public CSimpleArtillary[] GetEnemyData() { CSimpleArtillary[] EnemiesData = new CSimpleArtillary[GlobalConfiguration.GameSettings.EnemyCount]; for (int i = 0; i < GlobalConfiguration.GameSettings.EnemyCount; i++) { Point2D point = null; do { point = new Point2D( this.CenterizeArtillaryInGrid(Shared.Next(this.Terrain.GetColSize())), this.CenterizeArtillaryInGrid(Shared.Next(this.Terrain.GetRowSize() / 3))); }while (this.Contains(EnemiesData, point)); int MinAccuracy = Math.Max(Shared.Next(GlobalConfiguration.GameSettings.MaxAccuracyForShot), GlobalConfiguration.GameSettings.MinAccuracyForShot); int Importance = Math.Max(Shared.Next(GlobalConfiguration.GameSettings.MaxImportance), GlobalConfiguration.GameSettings.MinImportance); GlobalConfiguration.GameData.MaxAttackImportance += Importance; int ForceConstraints = 0; ForceConstraints |= Shared.HitChance(.6) ? (int)ENUMForces.Land : 0; ForceConstraints |= Shared.HitChance(.6) ? (int)ENUMForces.Air : 0; ForceConstraints |= Shared.HitChance(.6) ? (int)ENUMForces.Sea : 0; CSimpleArtillary objCannon = new CSimpleArtillary(250, 1, 1, 1, ForceConstraints, 1, MinAccuracy, Importance); objCannon.SetLocation(point); EnemiesData[i] = objCannon; } return(EnemiesData); }
public CSimpleArtillary[] GetFriendlyData() { CSimpleArtillary[] FriendlyData = new CSimpleArtillary[GlobalConfiguration.GameSettings.FriendlyCount]; for (int UIDCoutner = 0; UIDCoutner < GlobalConfiguration.GameSettings.FriendlyCount; UIDCoutner++) { Point2D point = null; do { point = new Point2D( this.CenterizeArtillaryInGrid(Shared.Next(this.Terrain.GetColSize())), this.CenterizeArtillaryInGrid(this.Terrain.GetRowSize() - Shared.Next(this.Terrain.GetRowSize() / 3) - 1)); }while (this.Contains(FriendlyData, point)); float Damage = (float)Shared.GetMinMax(Shared.rnd.NextDouble(), GlobalConfiguration.GameSettings.MinDamage, GlobalConfiguration.GameSettings.MaxDamage); int Range = Math.Max(Shared.Next(GlobalConfiguration.GameSettings.MaxRadius), GlobalConfiguration.GameSettings.MinRadius); int Ammo = Math.Max(Shared.Next(GlobalConfiguration.GameSettings.MaxAmmunition), GlobalConfiguration.GameSettings.MinAmmunition); int PricePerShot = Math.Max(Shared.Next(GlobalConfiguration.GameSettings.MaxPricePerShot), GlobalConfiguration.GameSettings.MinPricePerShot); int Accuracy = Math.Max(Shared.Next(GlobalConfiguration.GameSettings.MaxAccuracyForShot), GlobalConfiguration.GameSettings.MinAccuracyForShot); int MinAccuracy = Math.Max(Shared.Next(GlobalConfiguration.GameSettings.MaxAccuracyForShot), GlobalConfiguration.GameSettings.MinAccuracyForShot); int ForceConstraints = 0; ForceConstraints |= Shared.HitChance(.6) ? (int)ENUMForces.Land : 0; ForceConstraints |= Shared.HitChance(.6) ? (int)ENUMForces.Air : 0; ForceConstraints |= Shared.HitChance(.6) ? (int)ENUMForces.Sea : 0; GlobalConfiguration.GameData.MaxAttackPrice += PricePerShot * Ammo; GlobalConfiguration.GameData.TotalAttackAmmo += Ammo; CSimpleArtillary objCannon = new CSimpleArtillary(Range, Ammo, Damage, PricePerShot, ForceConstraints, Accuracy, MinAccuracy, 1); objCannon .SetLocation(point). SetUID(UIDCoutner); FriendlyData[UIDCoutner] = objCannon; } return(FriendlyData); }
public CSimpleArtillary[] GetEnemyData() { CSimpleArtillary[] EnemiesData = new CSimpleArtillary[20]; #region LeftSide - 50 - Land //ForceConstraint, MaxAccuracyRequired, nImportance CSimpleArtillary artillary0 = new CTarget((int)(ENUMForces.Land), 50, 1000); artillary0.SetLocation(this.CenterizeArtillaryInGrid(0, 0)); EnemiesData[0] = artillary0; //ForceConstraint, MaxAccuracyRequired, nImportance CSimpleArtillary artillary1 = new CTarget((int)(ENUMForces.Land), 50, 548); artillary1.SetLocation(this.CenterizeArtillaryInGrid(1, 0)); EnemiesData[1] = artillary1; //ForceConstraint, MaxAccuracyRequired, nImportance CSimpleArtillary artillary5 = new CTarget((int)(ENUMForces.Land), 50, 