public override int GetActionPriority() { if (ActionsHolder.HasTarget(Selection.ThisShip)) { return(0); } EnemiesInArcHolder = HostShip.SectorsInfo.GetEnemiesInAllSectors(); foreach (ArcFacing arcFacing in HostShip.GetAvailableArcFacings()) { if (EnemiesInArcHolder[arcFacing].Count > 0) { return(100); } } return(1); }
public override int GetActionPriority() { int priority = 0; //If we don't have a target to shoot in current arcs, but have a target to shoot in available turret sector - rotate arc if (!ActionsHolder.HasTarget(Selection.ThisShip)) { EnemiesInArcHolder = HostShip.SectorsInfo.GetEnemiesInAllSectors(); foreach (ArcFacing arcFacing in HostShip.GetAvailableArcFacings()) { if (EnemiesInArcHolder[arcFacing].Count > 0) { priority = 100; } } } return(priority); }