Esempio n. 1
0
File: Unit.cs Progetto: corefan/yad2
        /// <summary>
        /// attacks region - manage ammo type.
        /// </summary>
        /// <param name="ob"></param>
        protected void AttackRegion(BoardObject ob)
        {
            Position s = ob.Position;

            Ammo a = new Ammo(new ObjectID(this.ObjectID.PlayerID, _simulation.Players[this.ObjectID.PlayerID].GenerateObjectID()),
                              this.Position, ob.Position, this.AmmoType, this._ammoSpeed,
                              this._firePower, this.ammoDamageRange, _simulation);

            InfoLog.WriteInfo(a.ObjectID.ToString() + " for ammunition ", EPrefix.GObj);
            this._simulation.AddAmmo(a);
            this._simulation.OnShoot(a);

            /*
             *
             * List<BoardObject> objectsInRange = GetObjectsInRange(s);
             *
             * foreach (BoardObject boardObject in objectsInRange) {
             *  if (boardObject.BoardObjectClass == BoardObjectClass.Building) {
             *      _simulation.handleAttackBuilding((Building)boardObject, this);
             *  } else {
             *      _simulation.handleAttackUnit((Unit)boardObject, this);
             *  }
             * }
             */
            this._remainingTurnsToReload = this._reloadTime;
        }
Esempio n. 2
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        public Server(int PortNumber)
            : base()
        {
            _portNumber = PortNumber;
#pragma warning disable 0618
            _listener = new TcpListener(_portNumber);
#pragma warning restore 0618
            try {
                _listener.Start();
            }
            catch (SocketException) {
                MessageBox.Show("Port that server uses is used by different process");
                _serverEnd = true;
            }

            InfoLog.WriteInfo("Server listnening started successfully", EPrefix.ServerInformation);

            _playersUnlogged  = new Dictionary <short, Player>();
            _playerCollection = new Dictionary <short, Player>();

            MessageHandler = new MenuMessageHandler(this);
            MessageHandler.SetSender(_msgSender);

            StartMessageProcessing();

            _chat        = new Chat(_msgSender);
            _gameManager = new GameManager(this, _msgSender);

            InfoLog.WriteInfo("Server menu message handling started successfully", EPrefix.ServerInformation);
        }
Esempio n. 3
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        public void Stop()
        {
            isProcessing = false;
            readStream.Close();

            InfoLog.WriteInfo("Receiver stopped", EPrefix.ClientInformation);
        }
Esempio n. 4
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        public void Mute()
        {
            this.Volume = 0;
            isMuted     = true;

            InfoLog.WriteInfo("Music muted", EPrefix.AudioEngine);
        }
Esempio n. 5
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 public override void ProcessItem(Message msg)
 {
     try
     {
         InfoLog.WriteInfo("Sending message : " + msg.Type, EPrefix.ClientInformation);
         if (msg.Type == MessageType.Build)
         {
             InfoLog.WriteInfo("Sending build message: " + ((BuildMessage)msg).ToString());
         }
         if (msg.Type == MessageType.BuildUnitMessage)
         {
             InfoLog.WriteInfo("Sending build unit message: " + ((BuildUnitMessage)msg).ToString());
         }
         msg.Serialize(writeStream);
         writeStream.Flush();
         if (MessageSend != null)
         {
             lock (MessageSend)
             { MessageSend(this, new MessageEventArgs((byte)msg.Type, msg)); }
         }
     }
     catch (Exception ex)
     {
         InfoLog.WriteException(ex);
         if (ConnectionLost != null)
         {
             lock (ConnectionLost)
             { ConnectionLost(this, EventArgs.Empty); }
         }
     }
 }
Esempio n. 6
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 public void SendMessage(Message msg)
 {
     try {
         if (!_isDisconnected)
         {
             if (msg.Type == MessageType.Build)
             {
                 BuildMessage bm = (BuildMessage)msg;
                 InfoLog.WriteInfo("Sending build message to player: " + this.Id, EPrefix.Test);
                 InfoLog.WriteInfo("Buildmessage data: " + bm.ToString(), EPrefix.Test);
             }
             if (msg.Type == MessageType.BuildUnitMessage)
             {
                 BuildUnitMessage bum = (BuildUnitMessage)msg;
                 InfoLog.WriteInfo("Sending build unit message to player: " + this.Id, EPrefix.Test);
                 InfoLog.WriteInfo("BuildUnitMessage data: " + bum.ToString(), EPrefix.Test);
             }
             msg.Serialize(_writeStream);
             _writeStream.Flush();
             if (msg.Type == MessageType.DoTurn)
             {
                 _tac.Unset(this.Login);
             }
         }
     }
     catch (Exception ex) {
         InfoLog.WriteException(ex);
         ExecuteOnConnectionLost();
     }
 }
Esempio n. 7
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        public void ProcessChatEntry(Message msg)
        {
            Player player = _server.GetPlayer(msg.SenderId);

