public AIAgent(Game game, Node location, Graph graph, List<GoldMine> goldMines, Color renderColor) : base(game) { this.renderColor = renderColor; Base myBase = new Base((Game1)game, location, graph, this); game.Components.Add(myBase); units = new Units(); buildings = new Buildings(); buildings.GetBase = myBase; buildings.GetGoldMines = goldMines; goldText = new TextRepresentation(game, new Vector2(buildings.GetBase.Position.X, buildings.GetBase.Position.Y + 8)); Game.Components.Add(goldText); this.goldMines = goldMines; foreach (GoldMine mine in goldMines) { if (Vector2.Distance(mine.Position, buildings.GetBase.Position) < distanceToNearestGoldMine) { distanceToNearestGoldMine = Vector2.Distance(mine.Position, buildings.GetBase.Position); buildings.NearestGoldMine = mine; } } }
public AIAgent(Game game, Node location, Graph graph, List <GoldMine> goldMines, Color renderColor) : base(game) { this.renderColor = renderColor; Base myBase = new Base((Game1)game, location, graph, this); game.Components.Add(myBase); units = new Units(); buildings = new Buildings(); buildings.GetBase = myBase; buildings.GetGoldMines = goldMines; goldText = new TextRepresentation(game, new Vector2(buildings.GetBase.Position.X, buildings.GetBase.Position.Y + 8)); Game.Components.Add(goldText); this.goldMines = goldMines; foreach (GoldMine mine in goldMines) { if (Vector2.Distance(mine.Position, buildings.GetBase.Position) < distanceToNearestGoldMine) { distanceToNearestGoldMine = Vector2.Distance(mine.Position, buildings.GetBase.Position); buildings.NearestGoldMine = mine; } } }