/** * Copyright 2019 The Knights Of Unity, created by Piotr Stoch * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using System.Collections.Generic; using DemoGame.Scripts.Gameplay.NetworkCommunication; using DemoGame.Scripts.Gameplay.Nodes; namespace DemoGame.Scripts.Gameplay.Units { /// /// AI of nonmovable objects that could attack, like i.e. forts /// public class StructureAI : UnitAI { protected override void Update() { if (MatchCommunicationManager.Instance.IsHost && _unit.IsDestroyed == false) { if (_enemy) { if (!_enemy.CurrentNode.ConnectedNodes.ContainsKey(_unit.CurrentNode)) { FindAndSetEnemy(); } if (_unit.IsWeaponReloaded) { if (_unit.CurrentNode.ConnectedNodes.ContainsKey(_enemy.CurrentNode)) { SendAttackRequest(_enemy, _unit.Damage, _unit.AttackType); } } } else { FindAndSetEnemy(); } } } public override bool RearrangeIfCan(Stack unitsMovesStack) { return false; } protected override Node SelectEnemyNeighbourNode(Stack previousUnitsMoves = null) { return null; } } }