private void Move() { for (int i = 0; i < Neighbors.Length; i++) { if (worldGrid[Neighbors[i]].AliveStatus == false && worldGrid[Neighbors[i]].NeighbourCounter <= maxNeedNeighbors && worldGrid[Neighbors[i]].NeighbourCounter >= minNeedNeighbors) { energy -= energyForMove; WorldFiller.NewWalker(IndexOfColony, AliveStatus, energy); Die(); } } }
private void Attack() { for (int i = 0; i < Neighbors.Length; i++) { if (worldGrid[Neighbors[i]].AliveStatus == true) { WorldFiller.NewColony(Neighbors[i], false); energy -= energyForAttack; NeighbourCounter--; break; } } }
private void Build() { for (int i = 0; i < Neighbors.Length; i++) { if (worldGrid[Neighbors[i]].AliveStatus == false) { WorldFiller.NewWalker(Neighbors[i], true, 0); energy -= energyForBuild; NeighbourCounter++; break; } } this.CountAliveNeighbors(); }
public void Start(int empty, int colony, int fighter, int walker, int builder) { WorldFiller.FillWorld(empty, colony, fighter, walker, builder); endSteper = new EndSteper(Game); }