示例#1
0
        // updates game information
        public void Update()
        {
            for (int i = 0; i < map.Units.Count; i++)
            {
                if (map.Units[i] is MeleeUnit)
                {
                    MeleeUnit mu = (MeleeUnit)map.Units[i];
                    if (mu.Health <= mu.MaxHealth * 0.25) // Running Away
                    {
                        mu.Move(r.Next(0, 4));
                    }
                    else
                    {
                        (Unit closest, int distanceTo)     = mu.Closest(map.Units);
                        (Building bclosest, int bdistance) = mu.Closest(map.Buildings);
                        //Check In Range
                        if (distanceTo <= mu.AttackRange)
                        {
                            mu.IsAttacking = true;
                            mu.Combat(closest);
                        }
                        else //Move Towards
                        {
                            if (closest is MeleeUnit)
                            {
                                MeleeUnit closestMu = (MeleeUnit)closest;
                                if (mu.XPos > closestMu.XPos) //North
                                {
                                    mu.Move(0);
                                }
                                else if (mu.XPos < closestMu.XPos) //South
                                {
                                    mu.Move(2);
                                }
                                else if (mu.YPos > closestMu.YPos) //West
                                {
                                    mu.Move(3);
                                }
                                else if (mu.YPos < closestMu.YPos) //East
                                {
                                    mu.Move(1);
                                }
                            }
                            else if (closest is RangedUnit)
                            {
                                RangedUnit closestRu = (RangedUnit)closest;
                                if (mu.XPos > closestRu.XPos) //North
                                {
                                    mu.Move(0);
                                }
                                else if (mu.XPos < closestRu.XPos) //South
                                {
                                    mu.Move(2);
                                }
                                else if (mu.YPos > closestRu.YPos) //West
                                {
                                    mu.Move(3);
                                }
                                else if (mu.YPos < closestRu.YPos) //East
                                {
                                    mu.Move(1);
                                }
                            }
                        }
                    }
                }
                else if (map.Units[i] is RangedUnit)
                {
                    RangedUnit ru = (RangedUnit)map.Units[i];

                    (Unit closest, int distanceTo) = ru.Closest(map.Units);

                    //Check In Range
                    if (distanceTo <= ru.AttackRange)
                    {
                        ru.IsAttacking = true;
                        ru.Combat(closest);
                    }
                    else     //Move Towards
                    {
                        if (closest is MeleeUnit)
                        {
                            MeleeUnit closestMu = (MeleeUnit)closest;
                            if (ru.XPos > closestMu.XPos)     //North
                            {
                                ru.Move(0);
                            }
                            else if (ru.XPos < closestMu.XPos)     //South
                            {
                                ru.Move(2);
                            }
                            else if (ru.YPos > closestMu.YPos)     //West
                            {
                                ru.Move(3);
                            }
                            else if (ru.YPos < closestMu.YPos)     //East
                            {
                                ru.Move(1);
                            }
                        }
                        else if (closest is RangedUnit)
                        {
                            RangedUnit closestRu = (RangedUnit)closest;
                            if (ru.XPos > closestRu.XPos)     //North
                            {
                                ru.Move(0);
                            }
                            else if (ru.XPos < closestRu.XPos)     //South
                            {
                                ru.Move(2);
                            }
                            else if (ru.YPos > closestRu.YPos)     //West
                            {
                                ru.Move(3);
                            }
                            else if (ru.YPos < closestRu.YPos)     //East
                            {
                                ru.Move(1);
                            }
                        }
                    }
                }
            }
            for (int i = 0; i < map.Buildings.Count; i++)
            {
                Building bitch = map.Buildings[i];
                if (bitch is ResourceBuilding)
                {
                    ResourceBuilding bREE = (ResourceBuilding)bitch;

                    switch (bREE.Faction)
                    {
                    case 0:
                    {
                        FactionZeroR += bREE.MineResource();
                    }
                    break;

                    case 1:
                    {
                        FactionOneR += bREE.MineResource();
                    }
                    break;

                    default: break;
                    }
                }
                else if (bitch is FactoryBuilding)
                {
                    FactoryBuilding bFac = (FactoryBuilding)bitch;
                    int             a    = bFac.Faction;
                    switch (a)
                    {
                    case 0:
                    {
                        if (FactionZeroR >= 6)
                        {
                            map.Units.Add(bFac.UnitSpawn());
                        }
                    }
                    break;

                    case 1:
                    {
                        if (FactionOneR >= 6)
                        {
                            map.Units.Add(bFac.UnitSpawn());
                        }
                    }
                    break;

                    default: break;
                    }
                }
                else
                {
                    Console.WriteLine("NANI THE F**K YOU HERE FOR ");
                }
            }


            map.Display(grpMap);
            round++;
        }