public CSimpleArtillary[] GetEnemyData()
        {
            CSimpleArtillary[] EnemiesData = new CSimpleArtillary[GlobalConfiguration.GameSettings.EnemyCount];
            for (int i = 0; i < GlobalConfiguration.GameSettings.EnemyCount; i++)
            {
                Point2D point = null;

                do
                {
                    point = new Point2D(
                        this.CenterizeArtillaryInGrid(Shared.Next(this.Terrain.GetColSize())),
                        this.CenterizeArtillaryInGrid(Shared.Next(this.Terrain.GetRowSize() / 3)));
                }while (this.Contains(EnemiesData, point));

                int MinAccuracy = Math.Max(Shared.Next(GlobalConfiguration.GameSettings.MaxAccuracyForShot), GlobalConfiguration.GameSettings.MinAccuracyForShot);
                int Importance  = Math.Max(Shared.Next(GlobalConfiguration.GameSettings.MaxImportance), GlobalConfiguration.GameSettings.MinImportance);
                GlobalConfiguration.GameData.MaxAttackImportance += Importance;

                int ForceConstraints = 0;
                ForceConstraints |= Shared.HitChance(.6) ? (int)ENUMForces.Land : 0;
                ForceConstraints |= Shared.HitChance(.6) ? (int)ENUMForces.Air : 0;
                ForceConstraints |= Shared.HitChance(.6) ? (int)ENUMForces.Sea : 0;

                CSimpleArtillary objCannon = new CSimpleArtillary(250, 1, 1, 1, ForceConstraints, 1, MinAccuracy, Importance);
                objCannon.SetLocation(point);

                EnemiesData[i] = objCannon;
            }

            return(EnemiesData);
        }
        public CSimpleArtillary[] GetFriendlyData()
        {
            CSimpleArtillary[] FriendlyData = new CSimpleArtillary[GlobalConfiguration.GameSettings.FriendlyCount];
            for (int UIDCoutner = 0; UIDCoutner < GlobalConfiguration.GameSettings.FriendlyCount; UIDCoutner++)
            {
                Point2D point = null;

                do
                {
                    point = new Point2D(
                        this.CenterizeArtillaryInGrid(Shared.Next(this.Terrain.GetColSize())),
                        this.CenterizeArtillaryInGrid(this.Terrain.GetRowSize() - Shared.Next(this.Terrain.GetRowSize() / 3) - 1));
                }while (this.Contains(FriendlyData, point));

                float Damage           = (float)Shared.GetMinMax(Shared.rnd.NextDouble(), GlobalConfiguration.GameSettings.MinDamage, GlobalConfiguration.GameSettings.MaxDamage);
                int   Range            = Math.Max(Shared.Next(GlobalConfiguration.GameSettings.MaxRadius), GlobalConfiguration.GameSettings.MinRadius);
                int   Ammo             = Math.Max(Shared.Next(GlobalConfiguration.GameSettings.MaxAmmunition), GlobalConfiguration.GameSettings.MinAmmunition);
                int   PricePerShot     = Math.Max(Shared.Next(GlobalConfiguration.GameSettings.MaxPricePerShot), GlobalConfiguration.GameSettings.MinPricePerShot);
                int   Accuracy         = Math.Max(Shared.Next(GlobalConfiguration.GameSettings.MaxAccuracyForShot), GlobalConfiguration.GameSettings.MinAccuracyForShot);
                int   MinAccuracy      = Math.Max(Shared.Next(GlobalConfiguration.GameSettings.MaxAccuracyForShot), GlobalConfiguration.GameSettings.MinAccuracyForShot);
                int   ForceConstraints = 0;
                ForceConstraints |= Shared.HitChance(.6) ? (int)ENUMForces.Land : 0;
                ForceConstraints |= Shared.HitChance(.6) ? (int)ENUMForces.Air : 0;
                ForceConstraints |= Shared.HitChance(.6) ? (int)ENUMForces.Sea : 0;
                GlobalConfiguration.GameData.MaxAttackPrice  += PricePerShot * Ammo;
                GlobalConfiguration.GameData.TotalAttackAmmo += Ammo;
                CSimpleArtillary objCannon = new CSimpleArtillary(Range, Ammo, Damage, PricePerShot, ForceConstraints, Accuracy, MinAccuracy, 1);
                objCannon
                .SetLocation(point).
                SetUID(UIDCoutner);

