public void Generate() { for (int i = 0; i < numUnits; i++) { if (r.Next(0, 2) == 0) { MeleeUnit m = new MeleeUnit(r.Next(0, mapW), r.Next(0, mapH), "Soldier", 100, 3, 20, i % 2 == 0 ? 1 : 0, "M"); units.Add(m); numM++; } else { RangedUnit ru = new RangedUnit(r.Next(0, mapW), r.Next(0, mapH), "Archer", 100, 2, 20, 5, i % 2 == 0 ? 1 : 0, "R"); units.Add(ru); numR++; } } for (int j = 0; j < numBuilds; j++) { if (r.Next(0, 2) == 0) { if (r.Next(0, 2) == 0) { FactoryBuilding fb = new FactoryBuilding(r.Next(0, mapW), r.Next(0, mapH), 0, 200, 5, j % 2 == 0 ? 1 : 0, "FB"); builds.Add(fb); } else { FactoryBuilding fb = new FactoryBuilding(r.Next(0, mapW), r.Next(0, mapH), 1, 200, 5, j % 2 == 0 ? 1 : 0, "FB"); builds.Add(fb); } } else { ResourceBuilding rb = new ResourceBuilding(r.Next(0, mapW), r.Next(0, mapH), "Swords", 200, 2, 60, j % 2 == 0 ? 1 : 0); builds.Add(rb); } } if (numR < numM) { for (int k = 0; k < r.Next(numR, numM); k++) { WizardUnit wu = new WizardUnit(r.Next(0, mapW), r.Next(0, mapH), "Wizro", 70, 1, 30, 3, "W"); units.Add(wu); } } else { for (int k = 0; k < r.Next(numM, numR); k++) { WizardUnit wu = new WizardUnit(r.Next(0, mapW), r.Next(0, mapH), "Wizro", 70, 1, 30, 3, "W"); units.Add(wu); } } }
public Unit Spawn(FactoryBuilding spawner, List <Building> builds) { ResourceBuilding res = (ResourceBuilding)builds[tempSpot]; if (spawner.UnitType() == 0) { res.Pool -= 4; RangedUnit r = new RangedUnit(spawner.PosX, spawner.spawnPoint, "archer", 100, 1, 20, 5, spawner.Faction, "R"); return(r); } else { res.Pool -= 5; MeleeUnit m = new MeleeUnit(spawner.PosX, spawner.spawnPoint, "soldier", 100, 1, 20, spawner.Faction, "M"); return(m); } }