Пример #1
0
        private void UpdateMap()
        {
            foreach (Units u in map.Units)
            {
                if (u.GetType() == typeof(MeleeUnit))
                {
                    MeleeUnit m = (MeleeUnit)u;
                    if (m.Health < 25)// running away
                    {
                        switch (R.Next(0, 4))
                        {
                        case 0: m.Move(Direction.North); break;

                        case 1: m.Move(Direction.East); break;

                        case 2: m.Move(Direction.South); break;

                        case 3: m.Move(Direction.West); break;
                        }
                    }
                    else // in combat or moving toward
                    {
                        bool inCombat = false;
                        foreach (Units e in map.Units)
                        {
                            if (u.inRange(e)) // in combat
                            {
                                u.Combat(e);
                                inCombat = true;
                            }
                        }

                        if (inCombat)
                        {
                            Units c = m.Closest(map.Units);
                            m.Move(m.DirectionTo(c));
                        }
                    }
                }
                foreach (Units Y in map.Units)
                {
                    if (Y.GetType() == typeof(RangedUnit))
                    {
                        RangedUnit r = (RangedUnit)Y;
                        if (r.Health < 25)// running away
                        {
                            switch (R.Next(0, 4))
                            {
                            case 0: r.Move(Direction.North); break;

                            case 1: r.Move(Direction.East); break;

                            case 2: r.Move(Direction.South); break;

                            case 3: r.Move(Direction.West); break;
                            }
                        }
                        else // in combat or moving toward
                        {
                            bool inCombat = false;
                            foreach (Units e in map.Units)
                            {
                                if (Y.inRange(e)) // in combat
                                {
                                    Y.Combat(e);
                                    inCombat = true;
                                }
                            }

                            if (inCombat)
                            {
                                Units c = r.Closest(map.Units);
                                r.Move(r.DirectionTo(c));
                            }
                        }
                    }
                }
            }
        }