private static FightState GetCurrentFightStateDefensive(Playfield p) { if (GameBeginning) { return(Decision.GameBeginningDecision(p, out GameBeginning)); } if (!p.noEnemiesOnMySide()) { return(Decision.EnemyIsOnOurSideDecision(p)); } else if (p.enemyMinions.Count > 1) { return(Decision.EnemyHasCharsOnTheFieldDecision(p)); } else { return(Decision.DefenseDecision(p)); } }
private static FightState GetCurrentFightStateRusher(Playfield p) { return(!p.noEnemiesOnMySide() ? Decision.EnemyIsOnOurSideDecision(p) : Decision.AttackDecision(p)); }