Warrior units and their logic. Add the basic interaction logic to handle fighting stages and interaction types.
2 unit types, each unit encounter to the other.
Uses the primal interaction logic form parent to send the most basic interactions to child class.
These units should also guard resources based on some logic. No need to implement guard, attach, follow command states yet.
Use UnitAttaching boolean ja UnitBeingAttached boolean to see if unit can interact or be interacted with. Unit Reacts to attach with attaching back. Unit can be attached by as many units that can surround it. If unit can not attach anymore because the enemy has the max count attaching it, unit will find a another unit to fight, if this action is not bossible, unit will wait to see if it can attach the last unit.
Try to keep the being attached and attaching logic in the unit parent class. This logic reguires implementation for resource unit also. Add scouting unit that moves faster and has longer view range.
Warrior units and their logic. Add the basic interaction logic to handle fighting stages and interaction types. 2 unit types, each unit encounter to the other. Uses the primal interaction logic form parent to send the most basic interactions to child class. These units should also guard resources based on some logic. No need to implement guard, attach, follow command states yet. Use UnitAttaching boolean ja UnitBeingAttached boolean to see if unit can interact or be interacted with. Unit Reacts to attach with attaching back. Unit can be attached by as many units that can surround it. If unit can not attach anymore because the enemy has the max count attaching it, unit will find a another unit to fight, if this action is not bossible, unit will wait to see if it can attach the last unit. Try to keep the being attached and attaching logic in the unit parent class. This logic reguires implementation for resource unit also. Add scouting unit that moves faster and has longer view range.