            InfoLog.WriteInfo(string.Format(ProcessStringFormat, "Chat entry", player.Login), EPrefix.ServerProcessInfo);
            if (null == player || player.State == MenuState.Chat)
            {
                return;
            }

            MenuState state = PlayerStateMachine.Transform(player.State, MenuAction.ChatEntry);

            if (state == MenuState.Invalid)
            {
                InfoLog.WriteInfo("Chat entry unsuccesful", EPrefix.ServerInformation);
                return;
            }
            //Mogly zajsc dwie sytuacje - gracz przechodzi ze stanu zalogowany, albo z
            //game roomu
            switch (player.State)
            {
            case MenuState.GameChoose:
                RemoveFromGameRoom(player);
                break;
            }
            lock (player.SyncRoot) {
                player.State = state;
            }
            AddToChat(player);
        }
Esempio n. 8
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        void Instance_GameInitialization(object sender, GameInitEventArgs e)
        {
            PlayerInfo pi = ClientPlayerInfo.Player;

            PositionData[] aPd = e.gameInitInfo;

            foreach (PositionData pd in aPd)
            {
                //TODO: get info

                //_currPlayer = _sim.Players[pd.PlayerId];
                Player   p     = _sim.Players[pd.PlayerId];
                ObjectID mcvID = new ObjectID(p.Id, p.GenerateObjectID());
                InfoLog.WriteInfo(mcvID.ToString() + " for MVC", EPrefix.GObj);
                UnitMCV mcv = new UnitMCV(mcvID, GlobalSettings.Wrapper.MCVs[0], new Position(pd.X, _sim.Map.Height - pd.Y - 1), _sim.Map, this._sim);
                p.AddUnit(mcv);
                _sim.ClearFogOfWar(mcv);

                // vjust for fun ;p
                ObjectID tankID = new ObjectID(p.Id, p.GenerateObjectID());

                UnitTank u = new UnitTank(tankID, GlobalSettings.Wrapper.Tanks[0], new Position((short)((pd.X + 1) % _sim.Map.Width), _sim.Map.Height - pd.Y - 1), this._sim.Map, this._sim);
                InfoLog.WriteInfo(tankID.ToString() + " for tank: " + u.TypeID, EPrefix.GObj);
                p.AddUnit(u);
                _sim.ClearFogOfWar(u);
                // ^

                //this.sim.Map.Units[u.Position.X, u.Position.Y].AddLast(u);
            }

            this._sim.StartSimulation();

            this._sim.DoTurn(1);
        }
Esempio n. 9
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        public void ProcessGameChooseEntry(Message msg)
        {
            Player player = _server.GetPlayer(msg.SenderId);

            InfoLog.WriteInfo(string.Format(ProcessStringFormat, "Game Choose Entry", player.Login), EPrefix.ServerProcessInfo);
            if (null == player || player.State == MenuState.GameChoose)
            {
                return;
            }

