private void SpawnEnemies()
        {
            Random r = new Random((int)DateTime.Now.ToOADate());
            float  x, z;
            int    count = 5;

            x = 30;
            z = 30;
            c = (EnemyCruiser)GetEnemyCruiser(new Vector3(x + 10, 15 + 0, z + 0));
            physicsManager.AddNewObject(c);

            for (int i = 0; i < count; i++)
            {
                x = (float)(r.NextDouble() - .5);
                z = (float)(r.NextDouble() - .5);

                x = x * 250;
                z = z * 250;

                EnemyFighter fighter = (EnemyFighter)GetEnemyFighter(new Vector3(x, 15, z));
                //fighter.AddCollisionCallback(new JigLibX.Collision.CollisionCallbackFn(EnemyHit));
                fighter.Init(new Vector3(x, 15, z), Matrix.Identity);
                physicsManager.AddNewObject(fighter);
            }
        }
Beispiel #2
0
        private void LoadFighters(Resources res, GameHandler gameHandler)
        {
            for (int i = 0; i < /*this.enemyIDs.Count()*/ 1; i++)
            {
                this.enemies.Add(new EnemyFighter(this.enemyIDs[i], gameHandler.lastEncounteredEnemy.level, enemyScreenPositions[i]));
                this.enemies[i].LoadContent(res);
                this.aliveEnemyPositions.Add(i);
            }
            this.enemyTemplate = enemies[0];

            this.removedCounter = 0;

            this.player = new PlayerFighter(playerScreenPos);

            this.player.attackList = MoveLoader.ConvertIDsToMoves(gameHandler.worldData.unlockedSkillIDs);
            for (int i = 0; i < this.player.attackList.Count(); i++)
            {
                List <FrameAnim> primaryAnims = new List <FrameAnim>();
                for (int j = 0; j < res.MovePrimaryAnimsPerMove[Move.ID_DICT[this.player.attackList[i].moveName]].Count(); j++)
                {
                    primaryAnims.Add(res.MovePrimaryAnims[res.MovePrimaryAnimsPerMove[Move.ID_DICT[this.player.attackList[i].moveName]][j]]);
                }
                this.player.attackList[i].LoadContent(primaryAnims, res.MoveSecondaryAnims[Move.ID_DICT[player.attackList[i].moveName]]);
                this.player.attackList[i].PrimeMove(player.standbyScreenPos, enemies[0].curScreenPos, 50, .35);
            }
        }
Beispiel #3
0
        public void Team_TestAddRange_CorrectlyUpdatesDisplayNames()
        {
            Goblin goblin1 = (Goblin)FighterFactory.GetFighter(FighterType.Goblin, 1);
            Goblin goblin2 = (Goblin)FighterFactory.GetFighter(FighterType.Goblin, 1);
            Goblin goblin3 = (Goblin)FighterFactory.GetFighter(FighterType.Goblin, 1);
            Goblin goblin4 = (Goblin)FighterFactory.GetFighter(FighterType.Goblin, 1);

            Team testTeam = new Team(TestMenuManager.GetTestMenuManager(),
                                     goblin1
                                     );

            List <Goblin> goblinsToAdd = new List <Goblin> {
                goblin2, goblin3, goblin4
            };

            testTeam.AddRange(goblinsToAdd);

            for (var i = 0; i < 4; ++i)
            {
                EnemyFighter enemy = testTeam.Fighters[i] as EnemyFighter;
                char         expectedAppendedChar = (char)('A' + i);
                string       expectedAppendStr    = $"{expectedAppendedChar}";

