Пример #1
0
 private void AttackTroop(Troop troop)
 {
     if (troop != null)
     {
         TroopDamage damage2;
         TroopDamage damage = troop.ReceiveAttackDamage(this.SendAttackDamage(troop, false));
         if ((!damage.Waylay && !damage.AntiCounterAttack) && this.CounterAttackAvail(troop))
         {
             damage2 = this.ReceiveAttackDamage(troop.SendAttackDamage(this, true));
             damage.BeCountered = true;
             damage.CounterDamage = damage2.Damage;
             damage.CounterInjury = damage2.Injury;
             damage.CounterCombativityDown = damage2.CounterCombativityDown;
         }
         if (this.PierceAttack || this.BasePierceAttack)
         {
             foreach (Troop troop2 in this.GetTroopsBetween(troop))
             {
                 if (!this.TroopNoAccidentalInjury || !this.IsFriendly(troop2.BelongedFaction))
                 {
                     damage2 = troop2.ReceiveAttackDamage(this.SendAttackDamage(troop2, false));
                     this.StartAttackTroop(troop2, damage2, true);
                 }
             }
         }
         if (((this.AreaAttackRadius > 0) || (this.BaseAreaAttackRadius > 0)) || (this.StuntAttackRadius > 0))
         {
             int radius = (this.AreaAttackRadius > this.BaseAreaAttackRadius) ? this.AreaAttackRadius : this.BaseAreaAttackRadius;
             radius = (this.StuntAttackRadius > radius) ? this.StuntAttackRadius : radius;
             foreach (Troop troop2 in this.GetAreaAttackTroops(troop.Position, radius, this.ScatteredShootingOblique))
             {
                 if (((troop2 != troop) && (troop2 != this)) && (!this.TroopNoAccidentalInjury || !this.IsFriendly(troop2.BelongedFaction)))
                 {
                     damage2 = troop2.ReceiveAttackDamage(this.SendAttackDamage(troop2, false));
                     this.StartAttackTroop(troop2, damage2, true);
                 }
             }
         }
         if ((this.BaseAroundAttackRadius > 0) || (this.AroundAttackRadius > 0))
         {
             foreach (Troop troop2 in this.GetAreaAttackTroops(this.Position, this.AroundAttackRadius, true))
             {
                 if (((troop2 != troop) && (troop2 != this)) && (!this.TroopNoAccidentalInjury || !this.IsFriendly(troop2.BelongedFaction)))
                 {
                     damage2 = troop2.ReceiveAttackDamage(this.SendAttackDamage(troop2, false));
                     this.StartAttackTroop(troop2, damage2, true);
                 }
             }
         }
         if (this.BaseAttackAllOffenceArea || this.AttackAllOffenceArea)
         {
             foreach (Troop troop2 in this.GetAllOffenceAreaTroops(this.Position))
             {
                 if (((troop2 != troop) && (troop2 != this)) && (!this.TroopNoAccidentalInjury || !this.IsFriendly(troop2.BelongedFaction)))
                 {
                     damage2 = troop2.ReceiveAttackDamage(this.SendAttackDamage(troop2, false));
                     this.StartAttackTroop(troop2, damage2, true);
                 }
             }
         }
         this.StartAttackTroop(troop, damage, false);
     }
 }