public Position BestVector( Position pos ) { Position dist = pos.Wrap() - this.Wrap(); if ( dist.X >= GameState.MapWidth >> 1 ) dist.X -= GameState.MapWidth; else if ( dist.X < -( GameState.MapWidth >> 1 ) ) dist.X += GameState.MapWidth; if ( dist.Y >= GameState.MapHeight >> 1 ) dist.Y -= GameState.MapHeight; else if ( dist.Y < -( GameState.MapHeight >> 1 ) ) dist.Y += GameState.MapHeight; return dist; }
public Position BestVector(Position pos) { Position dist = pos.Wrap() - this.Wrap(); if (dist.X >= GameState.MapWidth >> 1) { dist.X -= GameState.MapWidth; } else if (dist.X < -(GameState.MapWidth >> 1)) { dist.X += GameState.MapWidth; } if (dist.Y >= GameState.MapHeight >> 1) { dist.Y -= GameState.MapHeight; } else if (dist.Y < -(GameState.MapHeight >> 1)) { dist.Y += GameState.MapHeight; } return(dist); }