/// <summary> /// Обновление глобальной информации игры /// </summary> /// <param name="me"></param> /// <param name="world"></param> /// <param name="game"></param> /// <param name="move"></param> public static void Update(Player me, World world, Game game, Move move) { Me = me; World = world; Game = game; Move = move; foreach (var newVehicle in world.NewVehicles) { Units.Add(newVehicle.Id, new VehicleWrapper(newVehicle)); } foreach (var vehicleUpdate in World.VehicleUpdates) { if (vehicleUpdate.Durability > 0) { Units[vehicleUpdate.Id].Update(vehicleUpdate); } else { Units.Remove(vehicleUpdate.Id); } } MyUnits = Units.Values.Where(i => i.PlayerId == Me.Id).ToList(); Tactic.UpdateFormations(); }
/// <summary> /// ќсновной метод стратегии /// </summary> /// <param name="me"></param> /// <param name="world"></param> /// <param name="game"></param> /// <param name="move"></param> public void Move(Player me, World world, Game game, Move move) { Global.Update(me, world, game, move); Tactic.GroupRush(); //if (world.TickIndex < 0.75 * world.TickCount && !Tactic.EnemyIsWeaker ) // { //Hurricane(world, me); //} //else //{ // Rush(expand: true); //} //EvadeNuclearStrike(world, me); NuclearStrike(); Global.ActionQueue.Process(); }