Beispiel #1
0
 protected BattleTurn.ActionArgs PerformAction(Player[] players, HexGrid grid, bool commitAction)
 {
     //if in range of target => attack
     if (CoordRange.CoordInRange(cubeCoordinate, target.CubeCoordinate, Stats.Range.Value))
     {
         if (commitAction)
         {
             BasicAttack(players, target, grid);
         }
         return(new BattleTurn.ActionArgs(this, target, BattleTurn.updateAction.Attack, null, -1));
     }
     //if out of range => try to move into range, move by step distance in unit stats.
     else
     {
         //follow shortest path if possible.
         Vector3[] path = AStarPathFinder.GetPath(cubeCoordinate, target.CubeCoordinate, Stats.Range.Value, grid.Size, grid.GetAllOccupiedTiles());
         if (!(path == null))
         {
             //calculate the index of the path to move to depending on move distance.
             // i.e. a unit with move distance 2 can skip the first location on the path,
             // and move to the second in one update call.
             int     moveIndex       = (Stats.MoveDistance.Value > path.Length) ? path.Length - 1 : Stats.MoveDistance.Value - 1;
             Vector3 stepDestination = path[moveIndex];
             if (commitAction)
             {
                 MoveToTile(grid, stepDestination);
             }
             //return action log data about what move the unit is making i.e. (this unit is acting, its moving, along path specified)...
             return(new BattleTurn.ActionArgs(this, target, BattleTurn.updateAction.Move, path, moveIndex));
         }
         //if no possible path is found, do nothing - there is no possible move.
         return(new BattleTurn.ActionArgs(this, null, BattleTurn.updateAction.None, null, -1));
     }
 }
Beispiel #2
0
        private Command DoMouseMovement()
        {
            var destination = InputManager.GetMouseWorldPosition(Program.Game.Camera);

            if (Entity.X == destination.X && Entity.Y == destination.Y)
            {
                return(null);
            }

            if ((Program.Game.Map.FovMap.IsInFov(destination.X, destination.Y) || Program.Game.Map.IsExplored(destination.X, destination.Y)))
            {
                if (Program.Game.Map.CanEnter(destination.X, destination.Y))
                {
                    Program.Game.Map.FovMap.SetCellProperties(Entity.X, Entity.Y, true, true);

                    CurrentPath = AStarPathFinder.GetPath(new Point(Entity.X, Entity.Y), destination);

                    if (CurrentPath != null)
                    {
                        CurrentPath.Dequeue(); // Discard starting point

                        var step = CurrentPath.Dequeue();
                        var x    = step.X - Entity.X;
                        var y    = step.Y - Entity.Y;

                        if (CurrentPath.Count == 0)
                        {
                            CurrentPath = null;
                        }

                        return(new MoveCommand(x, y));
                    }
                }
                else
                {
                    var target = Program.Game.Entities.FirstOrDefault(e => e.HasComponent <FighterComponent>() && e.X == destination.X && e.Y == destination.Y);

                    if (target != null && Program.Game.Player.DistanceTo(target) < 2)
                    {
                        return(new AttackCommand(target));
                    }
                }
            }

            return(null);
        }
Beispiel #3
0
    internal List <ATile> GetPath(ATile a_origin, ATile a_dest)
    {
        AStarPathFinder pathFinder = new AStarPathFinder();

        return(pathFinder.GetPath(floors, a_origin, a_dest));
    }