            MenuState state = PlayerStateMachine.Transform(player.State, MenuAction.GameChooseEntry);

            if (state == MenuState.Invalid)
            {
                InfoLog.WriteInfo("GameChoose entry unsuccesful by player: " + player.Login, EPrefix.ServerInformation);
                return;
            }

            //wejscie moze nastapic z czatu albo z game joina
            switch (player.State)
            {
            case MenuState.Chat:
                MoveFromChatToGameRoom(player);
                break;

            case MenuState.GameJoin:
                RemoveFromGameJoin(player);
                break;
            }
            lock (player.SyncRoot) {
                player.State = state;
            }
        }
Esempio n. 10
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        /// <summary>
        /// Process join game
        /// </summary>
        /// <param name="textMessage"></param>
        private void ProcessJoinGame(TextMessage textMessage)
        {
            Player player = _server.GetPlayer(textMessage.SenderId);

            InfoLog.WriteInfo(string.Format(ProcessStringFormat, "Join Game", textMessage.SenderId), EPrefix.ServerProcessInfo);
            if (player == null)
            {
                return;
            }
            MenuState state = PlayerStateMachine.Transform(player.State, MenuAction.GameJoinEntry);

            if (state == MenuState.Invalid)
            {
                SendMessage(Utils.CreateResultMessage(ResponseType.JoinGame, ResultType.Unsuccesful), player.Id);
            }

            ResultType result = _server.GameManager.IsJoinGamePossible(textMessage.Text, _server.GetPlayer(textMessage.SenderId));

            if (result == ResultType.Successful)
            {
                SendMessage(Utils.CreateResultMessage(ResponseType.JoinGame, result), player.Id);
                _server.GameManager.JoinGame(textMessage.Text, player);
                player.State = state;
            }
            else
            {
                SendMessage(Utils.CreateResultMessage(ResponseType.JoinGame, result), player.Id);
            }
        }
Esempio n. 11
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        private void ServerProcess()
        {
            if (Settings.Default.DBAvail)
            {
                switch (YadDB.Init())
                {
                case InitDBResult.Successful:
                    InfoLog.WriteInfo("Database initialized successfully...", EPrefix.DatebaseInfo);
                    _server = new Server(_ServerPortNo);
                    _server.Start();
                    break;

                case InitDBResult.CreateMDBFileFailed:
                    InfoLog.WriteInfo("Unable to create .mdb file...", EPrefix.DatebaseInfo);
                    break;

                case InitDBResult.CreateDBFailed:
                    InfoLog.WriteInfo("Unablie to create database...", EPrefix.DatebaseInfo);
                    break;
                }
            }
            else
            {
                _server = new Server(_ServerPortNo);
                _server.Start();
            }
        }
Esempio n. 12
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        public void OnBadLocation(int id)
        {
            InfoLog.WriteInfo("Enter OnBadLocation", EPrefix.BMan);
            if (id == -1)
            {
                return;
            }
            InfoLog.WriteInfo("lock leftState in OnBadLocation", EPrefix.BMan);
            lock (((ICollection)_leftState).SyncRoot)
            {
                if (!_leftState.ContainsKey(id))
                {
                    return;
                }
                _leftState[id] = RightStripState.Normal;
            }
            InfoLog.WriteInfo("release leftState in OnBadLocation", EPrefix.BMan);

            InfoLog.WriteInfo("lock stripdata in OnBadLocation", EPrefix.BMan);
            lock (((ICollection)_stripData).SyncRoot)
            {
                if (!_stripData.ContainsKey(id))
                {
                    return;
                }
                ActivateForObject(id);
            }
            InfoLog.WriteInfo("release stripdata in OnBadLocation", EPrefix.BMan);
            _rightStripe.ActivateAll();
            InfoLog.WriteInfo("Exit OnBadLocation", EPrefix.BMan);
        }
Esempio n. 13
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        private void buttonUp_Click(object sender, EventArgs e)
        {
            InfoLog.WriteInfo("buttonUp: delta: " + delta + " num: " + num + " viewable: " + viewable, EPrefix.Stripe);
            ShowUpper(1);

