/// <summary> /// runs when a AI tank hits another tank , storing the power and angle /// </summary> /// <param name="angle">the angle in which a shot was fired</param> /// <param name="power">the amount of power behide the shot fired</param> public override void ReportHit(float x, float y) { // record a fired shot it firedShotLandingX.Add(x); fireShotLandingY.Add(y); // check all players alive in fight and see hit locations matches try { for (int playerNum = 1; playerNum < currentFight.NumPlayers(); playerNum++) { // check that player is alive and shot didnt hit the tank it came from if (!(currentFight.GetPlayerTank() == currentFight.GetBattleTank(playerNum)) && currentFight.GetBattleTank(playerNum).TankExists()) { // check X location of player ( give or take -10 or 5 ) for (int rangeCheck = 0; rangeCheck < 10; rangeCheck++) { if (currentFight.GetBattleTank(playerNum).GetX() == (int)x + rangeCheck || currentFight.GetBattleTank(playerNum).GetX() == (int)x - rangeCheck) { this.shotHit.Add(true); break; } } } } } catch (IndexOutOfRangeException error) { MessageBox.Show("Error handling players in AIOpponent.ReportHit"); } }
private int[] CalMinAndMaxAngle(int min, int max, Battle currentGame) { // check where the tank is , if it close to the edge make sure to fire to the inside of battlfeild for (int inrange = 0; inrange < 5; inrange++) { if (currentGame.GetPlayerTank().GetX() == (Battlefield.WIDTH / currentGame.NumPlayers() / 2 + inrange) || currentGame.GetPlayerTank().GetX() == (Battlefield.WIDTH / currentGame.NumPlayers() / 2 - inrange)) { // player is on the left hand side of map , should only shoot to the right min = 1; } if (currentGame.GetPlayerTank().GetX() == ((Battlefield.WIDTH - (Battlefield.WIDTH / currentGame.NumPlayers()) / 2) + inrange) || currentGame.GetPlayerTank().GetX() == ((Battlefield.WIDTH - (Battlefield.WIDTH / currentGame.NumPlayers()) / 2) - inrange) ) { // player is on the right side of map , should only shoot to the left max = -5; } } //check if there are other players to the left int playersToLeft = 0; for (int playerNum = 1; playerNum <= currentGame.NumPlayers(); playerNum++) { // check to see if a player is left of current player if (currentGame.GetPlayerTank().GetX() > currentGame.GetBattleTank(playerNum).GetX() && currentGame.GetBattleTank(playerNum).TankExists()) { //increment to show that a player is to the left playersToLeft++; } } // if no player to left exist set minimun angle to 1 min = (playersToLeft == 0) ? (1) : (min); //check if there are other players to the right int playersToRight = 0; for (int playerNum = 1; playerNum <= currentGame.NumPlayers(); playerNum++) { // check to see if a player is right of current player if (currentGame.GetPlayerTank().GetX() < currentGame.GetBattleTank(playerNum).GetX() && currentGame.GetBattleTank(playerNum).TankExists()) { //increment to show that a player is to the right playersToRight++; } } // if no player to right exist set maximun angle to 1 max = (playersToRight == 0) ? (-5) : (max); return(new int[2] { min, max }); }