Exemplo n.º 1
0
        float EvalThisQuarter(QuarterState quarterState)
        {
            int guardCount = (int)(quarterState.OwnershipDuration.TotalSeconds / game.Player.GuardAddTimeout.TotalSeconds);

            if (guardCount > TownQuarter.MaxGuardCount)
            {
                guardCount = TownQuarter.MaxGuardCount;
            }
            int multiplier;

            switch (quarterState.Ownership)
            {
            case QuarterOwnership.My:
                multiplier = 1;
                break;

            case QuarterOwnership.His:
                multiplier = -1;
                break;

            default:
                multiplier = 0;
                break;
            }
            return(((float)guardCount / TownQuarter.MaxGuardCount) * multiplier);
        }
Exemplo n.º 2
0
        /// <summary>
        /// Creates copy of this state into a new object.
        /// </summary>
        /// <returns>The copy of this state</returns>
        public GameState Copy()
        {
            QuarterState[] qs = new QuarterState[QuarterStates.Length];
            Array.Copy(QuarterStates, qs, qs.Length);
            GameState gs = new GameState(game)
            {
                Damage        = Damage,
                Health        = Health,
                Position      = Position,
                QuarterStates = qs
            };

            return(gs);
        }
Exemplo n.º 3
0
 GameState GetCurrentGameState(GameTime gameTime)
 {
     QuarterState[] qStates = new QuarterState[Game.Town.Quarters.Length];
     for (int i = 0; i < qStates.Length; i++)
     {
         qStates[i] = new QuarterState();
         if (Game.Town.Quarters[i].Owner == this)
         {
             qStates[i].Ownership = QuarterOwnership.My;
         }
         else if (Game.Town.Quarters[i].Owner == Game.Player)
         {
             qStates[i].Ownership = QuarterOwnership.His;
         }
         else
         {
             qStates[i].Ownership = QuarterOwnership.Empty;
         }
         qStates[i].OwnershipDuration = gameTime.TotalGameTime - Game.Town.Quarters[i].OwnershipBeginTime;
     }
     float damage = 0;
     foreach (Tool tool in Tools)
     {
         if (tool is Gun)
         {
             Gun gun = (Gun)tool;
             float gunUtility = gun.Type.Damage * gun.Bullets;
             damage += gunUtility;
         }
     }
     return new GameState(Game) { QuarterStates = qStates, Damage = damage, Position = Position, Health = Health };
 }