            Refresh();
        }
Esempio n. 14
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        public override void DoAI()
        {
            if (_remainingTurnsInMove > 0 && Moving && state == UnitState.stopped)
            {
                Move();
                return;
            }
            switch (state)
            {
            case UnitState.moving:
                //BoardObject nearest;
                if (Move() == false)
                {
                    InfoLog.WriteInfo("MCV:AI: move -> stop ", EPrefix.SimulationInfo);
                    state = UnitState.stopped;
                }
                else
                {
                    InfoLog.WriteInfo("MCV:AI: move -> move ", EPrefix.SimulationInfo);
                }
                break;

            case UnitState.stopped:
                break;
            }
        }
Esempio n. 15
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        private void HandleRightButtonDown(MouseEventArgs e)
        {
            Position pos = GameGraphics.TranslateMousePosition(e.Location);

            if (!_isCreatingBuilding && !_isCreatingUnit)
            {
                BoardObject bo = boardObjectAt(pos);
                if (bo != null)
                {
                    _gameLogic.AttackOrder(bo);
                }
                else
                {
                    _gameLogic.MoveOrder(pos);
                }
                return;
            }

            if (_isCreatingBuilding)
            {
                _buildManager.OnBadLocation(_objectCreatorId);
            }

            _isCreatingUnit = false;
            InfoLog.WriteInfo("_isCreatingUnit = false; in HandleRightButtonDown", EPrefix.BMan);
            _isCreatingBuilding = false;
        }
Esempio n. 16
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        private void CreateUnit(short playerId, short type, Position pos)
        {
            InfoLog.WriteInfo("CreateUnit", EPrefix.Test);
            Player   p  = players[playerId];
            Unit     u  = null;
            ObjectID id = new ObjectID(playerId, p.GenerateObjectID());

            InfoLog.WriteInfo(id.ToString() + " dla jednostki: " + type, EPrefix.Test);
            if (GlobalSettings.Wrapper.harvestersMap.ContainsKey(type))
            {
                u = new UnitHarvester(id, GlobalSettings.Wrapper.harvestersMap[type], pos, this._map, this, GlobalSettings.Wrapper.harvestersMap[type].__Speed);
                ((UnitHarvester)u).SpiceUnload += new SpiceUnloadDelegate(SpiceUnload);
            }
            else if (GlobalSettings.Wrapper.mcvsMap.ContainsKey(type))
            {
                u = new UnitMCV(id, GlobalSettings.Wrapper.mcvsMap[type], pos, this._map, this);
            }
            else if (GlobalSettings.Wrapper.tanksMap.ContainsKey(type))
            {
                u = new UnitTank(id, GlobalSettings.Wrapper.tanksMap[type], pos, this._map, this);
            }
            else if (GlobalSettings.Wrapper.troopersMap.ContainsKey(type))
            {
                u = new UnitTrooper(id, GlobalSettings.Wrapper.troopersMap[type], pos, this._map, this);
            }

            p.AddUnit(u);
            ClearFogOfWar(u);
            OnUnitCompleted(u);
        }
Esempio n. 17
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        private void openGLView_MouseDown(object sender, MouseEventArgs e)
        {
            InfoLog.WriteInfo("MouseDown", EPrefix.UIManager);

            switch (e.Button)
            {
            case MouseButtons.Left:
                HandleLeftButtonDown(e);
                break;

            case MouseButtons.Middle:
                HandleMiddleButtonDown(e);
                break;

            case MouseButtons.Right:
                HandleRightButtonDown(e);
                break;

            case MouseButtons.XButton1:
            case MouseButtons.XButton2:
            case MouseButtons.None:
            default:
                break;
            }
        }
Esempio n. 18
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        public void InitConnection(string hostname, int port)
        {
            try {
                tcpClient         = new TcpClient();
                tcpClient.NoDelay = true;

