Ejemplo n.º 1
0
        private void DetermineWall(BoolGrid ramp, BoolGrid unPathable)
        {
            BoolGrid        rampAdjacent = unPathable.GetAdjacent(ramp);
            BoolGrid        rampSides    = unPathable.GetConnected(rampAdjacent, 5);
            List <BoolGrid> sides        = rampSides.GetGroups();

            BoolGrid shrunkenStart = StartArea.Shrink();

            List <Point2D> building1Positions = Placable(sides[0], shrunkenStart).ToList();
            List <Point2D> building2Positions = Placable(sides[1], shrunkenStart).ToList();

            float wallScore = 1000;


            foreach (Point2D p1 in building1Positions)
            {
                foreach (Point2D p2 in building2Positions)
                {
                    if (System.Math.Abs(p1.X - p2.X) < 3 && System.Math.Abs(p1.Y - p2.Y) < 3)
                    {
                        continue;
                    }

                    float newScore = SC2Util.DistanceGrid(p1, p2);
                    if (newScore >= wallScore)
                    {
                        continue;
                    }

                    for (float i = -2.5f; i < 3; i++)
                    {
                        if (CheckPylon(SC2Util.Point(p1.X + 2.5f, p1.Y + i), p1, p2))
                        {
                            wallScore = newScore;
                            building1 = p1;
                            building2 = p2;
                            building3 = SC2Util.Point(p1.X + 2.5f, p1.Y + i);
                        }
                        if (CheckPylon(SC2Util.Point(p1.X - 2.5f, p1.Y + i), p1, p2))
                        {
                            wallScore = newScore;
                            building1 = p1;
                            building2 = p2;
                            building3 = SC2Util.Point(p1.X - 2.5f, p1.Y + i);
                        }
                        if (CheckPylon(SC2Util.Point(p1.X + i, p1.Y + 2.5f), p1, p2))
                        {
                            wallScore = newScore;
                            building1 = p1;
                            building2 = p2;
                            building3 = SC2Util.Point(p1.X + i, p1.Y + 2.5f);
                        }
                        if (CheckPylon(SC2Util.Point(p1.X + i, p1.Y - 2.5f), p1, p2))
                        {
                            wallScore = newScore;
                            building1 = p1;
                            building2 = p2;
                            building3 = SC2Util.Point(p1.X + i, p1.Y - 2.5f);
                        }
                    }
                }
            }
        }