private void _setupMap() { var a = new GameState(Difficulty.Hard); // Add default map objects Game.LoadFromState(a); Game.PushEvents(Map.GetMapSpawnEvents()); Game.ProcessEvents(); // Lane 0 // 1:4 enemy to player _spawnSoldier(0, Side.Player); _spawnSoldier(0, Side.Player); _spawnSoldier(0, Side.Player); _spawnSoldier(0, Side.Player); _spawnSoldier(0, Side.Enemy); // Lane 1 // 4:1 enemy to player _spawnSoldier(1, Side.Enemy); _spawnSoldier(1, Side.Enemy); _spawnSoldier(1, Side.Enemy); _spawnSoldier(1, Side.Enemy); _spawnSoldier(1, Side.Player); Game.ProcessEvents(); // Damage player turret in lane 0 var b = Game.State; var t = b.Turrets[0]; var s = b.Soldiers[0]; var e = new Events.SoldierAttackEvent(s.Id, t.Id, BalanceConsts.TurretHealth * 0.25f); Game.PushEvent(e); Game.ProcessEvents(); }
private void _shootTarget(BaseUnitState target) { var shootEvent = new Events.SoldierAttackEvent(State.Id, target.Id, BalanceConsts.SoldierDamage); Game.PushEvent(shootEvent); State.ShootCooldown = BalanceConsts.SoldierAttackCooldown * _effectiveness; State.TargetId = target.Id; }