                FriendlyData[UIDCoutner] = objCannon;
            }

            return(FriendlyData);
        }
        public CSimpleArtillary[] GetEnemyData()
        {
            CSimpleArtillary[] EnemiesData = new CSimpleArtillary[20];

            #region LeftSide - 50 - Land
            //ForceConstraint, MaxAccuracyRequired, nImportance
            CSimpleArtillary artillary0 = new CTarget((int)(ENUMForces.Land), 50, 1000);
            artillary0.SetLocation(this.CenterizeArtillaryInGrid(0, 0));
            EnemiesData[0] = artillary0;

            //ForceConstraint, MaxAccuracyRequired, nImportance
            CSimpleArtillary artillary1 = new CTarget((int)(ENUMForces.Land), 50, 548);
            artillary1.SetLocation(this.CenterizeArtillaryInGrid(1, 0));
            EnemiesData[1] = artillary1;

            //ForceConstraint, MaxAccuracyRequired, nImportance
            CSimpleArtillary artillary5 = new CTarget((int)(ENUMForces.Land), 50, 752);
            artillary5.SetLocation(this.CenterizeArtillaryInGrid(2, 1));
            EnemiesData[5] = artillary5;

            //ForceConstraint, MaxAccuracyRequired, nImportance
            CSimpleArtillary artillary17 = new CTarget((int)(ENUMForces.Land), 50, 345);
            artillary17.SetLocation(this.CenterizeArtillaryInGrid(3, 1));
            EnemiesData[17] = artillary17;

            //ForceConstraint, MaxAccuracyRequired, nImportance
            CSimpleArtillary artillary9 = new CTarget((int)(ENUMForces.Land), 50, 872);
            artillary9.SetLocation(this.CenterizeArtillaryInGrid(0, 1));
            EnemiesData[9] = artillary9;

            //ForceConstraint, MaxAccuracyRequired, nImportance
            CSimpleArtillary artillary13 = new CTarget((int)(ENUMForces.Land), 50, 700);
            artillary13.SetLocation(this.CenterizeArtillaryInGrid(1, 2));
            EnemiesData[13] = artillary13;
            #endregion

            #region Middle - 35 - Air
            //ForceConstraint, MaxAccu1racyRequired, nImportance
            CSimpleArtillary artillary15 = new CTarget((int)(ENUMForces.Air), 35, 999);
            artillary15.SetLocation(this.CenterizeArtillaryInGrid(4, 0));
            EnemiesData[15] = artillary15;

            //ForceConstraint, MaxAccuracyRequired, nImportance
            CSimpleArtillary artillary2 = new CTarget((int)(ENUMForces.Air), 35, 245);
            artillary2.SetLocation(this.CenterizeArtillaryInGrid(5, 0));
            EnemiesData[2] = artillary2;

            //ForceConstraint, MaxAccuracyRequired, nImportance
            CSimpleArtillary artillary16 = new CTarget((int)(ENUMForces.Air), 35, 452);
            artillary16.SetLocation(this.CenterizeArtillaryInGrid(6, 0));
            EnemiesData[16] = artillary16;

            //ForceConstraint, MaxAccuracyRequired, nImportance
            CSimpleArtillary artillary3 = new CTarget((int)(ENUMForces.Air), 35, 10);
            artillary3.SetLocation(this.CenterizeArtillaryInGrid(7, 0));
            EnemiesData[3] = artillary3;

