public UnitModel GetUnitAt(MyHexPosition localPosition)
 {
     if (!_units.IsPawnAt(ToGlobalPosition(localPosition)))
     {
         return(null);
     }
     return(_units.GetPawnAt(ToGlobalPosition(localPosition)));
 }
Exemple #2
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        public BattleResults PerformBattleAtPlace(MyHexPosition battleActivatorPosition, BattleCircumstances battleCircumstances)
        {
            var battleResults = new BattleResults();

            var intruderUnit = _units.GetPawnAt(battleActivatorPosition);

            // First - Passive effects of all neighbours
            foreach (var pair in battleActivatorPosition.NeighboursWithDirections)
            {
                if (_mapModel.HasTileAt(pair.NeighbourPosition)) // is valid position
                {
                    if (_units.IsPawnAt(pair.NeighbourPosition))
                    {
                        var neighbourUnit = _units.GetPawnAt(pair.NeighbourPosition);
                        if (!battleResults.UnitIncapaciated(neighbourUnit))
                        {
                            battleResults.Add(PerformSingleFight(intruderUnit, neighbourUnit, pair.NeighbourDirection, symbol => symbol.PassiveEffect, battleCircumstances));
                            if (battleResults.UnitIncapaciated(intruderUnit))
                            {
                                return(battleResults);
                            }
                        }
                    }
                }
            }

            // Then - our actions
            foreach (var orientation in OrientationUtils.AllOrientationsClockwise)
            {
                battleResults.Add(PerformSingleActiveFight(intruderUnit, orientation, battleCircumstances));
                if (battleResults.UnitIncapaciated(intruderUnit))
                {
                    return(battleResults);
                }
            }
            return(battleResults);
        }