public void Update() { foreach (Building d in map.Buildings) { if (d is FactoryBuilding) { FactoryBuilding fb = (FactoryBuilding)d; if (fb.ProductionSpeed % Round == 0) { map.Units.Add(fb.Spawn()); } } } for (int i = 0; i < map.Units.Count; i++) { if (map.Units[i] is MeleeUnit) { MeleeUnit mu = (MeleeUnit)map.Units[i]; mu.Health = 10; // tests code if (mu.Health <= mu.MaxHealth * 0.25) // Escape!!!( Running away) { mu.Move(r.Next(0, 4)); } else { int shortest = 100; Unit closest = mu; foreach (Unit u in map.Units) { if (u is MeleeUnit) { MeleeUnit otherMu = (MeleeUnit)u; int distance = Math.Abs(mu.XPos - otherMu.XPos) + Math.Abs(mu.YPos - otherMu.YPos); if (distance < shortest) { shortest = distance; closest = otherMu; } } } //Check In Range if (shortest <= mu.AttackRange) { mu.IsAttacking = true; mu.Combat(closest); } else // Move towards { if (closest is MeleeUnit) { MeleeUnit closestMu = (MeleeUnit)closest; if (mu.XPos > closestMu.XPos)//North { mu.Move(0); } else if (mu.XPos < closestMu.XPos)//South { mu.Move(2); } else if (mu.XPos > closestMu.YPos)//West { mu.Move(3); } else if (mu.XPos < closestMu.YPos)//East { mu.Move(1); } } } } } if (map.Units[i] is RangedUnit) { RangedUnit ru = (RangedUnit)map.Units[i]; // ru.Health = 10;// tests code if (ru.Health <= ru.MaxHealth * 0.25)// Escape!!!( Running away) { ru.Move(r.Next(0, 4)); } else { int shortest = 100; Unit closest = ru; foreach (Unit u in map.Units) { if (u is RangedUnit) { RangedUnit otherRu = (RangedUnit)u; int distance = Math.Abs(ru.XPos - otherRu.XPos) + Math.Abs(ru.YPos - otherRu.YPos); if (distance < shortest) { shortest = distance; closest = otherRu; } } } //Check In Range if (shortest <= ru.AttackRange) { ru.IsAttacking = true; ru.Combat(closest); } else // Move towards { if (closest is RangedUnit) { RangedUnit closestRu = (RangedUnit)closest; if (ru.XPos > closestRu.XPos)//North { ru.Move(0); } else if (ru.XPos < closestRu.XPos)//South { ru.Move(2); } else if (ru.XPos > closestRu.YPos)//West { ru.Move(3); } else if (ru.XPos < closestRu.YPos)//East { ru.Move(1); } } } } } if (map.Units[i] is WizzardUnit)//task 3 new wizzard unit { WizzardUnit wu = (WizzardUnit)map.Units[i]; if (wu.Health <= wu.MaxHealth * 0.50)// Escape!!!( Running away) { wu.Move(r.Next(0, 4)); } else { int shortest = 100; Unit closest = wu; foreach (Unit u in map.Units) { if (u is WizzardUnit) { WizzardUnit otherWu = (WizzardUnit)u; int distance = Math.Abs(wu.XPos - otherWu.XPos) + Math.Abs(wu.YPos - otherWu.YPos); if (distance < shortest) { shortest = distance; closest = otherWu; } } } //Check In Range if (shortest <= wu.AttackRange) { wu.IsAttacking = true; wu.Combat(closest); } else // Move towards { if (closest is WizzardUnit) { WizzardUnit closestWu = (WizzardUnit)closest; if (wu.XPos > closestWu.XPos)//North { wu.Move(0); } else if (wu.XPos < closestWu.XPos)//South { wu.Move(2); } else if (wu.XPos > closestWu.YPos)//West { wu.Move(3); } else if (wu.XPos < closestWu.YPos)//East { wu.Move(1); } } } } } if (map.Units[i] is NeutralTeam)//Neutral { NeutralTeam nt = (NeutralTeam)map.Units[i]; if (nt.Health <= nt.MaxHealth * 0.50)// Escape!!!( Running away) { nt.Move(r.Next(0, 4)); } else { int shortest = 100; Unit closest = nt; foreach (Unit u in map.Units) { if (u is NeutralTeam) { NeutralTeam otherNt = (NeutralTeam)u; int distance = Math.Abs(nt.XPos - otherNt.XPos) + Math.Abs(nt.YPos - otherNt.YPos); if (distance < shortest) { shortest = distance; closest = otherNt; } } } //Check In Range if (shortest <= nt.AttackRange) { nt.IsAttacking = true; nt.Combat(closest); } else // Move towards { if (closest is WizzardUnit) { WizzardUnit closestWu = (WizzardUnit)closest; if (nt.XPos > closestWu.XPos)//North { nt.Move(0); } else if (nt.XPos < closestWu.XPos)//South { nt.Move(2); } else if (nt.XPos > closestWu.YPos)//West { nt.Move(3); } else if (nt.XPos < closestWu.YPos)//East { nt.Move(1); } } } } } } map.Display(gBoxMap); round++; }