            //ForceConstraint, MaxAccuracyRequired, nImportance
            CSimpleArtillary artillary6 = new CTarget((int)(ENUMForces.Air), 35, 105);
            artillary6.SetLocation(this.CenterizeArtillaryInGrid(4, 1));
            EnemiesData[6] = artillary6;

            //ForceConstraint, MaxAccuracyRequired, nImportance
            CSimpleArtillary artillary7 = new CTarget((int)(ENUMForces.Air), 35, 10);
            artillary7.SetLocation(this.CenterizeArtillaryInGrid(5, 1));
            EnemiesData[7] = artillary7;

            //ForceConstraint, MaxAccuracyRequired, nImportance
            CSimpleArtillary artillary18 = new CTarget((int)(ENUMForces.Air), 35, 555);
            artillary18.SetLocation(this.CenterizeArtillaryInGrid(6, 1));
            EnemiesData[18] = artillary18;

            //ForceConstraint, MaxAccuracyRequired, nImportance
            CSimpleArtillary artillary8 = new CTarget((int)(ENUMForces.Air), 35, 275);
            artillary8.SetLocation(this.CenterizeArtillaryInGrid(7, 1));
            EnemiesData[8] = artillary8;

            //ForceConstraint, MaxAccuracyRequired, nImportance
            CSimpleArtillary artillary12 = new CTarget((int)(ENUMForces.Air), 35, 127);
            artillary12.SetLocation(this.CenterizeArtillaryInGrid(4, 2));
            EnemiesData[12] = artillary12;
            #endregion

            #region RightSide - 30 - Sea
            //ForceConstraint, MaxAccuracyRequired, nImportance
            CSimpleArtillary artillary19 = new CTarget((int)(ENUMForces.Sea), 30, 654);
            artillary19.SetLocation(this.CenterizeArtillaryInGrid(8, 0));
            EnemiesData[19] = artillary19;

            //ForceConstraint, MaxAccuracyRequired, nImportance
            CSimpleArtillary artillary4 = new CTarget((int)(ENUMForces.Sea), 30, 345);
            artillary4.SetLocation(this.CenterizeArtillaryInGrid(9, 0));
            EnemiesData[4] = artillary4;

            //ForceConstraint, MaxAccuracyRequired, nImportance
            CSimpleArtillary artillary10 = new CTarget((int)(ENUMForces.Sea), 30, 782);
            artillary10.SetLocation(this.CenterizeArtillaryInGrid(9, 1));
            EnemiesData[10] = artillary10;

            //ForceConstraint, MaxAccuracyRequired, nImportance
            CSimpleArtillary artillary14 = new CTarget((int)(ENUMForces.Sea), 30, 287);
            artillary14.SetLocation(this.CenterizeArtillaryInGrid(9, 2));
            EnemiesData[14] = artillary14;
            #endregion

            //ForceConstraint, MaxAccuracyRequired, nImportance
            CSimpleArtillary artillary11 = new CTarget((int)(ENUMForces.Sea), 30, 527);
            artillary11.SetLocation(this.CenterizeArtillaryInGrid(3, 2));
            EnemiesData[11] = artillary11;

            GlobalConfiguration.GameSettings.EnemyCount = EnemiesData.Length;
            foreach (CSimpleArtillary Cannon in EnemiesData)
            {
                GlobalConfiguration.GameData.MaxAttackImportance += Cannon.Importance;
            }

            return(EnemiesData);
        }
        public CSimpleArtillary[] GetFriendlyData()
        {
            CSimpleArtillary[] FriendlyData = new CSimpleArtillary[12];

            #region LeftSide - Land
            //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy
            CSimpleArtillary artillary9 = new CArtillary(2424, 5, .4f, 222, (int)(ENUMForces.Land), 50);
            artillary9.SetLocation(this.CenterizeArtillaryInGrid(2, 7));
            artillary9.SetUID(9);
            FriendlyData[9] = artillary9;

