Esempio n. 1
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 public static extern void AfficherUnite(Unite v);
Esempio n. 2
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        public void Jouer()
        {
            Unite[] tmpu = Unites();
            Unite uTiti = new Unite();    //Prevent warning
            foreach (Unite item in tmpu)
                if (item.Ennemi && item.VraiTypeUnite == TypeUnite.PERROQUET)
                {
                    uTiti = item;
                    break;
                }
            bool MADE_ACTIONS = true;
            while (NombrePc() > 0 && MADE_ACTIONS)
            {
                    Unite[] t = Unites();
                    MADE_ACTIONS = false;
                    if (t.Length > 0)
                    {
                        Unite min = null;
                        foreach (Unite item in t)
                            if (!item.Ennemi && item.VraiTypeUnite == item.TypeUniteActuel &&
                                 item.TypeUniteActuel == TypeUnite.CHAT && item.Ko < 0 && item.Pa > 0)
                                if (min != null)
                                    min = getPosUnite(minDistPos(min.Pos, item.Pos, uTiti.Pos));  //Seeking the closest cat to ennemy's titi
                                else
                                    min = item;

                        if (min != null)
                            if (distPos(min.Pos, uTiti.Pos) == 1 && Attaquer(min.Pos, uTiti.Pos) == Erreur.OK)
                                break;  //We wone
                            else    //We have to move our cat to the closest position to titi
                            {
                                Position closest = new Position();
                                closest.X = min.Pos.X;
                                closest.Y = min.Pos.Y;
                                TailleTerrain mapbound = TailleTerrainActuelle();
                                int minx = (min.Pos.X - min.Pa) >= mapbound.MinCoord ? min.Pos.X - min.Pa : mapbound.MinCoord;
                                int minyI = (min.Pos.Y - min.Pa) >= mapbound.MinCoord ? min.Pos.Y - min.Pa : mapbound.MinCoord;

                                int maxx = (min.Pos.X + min.Pa) < mapbound.MaxCoord ? min.Pos.X + min.Pa : mapbound.MaxCoord;
                                int maxy = (min.Pos.Y + min.Pa) < mapbound.MaxCoord ? min.Pos.Y + min.Pa : mapbound.MaxCoord;
                                for (; minx < maxx; minx++)
                                    for (int miny = minyI; miny < maxy; miny++)
                                    {
                                        Position tmppos = new Position();
                                        tmppos.X = minx;
                                        tmppos.Y = miny;
                                        try
                                        {
                                            getPosUnite(tmppos); //Will throw an error in case of no Unite
                                        }
                                        catch
                                        {
                                            closest = minDistPos(closest, tmppos, uTiti.Pos);
                                        }
                                    }
                                if (!cmpPos(min.Pos, closest))
                                {
                                        Deplacer(min.Pos, closest);
                                        MADE_ACTIONS = true;
                                }
                            }
                    }
            }
            try
            {
                Unite uniteonspawn = getPosUnite(PosRenfort(false));
                if (uniteonspawn.VraiTypeUnite == TypeUnite.PERROQUET)
                {
                    Position newpos = new Position();
                    newpos.X = uniteonspawn.Pos.X;
                    newpos.Y = uniteonspawn.Pos.Y;
                    newpos.X--;
                    Deplacer(uniteonspawn.Pos, newpos);
                }
            }
            catch
            {
                Renfort(TypeUnite.CHAT);      //Will be available next turn
            }
        }