752); artillary5.SetLocation(this.CenterizeArtillaryInGrid(2, 1)); EnemiesData[5] = artillary5; //ForceConstraint, MaxAccuracyRequired, nImportance CSimpleArtillary artillary17 = new CTarget((int)(ENUMForces.Land), 50, 345); artillary17.SetLocation(this.CenterizeArtillaryInGrid(3, 1)); EnemiesData[17] = artillary17; //ForceConstraint, MaxAccuracyRequired, nImportance CSimpleArtillary artillary9 = new CTarget((int)(ENUMForces.Land), 50, 872); artillary9.SetLocation(this.CenterizeArtillaryInGrid(0, 1)); EnemiesData[9] = artillary9; //ForceConstraint, MaxAccuracyRequired, nImportance CSimpleArtillary artillary13 = new CTarget((int)(ENUMForces.Land), 50, 700); artillary13.SetLocation(this.CenterizeArtillaryInGrid(1, 2)); EnemiesData[13] = artillary13; #endregion #region Middle - 35 - Air //ForceConstraint, MaxAccu1racyRequired, nImportance CSimpleArtillary artillary15 = new CTarget((int)(ENUMForces.Air), 35, 999); artillary15.SetLocation(this.CenterizeArtillaryInGrid(4, 0)); EnemiesData[15] = artillary15; //ForceConstraint, MaxAccuracyRequired, nImportance CSimpleArtillary artillary2 = new CTarget((int)(ENUMForces.Air), 35, 245); artillary2.SetLocation(this.CenterizeArtillaryInGrid(5, 0)); EnemiesData[2] = artillary2; //ForceConstraint, MaxAccuracyRequired, nImportance CSimpleArtillary artillary16 = new CTarget((int)(ENUMForces.Air), 35, 452); artillary16.SetLocation(this.CenterizeArtillaryInGrid(6, 0)); EnemiesData[16] = artillary16; //ForceConstraint, MaxAccuracyRequired, nImportance CSimpleArtillary artillary3 = new CTarget((int)(ENUMForces.Air), 35, 10); artillary3.SetLocation(this.CenterizeArtillaryInGrid(7, 0)); EnemiesData[3] = artillary3; //ForceConstraint, MaxAccuracyRequired, nImportance CSimpleArtillary artillary6 = new CTarget((int)(ENUMForces.Air), 35, 105); artillary6.SetLocation(this.CenterizeArtillaryInGrid(4, 1)); EnemiesData[6] = artillary6; //ForceConstraint, MaxAccuracyRequired, nImportance CSimpleArtillary artillary7 = new CTarget((int)(ENUMForces.Air), 35, 10); artillary7.SetLocation(this.CenterizeArtillaryInGrid(5, 1)); EnemiesData[7] = artillary7; //ForceConstraint, MaxAccuracyRequired, nImportance CSimpleArtillary artillary18 = new CTarget((int)(ENUMForces.Air), 35, 555); artillary18.SetLocation(this.CenterizeArtillaryInGrid(6, 1)); EnemiesData[18] = artillary18; //ForceConstraint, MaxAccuracyRequired, nImportance CSimpleArtillary artillary8 = new CTarget((int)(ENUMForces.Air), 35, 275); artillary8.SetLocation(this.CenterizeArtillaryInGrid(7, 1)); EnemiesData[8] = artillary8; //ForceConstraint, MaxAccuracyRequired, nImportance CSimpleArtillary artillary12 = new CTarget((int)(ENUMForces.Air), 35, 127); artillary12.SetLocation(this.CenterizeArtillaryInGrid(4, 2)); EnemiesData[12] = artillary12; #endregion #region RightSide - 30 - Sea //ForceConstraint, MaxAccuracyRequired, nImportance CSimpleArtillary artillary19 = new CTarget((int)(ENUMForces.Sea), 30, 654); artillary19.SetLocation(this.CenterizeArtillaryInGrid(8, 0)); EnemiesData[19] = artillary19; //ForceConstraint, MaxAccuracyRequired, nImportance CSimpleArtillary artillary4 = new CTarget((int)(ENUMForces.Sea), 30, 345); artillary4.SetLocation(this.CenterizeArtillaryInGrid(9, 0)); EnemiesData[4] = artillary4; //ForceConstraint, MaxAccuracyRequired, nImportance CSimpleArtillary artillary10 = new CTarget((int)(ENUMForces.Sea), 30, 782); artillary10.SetLocation(this.CenterizeArtillaryInGrid(9, 1)); EnemiesData[10] = artillary10; //ForceConstraint, MaxAccuracyRequired, nImportance CSimpleArtillary artillary14 = new CTarget((int)(ENUMForces.Sea), 30, 287); artillary14.SetLocation(this.CenterizeArtillaryInGrid(9, 2)); EnemiesData[14] = artillary14; #endregion //ForceConstraint, MaxAccuracyRequired, nImportance CSimpleArtillary artillary11 = new CTarget((int)(ENUMForces.Sea), 30, 527); artillary11.SetLocation(this.CenterizeArtillaryInGrid(3, 2)); EnemiesData[11] = artillary11; GlobalConfiguration.GameSettings.EnemyCount = EnemiesData.Length; foreach (CSimpleArtillary Cannon in EnemiesData) { GlobalConfiguration.GameData.MaxAttackImportance += Cannon.Importance; } return(EnemiesData); }
