protected void friendEnter(EnemyEntity ent, float distance) { if (this.Target == WumpusTarget.NOTHING) { // Must find better algo var direction = MathHelper.directionFromPointToPoint( this.Location, ent.Location); if (ent.State == EntityState.MOVING) { if (this.State == EntityState.MOVING) { if (ent.Rotation != this.Rotation) { ent.Rotation = Rotation = (ent.Rotation + this.Rotation + direction) / 3; } } else { Rotation = (ent.Rotation + direction) / 2; } } { this.Target = WumpusTarget.FRIEND; this.State = EntityState.MOVING; } } }
protected void enemyEnter(EnemyEntity ent, float distance) { Rotation = MathHelper.directionFromPointToPoint(this.Location, ent.Location); if (distance <= this.ActiveWeapon.AttackRadius) { this.State = EntityState.ATTACKING; } else { this.Target = WumpusTarget.ENEMY; this.State = EntityState.MOVING; } }