            //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy
            CSimpleArtillary artillary8 = new CArtillary(2222, 3, .9333314f, 923, (int)(ENUMForces.Land), 50);
            artillary8.SetLocation(this.CenterizeArtillaryInGrid(3, 7));
            artillary8.SetUID(8);
            FriendlyData[8] = artillary8;

            //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy
            CSimpleArtillary artillary6 = new CArtillary(2345, 2, .5f, 675, (int)(ENUMForces.Land), 35);
            artillary6.SetLocation(this.CenterizeArtillaryInGrid(4, 8));
            artillary6.SetUID(6);
            FriendlyData[6] = artillary6;

            //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy
            CSimpleArtillary artillary4 = new CArtillary(1800, 3, .63333f, 400, (int)(ENUMForces.Land), 50);
            artillary4.SetLocation(this.CenterizeArtillaryInGrid(2, 9));
            artillary4.SetUID(4);
            FriendlyData[4] = artillary4;
            #endregion

            #region Middle - 35 - Air
            //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy
            CSimpleArtillary artillary7 = new CArtillary(2483, 4, .47748f, 457, (int)(ENUMForces.Air), 35);
            artillary7.SetLocation(this.CenterizeArtillaryInGrid(6, 8));
            artillary7.SetUID(7);
            FriendlyData[7] = artillary7;

            //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy
            CSimpleArtillary artillary3 = new CArtillary(2210, 5, .8872f, 200, (int)(ENUMForces.Air), 35);
            artillary3.SetLocation(this.CenterizeArtillaryInGrid(4, 9));
            artillary3.SetUID(3);
            FriendlyData[3] = artillary3;

            //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy
            CSimpleArtillary artillary2 = new CArtillary(2100, 4, .453f, 450, (int)(ENUMForces.Air), 35);
            artillary2.SetLocation(this.CenterizeArtillaryInGrid(5, 9));
            artillary2.SetUID(2);
            FriendlyData[2] = artillary2;

            //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy
            CSimpleArtillary artillary1 = new CArtillary(2000, 4, .4f, 200, (int)(ENUMForces.Air), 35);
            artillary1.SetLocation(this.CenterizeArtillaryInGrid(7, 9));
            artillary1.SetUID(1);
            FriendlyData[1] = artillary1;

            //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy
            CSimpleArtillary artillary10 = new CArtillary(2000, 4, .5f, 200, (int)(ENUMForces.Air), 35);
            artillary10.SetLocation(this.CenterizeArtillaryInGrid(5, 7));
            artillary10.SetUID(10);
            FriendlyData[10] = artillary10;
            #endregion

            #region RightSide - 30 - Sea
            //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy
            CSimpleArtillary artillary0 = new CArtillary(2500, 2, 1, 1000, (int)(ENUMForces.Sea), 30);
            artillary0.SetLocation(this.CenterizeArtillaryInGrid(9, 9));
            artillary0.SetUID(0);
            FriendlyData[0] = artillary0;

            //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy
            CSimpleArtillary artillary5 = new CArtillary(2400, 4, .457f, 222, (int)(ENUMForces.Sea), 30);
            artillary5.SetLocation(this.CenterizeArtillaryInGrid(9, 8));
            artillary5.SetUID(5);
            FriendlyData[5] = artillary5;

            //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy
            CSimpleArtillary artillary11 = new CArtillary(2400, 4, .5f, 202, (int)(ENUMForces.Sea), 30);
            artillary11.SetLocation(this.CenterizeArtillaryInGrid(9, 7));
            artillary11.SetUID(11);
            FriendlyData[11] = artillary11;
            #endregion

            GlobalConfiguration.GameSettings.FriendlyCount = FriendlyData.Length;
            foreach (CSimpleArtillary Cannon in FriendlyData)
            {
                GlobalConfiguration.GameData.TotalAttackAmmo += Cannon.Ammunition;
                GlobalConfiguration.GameData.MaxAttackPrice  += Cannon.PriceForShot;
            }

            return(FriendlyData);
        }