private void SetupProduction() { if (Global.World.TickIndex % 10 == 0) { foreach (var facility in Global.NotMyFacilities) { facility.InitialTickIndex = Global.World.TickIndex; } foreach (var facility in Global.MyFacilities) { TacticalActions.SetupProductionIfNeed(facility); } } }
private void SetupProduction() { if (Global.World.TickIndex % 10 == 0) { var myFightersCount = Global.MyFighters.Vehicles.Count; var myHelisCount = Global.MyHelicopters.Vehicles.Count; var enemyFightersCount = Global.EnemyFighters.Count(); var enemyHeliCount = Global.EnemyHelicopters.Count(); if (myFightersCount < enemyFightersCount + enemyHeliCount) { neededType = VehicleType.Fighter; } else if (myHelisCount < enemyHeliCount) { neededType = VehicleType.Helicopter; } else { if (Global.World.TickIndex % 1800 == 0) { neededType = VehicleType.Tank; } if (Global.World.TickIndex % 1800 == 600) { neededType = VehicleType.Arrv; } if (Global.World.TickIndex % 1800 == 1200) { neededType = VehicleType.Ifv; } } foreach (var facility in Global.MyFacilities) { TacticalActions.SetupProductionIfNeed(facility, neededType); } } }