                Assert.AreEqual(expectedAppendStr, enemy?.AppendText);
            }
        }
Beispiel #4
0
 private void Awake()
 {
     mover            = GetComponent <EnemyMover>();
     fighter          = GetComponent <EnemyFighter>();
     health           = GetComponent <Health>();
     player           = GameObject.FindWithTag("Player").transform;
     playerController = player.gameObject.GetComponent <PlayerController>();
 }
Beispiel #5
0
 public EnemyFighter GetEnemy(string key)
 {
     var prototype = _prototypes[key];
     
     var fighter = new EnemyFighter();
     fighter.Name = prototype.Name;
     fighter.SetLevel(prototype.Level);
     return fighter;
 }
Beispiel #6
0
        public static bool IsNearTargetPosition(EnemyFighter fighter, EnemyCruiser cruiser)
        {
            float dist = Vector3.Distance(fighter.Position, cruiser.Position + fighter.OffsetFromCruiser);

            if (dist < TargetPositionRange)
            {
                return(true);
            }
            return(false);
        }
        private void BuildMenu(IMenu menu, List <TerrainInteractable> terrainInteractables = null)
        {
            _player = (HumanFighter)FighterFactory.GetFighter(FighterType.HumanControlledPlayer, 1);
            var playerTeam = new Team(_menuManager, _player);

            _enemy = (EnemyFighter)FighterFactory.GetFighter(FighterType.Goblin, 1);
            var enemyTeam = new Team(_menuManager, _enemy);

            menu.Build(_player, playerTeam, enemyTeam, terrainInteractables ?? new List <TerrainInteractable>());
        }
Beispiel #8
0
    public static EnemyFighter MakeBeaver()
    {
        var beaver = new EnemyFighter
        {
            Name  = "Beaver",
            Level = 1
        };

        return(beaver);
    }
Beispiel #9
0
    public void StartCombat()
    {
        foreach (Button button in playerActionButtons)
        {
            button.interactable = false;
        }
        playerFighter = Instantiate(playerFighterPrefab);
        enemyFighter  = Instantiate(enemyFighterPrefab);

        StartCoroutine(BattleFlow());
    }
Beispiel #10
0
        private static MagicType GetFighterMagicType(EnemyFighter fighter)
        {
            MagicType ret = MagicType.None;

            IMagicEnemy fighterAsMagicEnemy = fighter as IMagicEnemy;

            if (fighterAsMagicEnemy != null)
            {
                ret = fighterAsMagicEnemy.MagicType;
            }

            return(ret);
        }
    public void StartCombat()
    {
        playerFighter = Instantiate(playerFighterPrefab);
        enemyFighter  = Instantiate(enemyFighterPrefab);
        fighters      = new List <Fighter>()
        {
            playerFighter, enemyFighter
        };

        if (UnityEngine.Random.value > .5f)
        {
            fighters.Reverse();
        }

        StartCoroutine(BattleFlow());
    }
Beispiel #12
0
        public void addBoid(Vector3 position, EnemyType type)
        {
            AEnemys ship;

            switch (type)
            {
            case EnemyType.Fighter:
                ship = new EnemyFighter(position);
                ship.LoadContent(fighterModel);
                break;

            case EnemyType.Fighter2:
                ship = new EnemyFighter2(position);
                ship.LoadContent(fighter2Model);
                break;

            case EnemyType.Fighter3:
                ship = new EnemyFighter3(position);
                ship.LoadContent(fighter3Model);
                break;

            case EnemyType.Bomber:
                ship = new EnemyBomber(position);
                ship.LoadContent(bomberModel);
                break;

            case EnemyType.Bomber2:
                ship = new EnemyBomber2(position);
                ship.LoadContent(bomber2Model);
                break;

            case EnemyType.Boss:
                ship = new EnemyBoss(position);
                ship.LoadContent(bossModel);
                break;

            default:
                ship = new EnemyFighter(position);
                ship.LoadContent(fighterModel);
                break;
            }
            ship.flyingAwayFromDrone   = false;
            ship.flyingAwayFromStation = false;
            _ships.Add(ship);
        }
Beispiel #13
0
        public void AddFigther(ContentManager pContent, Vector2 pPosition, Vector2 pDestination)
        {
            int i = 0;

            if (EnemyFighter.Count != 0)
            {
                while (i < EnemyFighter.Count && EnemyFighter[i] != null)
                {
                    i++;
                }
            }
            Fighter var = new Fighter(pContent, this, i);

