internal static Paths EnemyZone()
{
var teamPolygons = new List<Geometry.Polygon>();
foreach (var hero in Heroes.EnemyHeroes.Where(h => !h.IsDead && h.IsVisible))
{
teamPolygons.Add(GetChampionRangeCircle(hero).ToPolygon());
}
var teamPaths = Geometry.ClipPolygons(teamPolygons);
var newTeamPaths = teamPaths;
foreach (var pathList in teamPaths)
{
Path wall = new Path();
foreach (var path in pathList)
{
if (Utility.IsWall(new Vector2(path.X, path.Y)))
{
wall.Add(path);
}
}
newTeamPaths.Remove(wall);
}
return newTeamPaths;
}