public void change_IA_Mode(IA_MODE new_mode) { if (playingMode != new_mode) { playingMode = new_mode; comander = factoryTM(playingMode); } }
public TacticIA(List <PersonajeBase> allis, List <PersonajeBase> enemis, Vector2 allyBase, Vector2 enemyBase, bool _team) { team = _team; allies = allis; enemies = enemis; playingMode = IA_MODE.ATTACK; allyBasePos = allyBase; enemyBasePos = enemyBase; comander = factoryTM(playingMode); }
private TacticalModule factoryTM(IA_MODE mode) { TacticalModule tm = null; switch (mode) { case IA_MODE.ATTACK: tm = new AggresiveTM(allyBasePos, enemyBasePos, allies, enemies, team); break; case IA_MODE.DEFEND: tm = new DefensiveTM(allyBasePos, enemyBasePos, allies, enemies, team); break; case IA_MODE.TOTAL_WAR: tm = new TotalWarTM(allyBasePos, enemyBasePos, allies, enemies, team); break; } return(tm); }