            EnemyFighter.Insert(i, var);
            EnemyFighter[i].SpawnAt(pPosition);
            EnemyFighter[i].SetDestination(pDestination);
            EnemyFighter[i].SetTarget(new Vector2(640, 360));
        }
Beispiel #14
0
        public void Constructor_CorrectlySetsDisplayNames_TeamEntirelyComprisedOfHumanControlledEnemies()
        {
            HumanControlledEnemyFighter humanControlledEnemy1 = (HumanControlledEnemyFighter)FighterFactory.GetFighter(FighterType.HumanControlledEnemy, 1);
            EnemyFighter enemy1 = (EnemyFighter)FighterFactory.GetFighter(FighterType.Goblin, 1);

            humanControlledEnemy1.SetEnemy(enemy1);

            HumanControlledEnemyFighter humanControlledEnemy2 = (HumanControlledEnemyFighter)FighterFactory.GetFighter(FighterType.HumanControlledEnemy, 1);
            EnemyFighter enemy2 = (EnemyFighter)FighterFactory.GetFighter(FighterType.Goblin, 1);

            humanControlledEnemy2.SetEnemy(enemy2);

            HumanControlledEnemyFighter humanControlledEnemy3 = (HumanControlledEnemyFighter)FighterFactory.GetFighter(FighterType.HumanControlledEnemy, 1);
            EnemyFighter enemy3 = (EnemyFighter)FighterFactory.GetFighter(FighterType.Fairy, 1);

            humanControlledEnemy3.SetEnemy(enemy3);

            HumanControlledEnemyFighter humanControlledEnemy4 = (HumanControlledEnemyFighter)FighterFactory.GetFighter(FighterType.HumanControlledEnemy, 1);
            EnemyFighter enemy4 = (EnemyFighter)FighterFactory.GetFighter(FighterType.Fairy, 1);

            humanControlledEnemy4.SetEnemy(enemy4);

            List <IFighter> fighters = new List <IFighter>
            {
                humanControlledEnemy1,
                humanControlledEnemy2,
                humanControlledEnemy3,
                humanControlledEnemy4,
            };

            Team team = new Team(_menuManager, fighters);

            for (var i = 0; i < 4; ++i)
            {
                IFighter fighter = team.Fighters[i];

                char expectedChar = (char)('A' + (i % 2));
                Assert.AreEqual($"{expectedChar}", fighter.AppendText);
            }
        }
        public void Build(HumanControlledEnemyFighter owner, Team ownTeam, Team enemyTeam, List <TerrainInteractable> terrainInteractables)
        {
            Owner      = owner;
            _ownTeam   = ownTeam;
            _enemyTeam = enemyTeam;

            _hasBeenBuilt = true;

            EnemyFighter ownerAsEnemyFighter = owner.Fighter;

            if (ownerAsEnemyFighter == null)
            {
                throw new ArgumentException("HumanControlledEnemyMenu should only be built with an instance of Enemy Fighter", nameof(owner));
            }

            MenuActions = ownerAsEnemyFighter.AvailableMoves.Select(
                move => new MenuAction(move.Description, subMenu: _menuFactory.GetMenu(MenuType.ChooseTargetMenu, _input, _output), move: move))
                          .ToList();

            foreach (var menuAction in MenuActions)
            {
                menuAction.SubMenu?.Build(owner, ownTeam, enemyTeam, terrainInteractables);
            }
        }
Beispiel #16
0
        public void Constructor_CorrectlySetsDisplayNames_TeamComprisedOfMixOfNormalEnemiesAndHumanControlledEnemies()
        {
            HumanControlledEnemyFighter humanControlledEnemy1 = (HumanControlledEnemyFighter)FighterFactory.GetFighter(FighterType.HumanControlledEnemy, 1);
            EnemyFighter enemy1 = (EnemyFighter)FighterFactory.GetFighter(FighterType.Goblin, 1);

            humanControlledEnemy1.SetEnemy(enemy1);

