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Britbot
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checks if two groups are messed around in one another TODO: make this smarter
Definition at line 954 of file Group.cs. {
//first check direction stuff
HeadingVector diff = HeadingVector.CalcDifference(g1.FindCenter(true), g2.FindCenter(true));
//if they are not in the same direction or something
if ((diff * g1.Heading < 0) || (g2.Heading * g1.Heading > 0))
{
if((g1.IsFormed()) && (g2.IsFormed()))
return false;
}
//going over all the pirates in G1
foreach (int intPirate1 in g1.Pirates)
{
//convertion
Pirate pirate1 = Bot.Game.GetMyPirate(intPirate1);
//going over pirates in G2
foreach (int intPirate2 in g2.Pirates)
{
//conversion
Pirate pirate2 = Bot.Game.GetMyPirate(intPirate2);
//check if distance is small enough
if (Bot.Game.EuclidianDistanceSquared(pirate1.Loc, pirate2.Loc) <= Magic.GroupIntersectionDistance)
return true;
}
}
//otherwise return false
return false;
}
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1.7.6.1