コード例 #1
0
        public void ResGenerate()
        {
            ResGen += ResPR;
            ResRem -= ResPR;

            while (ResRem >= 0)
            {
                fb.UnitProduce(5);
            }
        }
コード例 #2
0
        public void Update(int x, int y, int temp)
        {
            for (int i = 0; i < map.Units.Count; i++)
            {
                if (map.Units[i] is MeleeUnit)
                {
                    MeleeUnit mu = (MeleeUnit)map.Units[i];
                    if (mu.Health <= mu.MaxHealth * 0.25)
                    {
                        mu.Move(r.Next(0, 4));
                    }
                    else
                    {
                        (Unit closest, int distanceTo) = mu.Closest(map.Units);

                        if (distanceTo <= mu.Attackrange)
                        {
                            mu.IsAttacking = true;
                            mu.Combat(closest);
                        }
                        else
                        {
                            if (closest is MeleeUnit)
                            {
                                MeleeUnit closestMu = (MeleeUnit)closest;
                                if (mu.Xpos > closestMu.Xpos)
                                {
                                    mu.Move(0);
                                }
                                else if (mu.Xpos < closestMu.Xpos)
                                {
                                    mu.Move(2);
                                }
                                else if (mu.Ypos > closestMu.Ypos)
                                {
                                    mu.Move(3);
                                }
                                else if (mu.Ypos < closestMu.Ypos)
                                {
                                    mu.Move(1);
                                }
                            }
                            else if (closest is RangedUnit)
                            {
                                RangedUnit closestRu = (RangedUnit)closest;
                                if (mu.Xpos > closestRu.Xpos)
                                {
                                    mu.Move(0);
                                }
                                else if (mu.Xpos < closestRu.Xpos)
                                {
                                    mu.Move(2);
                                }
                                else if (mu.Ypos > closestRu.Ypos)
                                {
                                    mu.Move(3);
                                }
                                else if (mu.Ypos < closestRu.Ypos)
                                {
                                    mu.Move(1);
                                }
                            }
                            else if (closest is WizardUnit)
                            {
                                WizardUnit closestwu = (WizardUnit)closest;
                                if (mu.Xpos > closestwu.Xpos)
                                {
                                    mu.Move(0);
                                }
                                else if (mu.Xpos < closestwu.Xpos)
                                {
                                    mu.Move(2);
                                }
                                else if (mu.Ypos > closestwu.Ypos)
                                {
                                    mu.Move(3);
                                }
                                else if (mu.Ypos < closestwu.Ypos)
                                {
                                    mu.Move(1);
                                }
                            }
                        }
                    }
                }
                else if (map.Units[i] is RangedUnit)
                {
                    RangedUnit ru = (RangedUnit)map.Units[i];

                    (Unit closest, int distanceTo) = ru.Closest(map.Units);


                    if (distanceTo <= ru.Attackrange)
                    {
                        ru.isAttacking = true;
                        ru.Combat(closest);
                    }
                    else
                    {
                        if (closest is MeleeUnit)
                        {
                            MeleeUnit closestMu = (MeleeUnit)closest;
                            if (ru.Xpos > closestMu.Xpos)
                            {
                                ru.Move(0);
                            }
                            else if (ru.Xpos < closestMu.Xpos)
                            {
                                ru.Move(2);
                            }
                            else if (ru.Ypos > closestMu.Ypos)
                            {
                                ru.Move(3);
                            }
                            else if (ru.Ypos < closestMu.Ypos)
                            {
                                ru.Move(1);
                            }
                        }
                        else if (closest is RangedUnit)
                        {
                            RangedUnit closestRu = (RangedUnit)closest;
                            if (ru.Xpos > closestRu.Xpos)
                            {
                                ru.Move(0);
                            }
                            else if (ru.Xpos < closestRu.Xpos)
                            {
                                ru.Move(2);
                            }
                            else if (ru.Ypos > closestRu.Ypos)
                            {
                                ru.Move(3);
                            }
                            else if (ru.Ypos < closestRu.Ypos)
                            {
                                ru.Move(1);
                            }
                        }
                        else if (closest is WizardUnit)
                        {
                            WizardUnit closestwu = (WizardUnit)closest;
                            if (ru.Xpos > closestwu.Xpos)
                            {
                                ru.Move(0);
                            }
                            else if (ru.Xpos < closestwu.Xpos)
                            {
                                ru.Move(2);
                            }
                            else if (ru.Ypos > closestwu.Ypos)
                            {
                                ru.Move(3);
                            }
                            else if (ru.Ypos < closestwu.Ypos)
                            {
                                ru.Move(1);
                            }
                        }
                    }
                }
                else if (map.Units[i] is WizardUnit)
                {
                    WizardUnit wu = (WizardUnit)map.Units[i];

                    (Unit closest, int distanceto) = wu.Closest(map.Units);

                    if (distanceto <= wu.Attackrange)
                    {
                        wu.isAttacking = true;
                        wu.Combat(closest);
                    }
                    else
                    {
                        if (closest is MeleeUnit)
                        {
                            MeleeUnit closestmu = (MeleeUnit)closest;
                            if (wu.Xpos > closestmu.Xpos)
                            {
                                wu.Move(0);
                            }
                            else if (wu.Xpos < closestmu.Xpos)
                            {
                                wu.Move(2);
                            }
                            else if (wu.Ypos > closestmu.Ypos)
                            {
                                wu.Move(3);
                            }
                            else if (wu.Ypos < closestmu.Ypos)
                            {
                                wu.Move(1);
                            }
                        }
                        else if (closest is RangedUnit)
                        {
                            RangedUnit closestru = (RangedUnit)closest;
                            if (wu.Xpos > closestru.Xpos)
                            {
                                wu.Move(0);
                            }
                            else if (wu.Xpos < closestru.Xpos)
                            {
                                wu.Move(2);
                            }
                            else if (wu.Ypos > closestru.Ypos)
                            {
                                wu.Move(3);
                            }
                            else if (wu.Ypos < closestru.Ypos)
                            {
                                wu.Move(1);
                            }
                        }
                        else if (closest is WizardUnit)
                        {
                            WizardUnit closestwu = (WizardUnit)closest;
                            if (wu.Xpos > closestwu.Xpos)
                            {
                                wu.Move(0);
                            }
                            else if (wu.Xpos < closestwu.Xpos)
                            {
                                wu.Move(2);
                            }
                            else if (wu.Ypos > closestwu.Ypos)
                            {
                                wu.Move(3);
                            }
                            else if (wu.Ypos < closestwu.Ypos)
                            {
                                wu.Move(1);
                            }
                        }
                    }
                }

                /*if(map.Buildings[i] is FactoryBuilding)
                 * {
                 *  FactoryBuilding fb = (FactoryBuilding)map.Buildings[i];
                 *  (Unit closest, int distanceTo) = fb.Closest(map.Units);
                 *
                 *  if(distanceTo <= 2)
                 *  {
                 *      fb.Combat(closest);
                 *  }
                 * }*/
            }
            map.Display(GBMap, x, y);
            roundnum++;
            int genspeed = 5;

            temp++;
            if (temp == genspeed)
            {
                fb.UnitProduce(genspeed);
            }
        }