            HumanControlledEnemyFighter humanControlledEnemy2 = (HumanControlledEnemyFighter)FighterFactory.GetFighter(FighterType.HumanControlledEnemy, 1);
            EnemyFighter enemy2 = (EnemyFighter)FighterFactory.GetFighter(FighterType.Goblin, 1);

            humanControlledEnemy2.SetEnemy(enemy2);

            HumanControlledEnemyFighter humanControlledEnemy3 = (HumanControlledEnemyFighter)FighterFactory.GetFighter(FighterType.HumanControlledEnemy, 1);
            EnemyFighter enemy3 = (EnemyFighter)FighterFactory.GetFighter(FighterType.Fairy, 1);

            humanControlledEnemy3.SetEnemy(enemy3);

            HumanControlledEnemyFighter humanControlledEnemy4 = (HumanControlledEnemyFighter)FighterFactory.GetFighter(FighterType.HumanControlledEnemy, 1);
            EnemyFighter enemy4 = (EnemyFighter)FighterFactory.GetFighter(FighterType.Fairy, 1);

            humanControlledEnemy4.SetEnemy(enemy4);

            HumanControlledEnemyFighter humanControlledEnemy5 = (HumanControlledEnemyFighter)FighterFactory.GetFighter(FighterType.HumanControlledEnemy, 1);
            EnemyFighter enemy9 = (EnemyFighter)FighterFactory.GetFighter(FighterType.Warrior, 1);

            humanControlledEnemy5.SetEnemy(enemy9);

            IFighter enemy5  = FighterFactory.GetFighter(FighterType.Goblin, 1);
            IFighter enemy6  = FighterFactory.GetFighter(FighterType.Goblin, 1);
            IFighter enemy7  = FighterFactory.GetFighter(FighterType.Fairy, 1);
            IFighter enemy8  = FighterFactory.GetFighter(FighterType.Fairy, 1);
            IFighter enemy10 = FighterFactory.GetFighter(FighterType.Golem, 1);

            List <IFighter> fighters = new List <IFighter>
            {
                humanControlledEnemy1,
                humanControlledEnemy2,
                enemy5,
                enemy6,
                humanControlledEnemy3,
                humanControlledEnemy4,
                enemy7,
                enemy8,
                humanControlledEnemy5,
                enemy10
            };

            Team     team = new Team(_menuManager, fighters);
            IFighter fighter;

            for (var i = 0; i < 8; ++i)
            {
                fighter = team.Fighters[i];

                char expectedChar = (char)('A' + (i % 4));
                Assert.AreEqual($"{expectedChar}", fighter.AppendText, $"i: {i}");
            }

            fighter = team.Fighters[8];
            Assert.AreEqual("", fighter.AppendText);

            fighter = team.Fighters[9];
            Assert.AreEqual("", fighter.AppendText);
        }
Beispiel #17
0
        private void Gameplay_Update(int GameState, GameTime pGameTime, ContentManager Content)
        {
            if (keyboard != previousKeyboard && keyboard.IsKeyDown(Keys.Escape) && pause)
            {
                this.Game_State = 0;
            }

            if (keyboard.IsKeyDown(Keys.Escape))
            {
                pause      = true;
                this.Pause = mstate.Position;
            }


            if (keyboard != previousKeyboard && keyboard.IsKeyDown(Keys.Enter) && pause)
            {
                pause = false;
                Mouse.SetPosition(Pause.X, Pause.Y);
            }

            if (!pause)
            {
                foreach (Enemy var1 in enemyFighter)
                {
                    var1.Update(pGameTime);
                }
                foreach (Sprite HUD in hud)
                {
                    HUD.Update(pGameTime);
                }
                foreach (Right_HUD R_H in R_hud)
                {
                    R_H.Update(pGameTime);
                }

