Example #1
0
    protected int RunnawayDir()
    {
        List <GameCharacter> detectedEnemies = PredatorsInSightSensor(); //

        // Choose most inminent predator: proximity criteria
        if (detectedEnemies.Count <= 0)
        {
            return(-1);
        }

        Vector2Int predPosition = ClosestObjective(detectedEnemies);
        HexTile    currentTile  = BattleMap_.mapTiles[InGamePosition];
        HexTile    neighbor;

        List <int> oppositedir = HexCalculator.OppositeDir(HexCalculator.GeneralDirectionTowards(this.InGamePosition, predPosition));    //

        // Check directions available
        for (int i = 0; i < oppositedir.Count; i++)
        {
            if (currentTile.Neighbors.TryGetValue(oppositedir[i], out neighbor))
            {
                if (!neighbor.Occupied)
                {
                    return(oppositedir[i]);          // return most optimal escape route (if possible)
                }
            }
        }

        // If all are occupied, "failed escape"
        return(-1);
    }