Esempio n. 1
0
        public void Update()
        {
            RefreshOwnState();

            RefreshViewObjectState();

            //Should do the following:
            //1. Identify the closest target.
            //2. Swivel the barrel to keep aim at it.
            //3. Move within range.
            //4. Fire

            var newClosest = FindClosestTank();

            if (newClosest != null)
            {
                if (currentClosest != null)
                {
                    if (newClosest.Name != currentClosest.Name)
                    {
                        Console.WriteLine("New closest enemy: " + newClosest.Name);
                    }
                }
                currentClosest = newClosest;
            }

            if (currentClosest != null)
            {
                float targetHeading = GetHeading(ownState.X, ownState.Y, currentClosest.X, currentClosest.Y);

                //TurnTurretBasedOnHeading(targetHeading);


                if (GetTurnDir(ownState.TurretHeading, targetHeading))
                {
                    //if (helper.tracker.LastCalledInterval(RequestType.TurretRight) > 100)
                    //    helper.TurretRight(secretToken);
                }
                else
                {
                    //if (helper.tracker.LastCalledInterval(RequestType.TurretLeft) > 100)
                    //    helper.TurretLeft(secretToken);
                }
            }
        }
Esempio n. 2
0
        private GameObjectState FindClosestTank()
        {
            if (ownState == null)
            {
                return(null);
            }

            float           closestDistance = float.MaxValue;
            GameObjectState closest         = null;

            foreach (GameObjectState s in objectState)
            {
                if (s.Type != "Tank")
                {
                    continue;
                }


                //get distance between us and the object.
                float ownX = ownState.X;
                float ownY = ownState.Y;

                float otherX = s.X;
                float otherY = s.Y;


                float dist = CalculateDistance(ownX, ownY, otherX, otherY);

                if (dist < closestDistance)
                {
                    closestDistance = dist;
                    closest         = s;
                }
            }

            return(closest);
        }