Пример #1
0
        // Returns attack postion of target in world
        public static Vector2?ChooseTargetVector(TeamType teamType, float range, Rectangle bb, Guid interiorId)
        {
            foreach (var otherTeam in BoundingBoxLocations.BoundingBoxLocationMap.Keys)
            {
                if (AttackMapping.AttackMappings[teamType][otherTeam])
                {
                    Vector2?shotCords = null;
                    if (BoundingBoxLocations.BoundingBoxLocationMap[otherTeam].Any())
                    {
                        float minVMag = float.MaxValue;

                        foreach (var target in BoundingBoxLocations.BoundingBoxLocationMap[otherTeam])
                        {
                            float vmag = PhysicsUtility.VectorMagnitude(target.targetLoc.X, bb.X, target.targetLoc.Y, bb.Y);
                            if (vmag < minVMag && interiorId == target.interiorId)
                            {
                                minVMag   = vmag;
                                shotCords = target.targetLoc;
                            }
                        }
                        if (minVMag <= range)
                        {
                            return(shotCords);
                        }
                    }
                    else
                    {
                        return(null);
                    }
                }
            }
            return(null);
        }
Пример #2
0
        // Returns tile point of target (pass the pathType on which you desire to find a target - i.e. ships don't build paths to land tiles) and the distance between target and this bb
        public static Tuple <Point?, float> ChooseTargetPoint(TeamType teamType, float range, Rectangle bb, Guid interiorId, PathType pathType)
        {
            foreach (var otherTeam in BoundingBoxLocations.BoundingBoxLocationMap.Keys)
            {
                if (AttackMapping.AttackMappings[teamType][otherTeam])
                {
                    Point?targetTilePoint = null;
                    if (BoundingBoxLocations.BoundingBoxLocationMap[otherTeam].Any())
                    {
                        float minVMag = float.MaxValue;

                        foreach (var target in BoundingBoxLocations.BoundingBoxLocationMap[otherTeam])
                        {
                            if (target.pathType != pathType)
                            {
                                continue;
                            }

                            float vmag = PhysicsUtility.VectorMagnitude(target.targetLoc.X, bb.X, target.targetLoc.Y, bb.Y);
                            if (vmag < minVMag && interiorId == target.interiorId)
                            {
                                minVMag         = vmag;
                                targetTilePoint = target.mapCordPoint;
                            }
                        }
                        if (minVMag <= range)
                        {
                            return(new Tuple <Point?, float>(targetTilePoint, minVMag));
                        }
                    }
                    else
                    {
                        return(null);
                    }
                }
            }
            return(null);
        }