public static string GetBaseText(AttackChoice option) { switch (option) { case AttackChoice.First: return("First"); case AttackChoice.Last: return("Last"); case AttackChoice.MostHealth: return("Most-Health"); case AttackChoice.LeastHealth: return("Least-Health"); case AttackChoice.MostDamage: return("Most-Damage"); case AttackChoice.LeastDamage: return("Least-Damage"); default: return(""); } }
public static string GetDescription(AttackChoice option) { switch (option) { case AttackChoice.First: return("The Enemy Closest to base"); case AttackChoice.Last: return("The Enemy Furthest from base"); case AttackChoice.MostHealth: return("The Enemy with the Most Health"); case AttackChoice.LeastHealth: return("The Enemy with the Least Health"); case AttackChoice.MostDamage: return("The Enemy with the Most Damage"); case AttackChoice.LeastDamage: return("The Enemy with the Least Damage"); default: return(""); } }
public PrepareWithLeaderPlan(PrepareWithLeaderPlan other) : base(other) { AttackPattern = other.AttackPattern; }
public PrepareWithLeaderPlan(AIFlags iq, AttackChoice attackPattern) : base(iq) { AttackPattern = attackPattern; }
public PreparePlan(PreparePlan other) : base(other) { AttackPattern = other.AttackPattern; }
protected AttackFoesPlan(AttackFoesPlan other) : base(other) { AttackPattern = other.AttackPattern; PositionPattern = other.PositionPattern; }
public AttackFoesPlan(AIFlags iq, AttackChoice attackPattern, PositionChoice positionPattern) : base(iq) { AttackPattern = attackPattern; PositionPattern = positionPattern; }