Exemplo n.º 1
0
        public buildings ClosestBuilding()
        {
            int       xDis = 0, yDis = 0;
            double    distance = 1000;
            double    temp     = 1000;
            buildings target   = null;

            foreach (buildings u in building)
            {
                if (u is FactoryBuildings)
                {
                    FactoryBuildings b = (FactoryBuildings)u;
                    if (factionType != b.Faction)
                    {
                        xDis = Math.Abs((PosX - b.PosX) * (PosX - b.PosX));
                        yDis = Math.Abs((PosY - b.PosY) * (PosY - b.PosY));

                        distance = Math.Round(Math.Sqrt(xDis + yDis), 0);
                    }
                }
                else if (u is ResourceBuilding)
                {
                    ResourceBuilding b = (ResourceBuilding)u;
                    if (factionType != b.Faction)
                    {
                        xDis = Math.Abs((PosX - b.PosX) * (PosX - b.PosX));
                        yDis = Math.Abs((PosY - b.PosY) * (PosY - b.PosY));

                        distance = Math.Round(Math.Sqrt(xDis + yDis), 0);
                    }
                }
                if (distance < temp)
                {
                    temp   = distance;
                    target = u;
                }
            }
            return(target);
        }
Exemplo n.º 2
0
        public override void CheckAttackRange(List <Unit> uni, List <buildings> build)
        {
            units    = uni;
            building = build;

            closestUnit     = ClosestEnemy();
            closestBuilding = ClosestBuilding();

            int enemyType;

            int xDis = 0, yDis = 0;

            int uDistance = 10000, bDistance = 10000;
            int distance;

            if (closestUnit is MeleeUnit)
            {
                MeleeUnit M = (MeleeUnit)closestUnit;
                xDis = Math.Abs((PosX - M.PosX) * (PosX - M.PosX));
                yDis = Math.Abs((PosY - M.PosY) * (PosY - M.PosY));

                uDistance = (int)Math.Round(Math.Sqrt(xDis + yDis), 0);
            }
            else if (closestUnit is RangedUnit)
            {
                RangedUnit R = (RangedUnit)closestUnit;
                xDis = Math.Abs((PosX - R.PosX) * (PosX - R.PosX));
                yDis = Math.Abs((PosY - R.PosY) * (PosY - R.PosY));

                uDistance = (int)Math.Round(Math.Sqrt(xDis + yDis), 0);
            }
            else if (closestUnit is WizzardUnit)
            {
                WizzardUnit R = (WizzardUnit)closestUnit;
                xDis = Math.Abs((PosX - R.PosX) * (PosX - R.PosX));
                yDis = Math.Abs((PosY - R.PosY) * (PosY - R.PosY));

                uDistance = (int)Math.Round(Math.Sqrt(xDis + yDis), 0);
            }

            if (closestBuilding is FactoryBuildings)
            {
                FactoryBuildings FB = (FactoryBuildings)closestBuilding;
                xDis = Math.Abs((PosX - FB.PosX) * (PosX - FB.PosX));
                yDis = Math.Abs((PosY - FB.PosY) * (PosY - FB.PosY));

                bDistance = (int)Math.Round(Math.Sqrt(xDis + yDis), 0);
            }
            else if (closestBuilding is ResourceBuilding)
            {
                ResourceBuilding RB = (ResourceBuilding)closestBuilding;
                xDis = Math.Abs((PosX - RB.PosX) * (PosX - RB.PosX));
                yDis = Math.Abs((PosY - RB.PosY) * (PosY - RB.PosY));

                bDistance = (int)Math.Round(Math.Sqrt(xDis + yDis), 0);
            }

            if (units[0] != null)
            {
                if (uDistance < bDistance)
                {
                    distance  = uDistance;
                    enemyType = 0;
                }
                else
                {
                    distance  = bDistance;
                    enemyType = 1;
                }
            }
            else
            {
                distance  = bDistance;
                enemyType = 1;
            }

            //Checks to see if they are below 25% health so they move rather than attacking
            if (Health > MaxHealth * 0.25)
            {
                if (distance <= AttackRange)
                {
                    IsAttacking = true;
                    Combat(enemyType);
                }
                else
                {
                    IsAttacking = false;
                    Move(enemyType);
                }
            }
            else
            {
                Move(enemyType);
            }
        }