/* * public void ClearFogOfWar() { * int viewRange = _buildingData.ViewRange; * * for (int x = -viewRange + Position.X; x <= viewRange + Position.X; x++) { * for (int y = -viewRange + Position.Y; y <= viewRange + Position.Y; y++) { * if (x < 0 || y < 0 || x > _map.Width - 1 || y > _map.Height - 1) { * continue; * } * _map.FogOfWar[x, y] = false; * } * } * } */ /// <summary> /// manage building /// there are buildings which can shoot - some ai /// </summary> public void DoAI() { if (_bStatus != null) { if (_bStatus.DoTurn()) { this.state = BuildingState.normal; } } if (this.State == BuildingState.normal) { if (this.BuildingData.FirePower == 0) { return; } if (roundToReload > 0) { // reload time - cant shoot. roundToReload--; return; } if (FindNearestTargetInFireRange(out attacked)) { /* * actions for looking for target, shooting * */ TryAttack(attacked); roundToReload = BuildingData.__ReloadTime; } } }