public Unit Spawn() { Unit unit; if (faction == 0) { if (UnitGenerate == 0) { MeleeUnit mu = new MeleeUnit(rd.Next(0, 20), rd.Next(0, 20), 120, 1, 20, 0, "M", "Ninja"); unit = mu; } else { RangedUnit ru = new RangedUnit(rd.Next(0, 20), rd.Next(0, 20), 100, 1, 20, 5, 0, "R", "Archer"); unit = ru; } return(unit); } else { if (UnitGenerate == 0) { MeleeUnit mu = new MeleeUnit(rd.Next(0, 20), rd.Next(0, 20), 120, 1, 20, 1, "M", "Ninja"); unit = mu; } else { RangedUnit ru = new RangedUnit(rd.Next(0, 20), rd.Next(0, 20), 100, 1, 20, 5, 1, "R", "Archer"); unit = ru; } return(unit); } }
public int DistanceTo(Unit a, Unit b) { int distance = 0; if (a is MeleeUnit && b is MeleeUnit) { MeleeUnit start = (MeleeUnit)a; MeleeUnit end = (MeleeUnit)b; distance = Math.Abs(start.XPos - end.XPos) + Math.Abs(start.YPos - end.YPos); } else if (a is RangedUnit && b is MeleeUnit) { RangedUnit start = (RangedUnit)a; MeleeUnit end = (MeleeUnit)b; distance = Math.Abs(start.XPos - end.XPos) + Math.Abs(start.YPos - end.YPos); } else if (a is RangedUnit && b is RangedUnit) { RangedUnit start = (RangedUnit)a; RangedUnit end = (RangedUnit)b; distance = Math.Abs(start.XPos - end.XPos) + Math.Abs(start.YPos - end.YPos); } else if (a is MeleeUnit && b is RangedUnit) { MeleeUnit start = (MeleeUnit)a; RangedUnit end = (RangedUnit)b; distance = Math.Abs(start.XPos - end.XPos) + Math.Abs(start.YPos - end.YPos); } //Task 3 new wizzard unit else if (a is WizzardUnit && b is MeleeUnit) { WizzardUnit start = (WizzardUnit)a; MeleeUnit end = (MeleeUnit)b; distance = Math.Abs(start.XPos - end.XPos) + Math.Abs(start.YPos - end.YPos); } else if (a is WizzardUnit && b is RangedUnit) { WizzardUnit start = (WizzardUnit)a; RangedUnit end = (RangedUnit)b; distance = Math.Abs(start.XPos - end.XPos) + Math.Abs(start.YPos - end.YPos); } else if (a is MeleeUnit && b is WizzardUnit) { MeleeUnit start = (MeleeUnit)a; WizzardUnit end = (WizzardUnit)b; distance = Math.Abs(start.XPos - end.XPos) + Math.Abs(start.YPos - end.YPos); } else if (a is RangedUnit && b is WizzardUnit) { RangedUnit start = (RangedUnit)a; WizzardUnit end = (WizzardUnit)b; distance = Math.Abs(start.XPos - end.XPos) + Math.Abs(start.YPos - end.YPos); } //Neutral Team units else if (a is NeutralTeam && b is MeleeUnit) { NeutralTeam start = (NeutralTeam)a; MeleeUnit end = (MeleeUnit)b; distance = Math.Abs(start.XPos - end.XPos) + Math.Abs(start.YPos - end.YPos); } else if (a is NeutralTeam && b is RangedUnit) { NeutralTeam start = (NeutralTeam)a; RangedUnit end = (RangedUnit)b; distance = Math.Abs(start.XPos - end.XPos) + Math.Abs(start.YPos - end.YPos); } else if (a is MeleeUnit && b is NeutralTeam) { MeleeUnit start = (MeleeUnit)a; NeutralTeam end = (NeutralTeam)b; distance = Math.Abs(start.XPos - end.XPos) + Math.Abs(start.YPos - end.YPos); } else if (a is RangedUnit && b is NeutralTeam) { RangedUnit start = (RangedUnit)a; NeutralTeam end = (NeutralTeam)b; distance = Math.Abs(start.XPos - end.XPos) + Math.Abs(start.YPos - end.YPos); } return(distance); }