                InfoLog.WriteInfo("Connecting to " + hostname + " on port " + port + " ...", EPrefix.ClientInformation);
                tcpClient.Connect(hostname, port);
                NetUtils.SetKeepAlive(tcpClient);
                InfoLog.WriteInfo("Connected succesfully", EPrefix.ClientInformation);

                sender.Stream = tcpClient.GetStream();
                sender.Start();
                InfoLog.WriteInfo("Sender run succesfully", EPrefix.ClientInformation);

                receiver.Stream = tcpClient.GetStream();
                receiver.Start();
            }
            catch (Exception ex) {
                InfoLog.WriteException(ex);
                if (ex is SocketException)
                {
                    throw new Exception("Connection exception", ex);
                }
            }
        }
Esempio n. 19
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        protected override void onMessageAttack(AttackMessage am)
        {
            InfoLog.WriteInfo("MessageAttack", EPrefix.SimulationInfo);
            // set attacked object in attacker unit
            Unit attacker = players[am.Attacker.PlayerID].GetUnit(am.Attacker);

            if (attacker == null)
            {
                return;
            }

            Player      p = players[am.Attacked.PlayerID];
            BoardObject b;
            bool        isBuilding = false;

            b = p.GetBuilding(am.Attacked);
            if (b != null)
            {
                isBuilding = true;
            }
            else
            {
                b = p.GetUnit(am.Attacked);
                if (b == null)
                {
                    InfoLog.WriteInfo("MessageMove: PlayerID:" + am.Attacked.PlayerID + " attacked object does not exist", EPrefix.SimulationInfo);
                    return;
                }
            }
            attacker.OrderedAttack = true;
            attacker.OrderAttack(b, isBuilding);
        }
Esempio n. 20
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 public void JoinGame(string name, Player player)
 {
     SendJoinGameMessage(_games[name], player.Id);
     _games[name].AddPlayer(player);
     player.GameName = name;
     InfoLog.WriteInfo("Player " + player.Login + "has joined game: " + name, EPrefix.ServerAction);
 }
Esempio n. 21
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 private void ServerThread()
 {
     InfoLog.WriteInfo("Server loop starts...", EPrefix.Initialization);
     ServerProcess();
     InfoLog.WriteInfo("Server loop ends...", EPrefix.Finalization);
     Application.Exit();
 }
Esempio n. 22
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File: Unit.cs Progetto: corefan/yad2
        protected bool FindNearestTargetInFireRange(out BoardObject nearest)
        {
            int count;

            Position[]            viewSpiral = RangeSpiral(this.FireRange, out count);
            Map                   m          = this._map;
            Position              p          = this.Position;
            Position              spiralPos;
            LinkedList <Unit>     units;
            LinkedList <Building> buildings;

            for (int i = 0; i < count; ++i)
            {
                spiralPos = viewSpiral[i];
                if (p.X + spiralPos.X >= 0 &&
                    p.X + spiralPos.X < m.Width &&
                    p.Y + spiralPos.Y >= 0 &&
                    p.Y + spiralPos.Y < m.Height)
                {
                    units = m.Units[p.X + spiralPos.X, p.Y + spiralPos.Y];
                    foreach (Unit unit in units)
                    {
                        if (unit.Equals(this))
                        {
                            continue;
                        }
                        if (unit.ObjectID.PlayerID != this.ObjectID.PlayerID &&
                            _simulation.Players[unit.ObjectID.PlayerID].TeamID != _simulation.Players[this.ObjectID.PlayerID].TeamID)
                        {
                            // target

