public void FindSingleEnemy(MySquad squad)
        {
            var myRandomUnit = _str.MyVehicles.FirstOrDefault(v => v.Groups.Contains(squad.Id));

            if (myRandomUnit == null || !_str.EnemyVehicles.Any())
            {
                return;
            }
            var    nearestEnemyPoint = new MyPoint();
            double distance          = 10000;
            IEnumerable <Vehicle> targets;

            var fac = _str.World.Facilities.Where(f => f.OwnerPlayerId != _str.Me.Id && f.Type == FacilityType.VehicleFactory);

            if (!fac.Any())
            {
                fac = _str.World.Facilities.Where(f => f.OwnerPlayerId != _str.Me.Id && f.Type == FacilityType.ControlCenter);
            }

            if (!fac.Any())
            {
                targets = _str.EnemyVehicles.Where(v => v.Type != VehicleType.Fighter && v.Type != VehicleType.Helicopter);
                if (!targets.Any())
                {
                    new MyPoint(512, 512);
                }
                foreach (var vehicle in targets)
                {
                    double currentDistance;
                    try
                    {
                        currentDistance = vehicle.GetDistanceTo(myRandomUnit);
                    }
                    catch (Exception e)
                    {
                        continue;
                    }

                    if (currentDistance < distance)
                    {
                        distance            = currentDistance;
                        nearestEnemyPoint.X = vehicle.X;
                        nearestEnemyPoint.Y = vehicle.Y;
                    }
                }
            }
            else
            {
                foreach (var f in fac)
                {
                    double currentDistance = f.Distance(myRandomUnit.X, myRandomUnit.Y);

                    if (currentDistance < distance)
                    {
                        distance            = currentDistance;
                        nearestEnemyPoint.X = f.Top + 42;
                        nearestEnemyPoint.Y = f.Left + 32;
                    }
                }
            }

            _str.MainGameTasks.Enqueue(_str.Act.SelectByGroup(squad.Id));
            _str.MainGameTasks.Enqueue(_str.Act.MoveToPoint(nearestEnemyPoint));
        }
        public MyPoint GetNearestFasility(Group group)
        {
            var squad = _str.GroupManager.Squads.Single(s => s.Id == (int)group);

            if (squad == null)
            {
                return(new MyPoint(500, 300));
            }

            double distToFacility = 10000d;
            IEnumerable <Facility> facilities;

            switch (group)
            {
            case Group.LandTopR:
                facilities = _str.World.Facilities.Where(v => v.OwnerPlayerId != _str.Me.Id && v.Left - v.Top >= 350);
                break;

            case Group.LandTop:
                facilities = _str.World.Facilities.Where(v => v.OwnerPlayerId != _str.Me.Id && v.Left - v.Top < 350 && v.Left - v.Top >= 200);
                break;

            case Group.Tank:
                facilities = _str.World.Facilities.Where(v => v.OwnerPlayerId != _str.Me.Id && v.Left - v.Top <200 && v.Left - v.Top> -200);
                break;

            case Group.LandLeft:
                facilities = _str.World.Facilities.Where(v => v.OwnerPlayerId != _str.Me.Id && v.Left - v.Top <= -200 && v.Left - v.Top > -350);
                break;

            case Group.LandLeftR:
                facilities = _str.World.Facilities.Where(v => v.OwnerPlayerId != _str.Me.Id && v.Left - v.Top <= -350);
                break;

            default:
                facilities = _str.World.Facilities.Where(v => v.OwnerPlayerId != _str.Me.Id);
                break;
            }

            if (facilities == null || !facilities.Any())
            {
                if (group == Group.LandLeftR || group == Group.LandTopR)
                {
                    if (group == Group.LandLeftR)
                    {
                        facilities = _str.World.Facilities.Where(v => v.OwnerPlayerId != _str.Me.Id && v.VehicleType != VehicleType.Tank && v.Left < v.Top);
                    }
                    else
                    {
                        facilities = _str.World.Facilities.Where(v => v.OwnerPlayerId != _str.Me.Id && v.VehicleType != VehicleType.Tank && v.Left >= v.Top);
                    }
                }
                else
                {
                    facilities = _str.World.Facilities.Where(v => v.OwnerPlayerId != _str.Me.Id);
                }
            }

            if (facilities == null || !facilities.Any())
            {
                if (group != Group.LandLeftR && group != Group.LandTopR)
                {
                    return(_str.StrategyController.FindSingleEnemy((int)group));
                }
            }

            MyPoint point = new MyPoint(0, 0);

            foreach (var facility in facilities)
            {
                var distToCurrentFacility = squad.Distance(facility);
                if (distToCurrentFacility < distToFacility)
                {
                    distToFacility = distToCurrentFacility;

                    point.X = facility.Left + 32;
                    point.Y = facility.Top + 32;
                }
            }

            return(point);
        }