public override void ComputeInformations(Buster buster) { // If we've just attacked an enemy go to scout again if (!buster.CanAttack()) { buster.State = BusterState.MoveState; } }
public override void ComputeInformations(Buster buster) { // If we're just scouting and we can attack an enemy if (buster.CanAttack() && buster.GhostCaptured == null) { buster.State = BusterState.StunState; } // If we've moved to a ghost and we're in range to capture it if (buster.CanCapture()) { buster.State = BusterState.CaptureState; } // If we were running to the base with a ghost and that we can now drop it if (buster.CanRelease()) { buster.State = BusterState.ReleaseState; } }