Exemple #1
0
        /// <summary>
        /// Chose Nearest target to all army squads
        /// </summary>
        /// <param name="Army"></param>
        /// <param name="Targets"></param>
        /// <returns></returns>
        protected static int NearestToAll(Squad[] Army, Squad[] Targets)
        {
            int Temp = -1;

            double[] distances = new double[Targets.Length];

            for (int i = 0; i < Targets.Length; i++)
            {
                for (int j = 0; j < Army.Length; j++)
                {
                    distances[i] += DistanceAndPath.DistanceTo(Army[j].Position, Targets[i].Position);
                }
            }

            double min = double.MaxValue;

            for (int i = 0; i < distances.Length; i++)
            {
                if (distances[i] < min)
                {
                    min  = distances[i];
                    Temp = i;
                }
            }

            return(Temp);
        }
Exemple #2
0
        protected static int NearestToPoint(Point p1, Squad[] Army)
        {
            int    Temp        = -1;
            double minDistance = Double.MaxValue;

            for (int i = 0; i < Army.Length; i++)
            {
                double distance = DistanceAndPath.DistanceTo(p1, Army[i].Position);
                if (distance < minDistance)
                {
                    minDistance = distance;
                    Temp        = i;
                }
            }
            return(Temp);
        }
        static void Surround(BattleData battleData)
        {
            if (battleData.EnemyArmy.Length < 1)
            {
                return;
            }

            for (int i = 0; i < battleData.AllyArmy.Length; i++)
            {
                int    TargetIndex = Strategy.NearestToAll(battleData.AllyArmy, battleData.EnemyArmy);
                Step[] Path        = DistanceAndPath.PathTo(
                    battleData,
                    battleData.AllyArmy[i].Position,
                    battleData.EnemyArmy[TargetIndex].Position,
                    battleData.AllyArmy[i].Unit.Range);

                Strategy.MoveAndAttack(battleData.AllyArmy[i], battleData.EnemyArmy[TargetIndex], Path, battleData);
            }
        }
        static void HitAndRun(BattleData battleData)
        {
            if (battleData.EnemyArmy.Length < 1)
            {
                return;
            }
            for (int i = 0; i < battleData.AllyArmy.Length; i++)
            {
                int TargetIndex = Strategy.NearestToPoint(battleData.AllyArmy[i].Position, battleData.EnemyArmy);

                Step[] Path = DistanceAndPath.PathTo(
                    battleData,
                    battleData.AllyArmy[i].Position,
                    battleData.EnemyArmy[TargetIndex].Position,
                    battleData.AllyArmy[i].Unit.Range);
                if (Path != null)
                {
                    if (Path.Length == 0)
                    {
                        Point SafePoint = GetSafeFrom(battleData.AllyArmy[i].Position, battleData.EnemyArmy[TargetIndex].Position);

                        Path = DistanceAndPath.PathTo(
                            battleData,
                            battleData.AllyArmy[i].Position,
                            SafePoint,
                            0);

                        Strategy.AttackAndMove(battleData.AllyArmy[i], battleData.EnemyArmy[TargetIndex], Path, battleData);
                    }
                    else
                    {
                        Strategy.MoveAndAttack(battleData.AllyArmy[i], battleData.EnemyArmy[TargetIndex], Path, battleData);
                    }
                }
            }
        }
Exemple #5
0
        protected static Point GetSafeFrom(Point Victum, Point Enemy)
        {
            Point        temp       = new Point(Victum.X - Enemy.X, Victum.Y - Enemy.Y);
            List <Point> SafePlaces = new List <Point>();

            if (temp.X <= 0)
            {
                SafePlaces.Add(new Point(0, Victum.Y));
            }
            if (temp.X >= 0)
            {
                SafePlaces.Add(new Point(99, Victum.Y));
            }
            if (temp.Y <= 0)
            {
                SafePlaces.Add(new Point(Victum.X, 0));
            }
            if (temp.Y >= 0)
            {
                SafePlaces.Add(new Point(Victum.X, 99));
            }

            double max = double.MinValue;

            foreach (var item in SafePlaces)
            {
                double dist = DistanceAndPath.DistanceTo(Victum, item);
                if (dist > max)
                {
                    max  = dist;
                    temp = item;
                }
            }

            return(temp);
        }