public CSimpleArtillary[] GetFriendlyData() { CSimpleArtillary[] FriendlyData = new CSimpleArtillary[12]; #region LeftSide - Land //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy CSimpleArtillary artillary9 = new CArtillary(2424, 5, .4f, 222, (int)(ENUMForces.Land), 50); artillary9.SetLocation(this.CenterizeArtillaryInGrid(2, 7)); artillary9.SetUID(9); FriendlyData[9] = artillary9; //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy CSimpleArtillary artillary8 = new CArtillary(2222, 3, .9333314f, 923, (int)(ENUMForces.Land), 50); artillary8.SetLocation(this.CenterizeArtillaryInGrid(3, 7)); artillary8.SetUID(8); FriendlyData[8] = artillary8; //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy CSimpleArtillary artillary6 = new CArtillary(2345, 2, .5f, 675, (int)(ENUMForces.Land), 35); artillary6.SetLocation(this.CenterizeArtillaryInGrid(4, 8)); artillary6.SetUID(6); FriendlyData[6] = artillary6; //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy CSimpleArtillary artillary4 = new CArtillary(1800, 3, .63333f, 400, (int)(ENUMForces.Land), 50); artillary4.SetLocation(this.CenterizeArtillaryInGrid(2, 9)); artillary4.SetUID(4); FriendlyData[4] = artillary4; #endregion #region Middle - 35 - Air //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy CSimpleArtillary artillary7 = new CArtillary(2483, 4, .47748f, 457, (int)(ENUMForces.Air), 35); artillary7.SetLocation(this.CenterizeArtillaryInGrid(6, 8)); artillary7.SetUID(7); FriendlyData[7] = artillary7; //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy CSimpleArtillary artillary3 = new CArtillary(2210, 5, .8872f, 200, (int)(ENUMForces.Air), 35); artillary3.SetLocation(this.CenterizeArtillaryInGrid(4, 9)); artillary3.SetUID(3); FriendlyData[3] = artillary3; //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy CSimpleArtillary artillary2 = new CArtillary(2100, 4, .453f, 450, (int)(ENUMForces.Air), 35); artillary2.SetLocation(this.CenterizeArtillaryInGrid(5, 9)); artillary2.SetUID(2); FriendlyData[2] = artillary2; //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy CSimpleArtillary artillary1 = new CArtillary(2000, 4, .4f, 200, (int)(ENUMForces.Air), 35); artillary1.SetLocation(this.CenterizeArtillaryInGrid(7, 9)); artillary1.SetUID(1); FriendlyData[1] = artillary1; //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy CSimpleArtillary artillary10 = new CArtillary(2000, 4, .5f, 200, (int)(ENUMForces.Air), 35); artillary10.SetLocation(this.CenterizeArtillaryInGrid(5, 7)); artillary10.SetUID(10); FriendlyData[10] = artillary10; #endregion #region RightSide - 30 - Sea //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy CSimpleArtillary artillary0 = new CArtillary(2500, 2, 1, 1000, (int)(ENUMForces.Sea), 30); artillary0.SetLocation(this.CenterizeArtillaryInGrid(9, 9)); artillary0.SetUID(0); FriendlyData[0] = artillary0; //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy CSimpleArtillary artillary5 = new CArtillary(2400, 4, .457f, 222, (int)(ENUMForces.Sea), 30); artillary5.SetLocation(this.CenterizeArtillaryInGrid(9, 8)); artillary5.SetUID(5); FriendlyData[5] = artillary5; //fRange, nAmmunition, fDamage, nPriceForShot, ForceConstraint, nAccuracy CSimpleArtillary artillary11 = new CArtillary(2400, 4, .5f, 202, (int)(ENUMForces.Sea), 30); artillary11.SetLocation(this.CenterizeArtillaryInGrid(9, 7)); artillary11.SetUID(11); FriendlyData[11] = artillary11; #endregion GlobalConfiguration.GameSettings.FriendlyCount = FriendlyData.Length; foreach (CSimpleArtillary Cannon in FriendlyData) { GlobalConfiguration.GameData.TotalAttackAmmo += Cannon.Ammunition; GlobalConfiguration.GameData.MaxAttackPrice += Cannon.PriceForShot; } return(FriendlyData); }