '0')
                {
                    RemoteUnit remoteUnit = (RemoteUnit)unit;

                    List <Vector2> waitedLst    = Helper.GetMoving(remoteUnit.Pos, remoteUnit.attackDistance, remoteUnit.Direction, COLUMN, ROW);
                    List <int>     validatedLst = new List <int>();
                    for (int i = 0; i < waitedLst.Count; i++)
                    {
                        if (gameBoard[waitedLst[i].x, waitedLst[i].y].Key != index)
                        {
                            validatedLst.Add(i);
                        }
                    }

                    if (validatedLst.Count != 0)
                    {
                        answer.Add(unit.Pos);
                    }
                }
            }

            return(answer);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// 움직이지 않음 원거리 Unit들의 공격
        /// 전송되는 Data
        ///     공격당한 Unit의 Data
        /// </summary>
        /// <param name="waitingUnitLst"></param>
        private void SendWaiting(List <Vector2> waitingUnitLst)
        {
            Console.WriteLine("Waiting Unit 좌표 = " + waitingUnitLst[0].x + ", " + waitingUnitLst[0].y);
            RemoteUnit attackingUnit = (RemoteUnit)gameBoard[waitingUnitLst[0].x, waitingUnitLst[0].y].Value;

            if (attackingUnit != null)
            {
                List <Vector2> waitedLst    = Helper.GetMoving(attackingUnit.Pos, attackingUnit.attackDistance, attackingUnit.Direction, COLUMN, ROW);
                List <Vector2> validatedLst = new List <Vector2>();
                for (int i = 0; i < waitedLst.Count; i++)
                {
                    if (gameBoard[waitedLst[i].x, waitedLst[i].y].Key == (gameBoard[waitingUnitLst[0].x, waitingUnitLst[0].y].Key == 0 ? 1 : 0))
                    {
                        validatedLst.Add(waitedLst[i]);
                    }
                }

                // 공격할 적이 있는지 검사
                if (validatedLst.Count > 0)
                {
                    Random rnd = new Random(DateTime.Now.Millisecond);

                    int targetIndex = rnd.Next(validatedLst.Count);

                    Unit targetUnit = gameBoard[validatedLst[targetIndex].x, validatedLst[targetIndex].y].Value;
                    attackingUnit.Wait(targetUnit);

                    Packet waitedMsg = Packet.Create((short)PROTOCOL.WaitedUnit);

                    waitedMsg.Push(attackingUnit.Pos.x);
                    waitedMsg.Push(attackingUnit.Pos.y);
                    waitedMsg.Push(attackingUnit.HP);
                    waitedMsg.Push(targetUnit.Pos.x);
                    waitedMsg.Push(targetUnit.Pos.y);
                    waitedMsg.Push(targetUnit.HP);

                    Broadcast(waitedMsg);

                    Thread.Sleep(waitingTime);

                    if (targetUnit.HP <= 0)
                    {
                        players[0].DestoyUnit(targetUnit.Pos);
                        players[1].DestoyUnit(targetUnit.Pos);
                        gameBoard[targetUnit.Pos.x, targetUnit.Pos.y] = EMPTY;
                    }
                }
            }
        }