public bool update(Location[] fov) { var my_faction = GameFactions.From(FactionID); Investigate.Seen(fov); foreach (var loc in fov) { var actorAt = loc.Actor; if (null != actorAt && (my_faction.IsEnemyOf(actorAt.Faction) || Threats.IsThreat(actorAt))) { Threats.Sighted(actorAt, loc); continue; } Threats.Cleared(loc); } return(false); }
public bool update(Location[] fov) { if (!Radio.IsEquipped || Radio.IsUseless) { return(true); } var my_faction = Models.Factions[(int)FactionID]; Investigate.Seen(fov); foreach (var loc in fov) { var actorAt = loc.Actor; if (null != actorAt && !actorAt.IsDead && (my_faction.IsEnemyOf(actorAt.Faction) || Threats.IsThreat(actorAt))) { Threats.Sighted(actorAt, loc); continue; } Threats.Cleared(new Location[] { loc }); } return(false); }