/// <summary> /// Get the next attackable base for the given player. /// </summary> /// <param name="forPlayer"></param> /// <returns></returns> public Base GetAttackableBase(AIFramework.Bot.Game.Player forPlayer) { try { if (forPlayer.Team == GameSession.Alliance.RED) { return(bases[blueAttackableBaseID]); } return(bases[redAttackableBaseID]); } catch (KeyNotFoundException) { return(null); } }
/// <summary> /// See if the given player can attack the given base. /// </summary> /// <param name="b"></param> /// <param name="player"></param> /// <returns></returns> public bool IsBaseAttackable(Base b, AIFramework.Bot.Game.Player player) { if (b.Team != player.Team) { bool inContention = false; int id = b.BaseID; if (player.Team == GameSession.Alliance.RED && id == blueAttackableBaseID) { inContention = true; } else if (player.Team == GameSession.Alliance.BLUE && id == redAttackableBaseID) { inContention = true; } return(inContention); } return(false); }