                            //TODO RS: bresenham to check if there is a way to shoot.
                            // else - continue -> move
                            attackingBuilding = false;
                            InfoLog.WriteInfo("Unit:AI: found unit in fire range < " + this.FireRange, EPrefix.SimulationInfo);
                            nearest = unit;
                            return(true);
                        }
                    }

                    buildings = m.Buildings[p.X + spiralPos.X, p.Y + spiralPos.Y];
                    foreach (Building building in buildings)
                    {
                        // erase true;)
                        if (building.ObjectID.PlayerID != this.ObjectID.PlayerID &&
                            _simulation.Players[building.ObjectID.PlayerID].TeamID != _simulation.Players[this.ObjectID.PlayerID].TeamID)
                        {
                            attackingBuilding = true;
                            nearest           = building;
                            InfoLog.WriteInfo("Unit:AI: found building fire range < " + this.FireRange, EPrefix.SimulationInfo);
                            return(true);
                        }
                    }
                }
            }


            nearest = null;
            return(false);
        }
Esempio n. 23
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 private void RemoveGame(ServerGameInfo sgi)
 {
     lock (((ICollection)_games).SyncRoot) {
         _games.Remove(sgi.Name);
     }
     InfoLog.WriteInfo(string.Format(Resources.ActionStringFormat, "game removal"), EPrefix.ServerAction);
     InfoLog.WriteInfo("Removed game: " + sgi.Name, EPrefix.ServerAction);
 }
Esempio n. 24
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        private void ProcessPause(short id)
        {
            InfoLog.WriteInfo("Setting pause...");
            int turnid = _gameServer.Simulation.GetPlayerTurn(id) + _gameServer.Simulation.Delta + 1;

            _gameServer.PauseCtrl.SetPause(turnid, id);
            InfoLog.WriteInfo("for turn: " + turnid);
        }
Esempio n. 25
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 private void PlaceBuilding(short id, int creatorID)
 {
     InfoLog.WriteInfo("Placing building: " + id + "creatorID: " + creatorID, EPrefix.BMan);
     _objectToCreateId        = id;
     _objectCreatorId         = creatorID;
     this._isCreatingBuilding = true;
     _selecting = false;
 }
Esempio n. 26
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File: Unit.cs Progetto: corefan/yad2
        /// <summary>
        /// checks if object is in shooting range
        /// </summary>
        /// <param name="ob"></param>
        /// <returns></returns>
        protected bool CheckRangeToShoot(BoardObject ob)
        {
            int r     = (int)Math.Floor(Math.Pow(ob.Position.X - this.Position.X, 2) + Math.Pow(ob.Position.Y - this.Position.Y, 2));
            int range = this.FireRange * this.FireRange;

            InfoLog.WriteInfo("Unit:AI: in range:" + r + " ?<= " + range, EPrefix.SimulationInfo);
            return(r <= range);
        }
Esempio n. 27
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 public void UpdatePercent(short type, int percent)
 {
     InfoLog.WriteInfo("Enter Update percent in BuildStripe", EPrefix.Stripe);
     buttons[type].State      = StripButtonState.Percantage;
     buttons[type].Percentage = percent;
     //InvokeShow(type);
     //UpdateFlowLayoutPanelSize();
     InfoLog.WriteInfo("Left Update percent in BuildStripe", EPrefix.Stripe);
 }
Esempio n. 28
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        private void RightBuildActiveClick(int id, bool isUnit)
        {
            InfoLog.WriteInfo("Enter RightBuildActiveClick", EPrefix.BMan);
            InfoLog.WriteInfo("lock cObjLock in RightBuildActiveClick", EPrefix.BMan);

            int current = -1;

            lock (cObjLock)
                current = _currentObjectID;

            InfoLog.WriteInfo("unlock cObjLock in RightBuildActiveClick", EPrefix.BMan);

            if (current == -1)
            {
                InfoLog.WriteInfo("Exit RightBuildingClick", EPrefix.BMan);
                return;
            }


            if (isUnit)
            {
                DeactivateOther(-1);
                _rightStripe.DeactivateAll();
                BuildUnitMessage buMessage = (BuildUnitMessage)MessageFactory.Create(MessageType.BuildUnitMessage);
                buMessage.UnitType  = (short)id;
                buMessage.CreatorID = current;
                buMessage.IdPlayer  = _gameLogic.CurrentPlayer.Id;
                Connection.Instance.SendMessage(buMessage);
                InfoLog.WriteInfo("Current: " + current, EPrefix.BMan);
                InfoLog.WriteInfo("Exit RightBuildingActiveClick", EPrefix.BMan);
                return;
            }
            else
            {
                InfoLog.WriteInfo("lock leftState in RightBuildActiveClick", EPrefix.BMan);

                lock (((ICollection)_leftState).SyncRoot)
                    _leftState[current] = RightStripState.Placing;

