public void Action(MyAI _player)
        {
            //����������, �� ����� HP �� �����
            if (HPNumber == -1)
            {
                for (int i = 0; i < _player.HoshimiPoints.Length; i++)
                {
                    if (_player.HoshimiPoints[i].Location == this.Location)
                    {
                        HPNumber = i;
                    }
                }
            }
            //���������, ��� �����
            #region old
            /*
             *  MinDistance = 1000;
            if (_player.OtherNanoBotsInfo != null)
            {
                foreach (NanoBotInfo botEnemy in _player.OtherNanoBotsInfo)
                {
                    if (botEnemy.PlayerID == 0)
                    {
                        Distance = _player.GeomDist(botEnemy.Location, this.Location);
                        if (Distance < MinDistance)
                        {
                            MinDistance = Distance;
                            ShootAt = botEnemy.Location;
                        }
                    }
                }
            }
            //���� ���-�� ���������� ������ - ��������
            if (MinDistance < DefenseDistance)
            {
             this.DefendTo(ShootAt, 4);
              return;
            }
             * */
            #endregion
            #region new
            MinDistance = 1000;
            if (_player.OtherNanoBotsInfo != null)
            {
                foreach (NanoBotInfo botEnemy in _player.OtherNanoBotsInfo)
                {
                    if (botEnemy.PlayerID == 0)
                    {
                        Distance = _player.GeomDist(botEnemy.Location, this.Location);
                        Distance += Utils.DefenseLength;
                        if (Distance < MinDistance)
                        {
                            MinDistance = Distance;
                            ShootAt = botEnemy.Location;
                        }
                    }
                }
            }
            //���� ���-�� ���������� ������ - ��������
            if (MinDistance < DefenseDistance+Utils.DefenseLength)
            {
                if (MinDistance < DefenseDistance)
                {
                    this.DefendTo(ShootAt, 3);
                    return;
                }
                else
                {
                    if (MinDistance >= DefenseDistance && MinDistance < DefenseDistance + Utils.DefenseLength)
                    {
                        Point p = _player.GetTargetOnVector(this.Location, ShootAt, DefenseDistance);
                        this.DefendTo(p, 3);
                        return;
                    }
                }

            }
            #endregion
        }