                InfoLog.WriteInfo("lock leftState in RightBuildActiveClick", EPrefix.BMan);

                InfoLog.WriteInfo("lock stripData in RightBuildActiveClick", EPrefix.BMan);
                lock (((ICollection)_stripData).SyncRoot)
                    _stripData[current][(short)id].State = StripButtonState.Ready;
                InfoLog.WriteInfo("unlock stripData in RightBuildActiveClick", EPrefix.BMan);
                DeactivateOther((short)id);
                _rightStripe.DeactivateAll();
                _rightStripe.SetState(id, StripButtonState.Ready);
                return;
            }

            /*InfoLog.WriteInfo("lock stripData in RightBuildActiveClick", EPrefix.BMan);
             * lock (((ICollection)_stripData).SyncRoot)
             *  UpdateView(current,false);
             * InfoLog.WriteInfo("unlock stripData in RightBuildActiveClick", EPrefix.BMan);
             * InfoLog.WriteInfo("Exit RightBuildingClick", EPrefix.BMan);*/
        }
Esempio n. 29
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 void leftStripe_onBuildingChosen(int id)
 {
     InfoLog.WriteInfo("leftStripe_onBuildChosen " + id, EPrefix.GameGraphics);
     _buildManager.SwitchCurrentBuilding(id);
     this._isCreatingBuilding = false;
     InfoLog.WriteInfo("_isCreatingUnit = false; in leftStripe_onBuildingChosen", EPrefix.BMan);
     // show building on rightStripe
     //ShowPossibilitiesForBuilding(id);
 }
Esempio n. 30
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File: Unit.cs Progetto: corefan/yad2
        protected bool FindNearestTargetInViewRange(out BoardObject ob)
        {
            int count;

            Position[]            viewSpiral = RangeSpiral(this.ViewRange, out count);
            Map                   m          = this._map;
            Position              p          = this.Position;
            Position              spiralPos;
            LinkedList <Unit>     units;
            LinkedList <Building> buildings;

            for (int i = 0; i < count; ++i)
            {
                spiralPos = viewSpiral[i];
                if (p.X + spiralPos.X >= 0 &&
                    p.X + spiralPos.X < m.Width &&
                    p.Y + spiralPos.Y >= 0 &&
                    p.Y + spiralPos.Y < m.Height)
                {
                    units = m.Units[p.X + spiralPos.X, p.Y + spiralPos.Y];
                    foreach (Unit unit in units)
                    {
                        //TODO erase true;)
                        if (unit.Equals(this))
                        {
                            continue;
                        }
                        if (unit.ObjectID.PlayerID != this.ObjectID.PlayerID &&
                            _simulation.Players[unit.ObjectID.PlayerID].TeamID != _simulation.Players[this.ObjectID.PlayerID].TeamID)
                        {
                            ob = unit;
                            InfoLog.WriteInfo("Unit:AI: found unit in view in range < " + this.ViewRange, EPrefix.SimulationInfo);
                            return(true);
                        }
                    }

                    buildings = m.Buildings[p.X + spiralPos.X, p.Y + spiralPos.Y];
                    foreach (Building building in buildings)
                    {
                        //TODO erase true;)
                        if (building.ObjectID.PlayerID != this.ObjectID.PlayerID &&
                            _simulation.Players[building.ObjectID.PlayerID].TeamID != _simulation.Players[this.ObjectID.PlayerID].TeamID)
                        {
                            attackingBuilding = true;
                            ob = building;
                            InfoLog.WriteInfo("Unit:AI: found building in view in range < " + this.ViewRange, EPrefix.SimulationInfo);
                            return(true);
                        }
                    }
                }
            }


            ob = null;
            return(false);
        }