                SSV.Update(pGameTime);
                cone.Update(pGameTime);

                //Enemies Update
                foreach (Fighter Enemies in EnemyFighter)
                {
                    Point ID = Enemies.Update(pGameTime);
                    if (ID != Point.Zero)
                    {
                        TargetID = ID;
                    }
                    Enemies.UpdatePositionAngle(cone);
                    if (Enemies.FireWeapon)
                    {
                        int i = 0;
                        if (EnemyMissile.Count != 0)
                        {
                            while (i < EnemyMissile.Count && EnemyMissile[i] != null)
                            {
                                i++;
                            }
                        }
                        Missile var = new Missile(content, this, i, new Point(0, 0));
                        EnemyMissile.Insert(i, var);
                        EnemyMissile[i].SpawnAt(Enemies.Position);
                        EnemyMissile[i].SetDestination(new Vector2(640, 360));
                        Enemies.FireWeapon = false;
                    }
                    if (!Enemies.IsActive)
                    {
                        EnemyFighterDump.Add(Enemies);
                    }
                }
                EnemyFighter = EnemyFighter.Except(EnemyFighterDump).ToList();

                foreach (Frigate Enemies in EnemyFrigate)
                {
                    Point ID = Enemies.Update(pGameTime);
                    if (ID != Point.Zero)
                    {
                        TargetID = ID;
                    }
                    Enemies.UpdatePositionAngle(cone);
                    if (Enemies.FireWeapon)
                    {
                        int i = 0;
                        if (EnemySlug.Count != 0)
                        {
                            while (i < EnemySlug.Count && EnemySlug[i] != null)
                            {
                                i++;
                            }
                        }
                        Slug var = new Slug(content, this);
                        EnemySlug.Insert(i, var);
                        EnemySlug[i].SpawnAt(Enemies.Position);
                        EnemySlug[i].SetDestination(new Vector2(640, 360));
                        Enemies.FireWeapon = false;
                    }
                    if (!Enemies.IsActive)
                    {
                        EnemyFrigateDump.Add(Enemies);
                    }
                }
                EnemyFrigate = EnemyFrigate.Except(EnemyFrigateDump).ToList();

                foreach (Carrier Enemies in EnemyCarrier)
                {
                    Point ID = Enemies.Update(pGameTime);
                    if (ID != Point.Zero)
                    {
                        TargetID = ID;
                    }
                    Enemies.UpdatePositionAngle(cone);
                    if (Enemies.FireWeapon)
                    {
                        AddFigther(content, Enemies.Position, new Vector2(640, 360));
                        Enemies.FireWeapon = false;
                    }
                    if (!Enemies.IsActive)
                    {
                        EnemyCarrierDump.Add(Enemies);
                    }
                }
                EnemyCarrier = EnemyCarrier.Except(EnemyCarrierDump).ToList();

                foreach (Dreadnought Enemies in EnemyDreadnought)
                {
                    Point ID = Enemies.Update(pGameTime);
                    if (ID != Point.Zero)
                    {
                        TargetID = ID;
                    }
                    Enemies.UpdatePositionAngle(cone);
                    if (Enemies.FireWeapon)
                    {
                        int i = 0;
                        if (EnemyCannon.Count != 0)
                        {
                            while (i < EnemyCannon.Count && EnemyCannon[i] != null)
                            {
                                i++;
                            }
                        }
                        Cannon var = new Cannon(content, this, new Point(0, 0), 10);
                        EnemyCannon.Insert(i, var);
                        EnemyCannon[i].SpawnAt(Enemies.Position);
                        Enemies.FireWeapon = false;
                    }
                    if (!Enemies.IsActive)
                    {
                        EnemyDreadnoughtDump.Add(Enemies);
                    }
                }
                EnemyDreadnought = EnemyDreadnought.Except(EnemyDreadnoughtDump).ToList();

                //endEnemies Update

                //Weapons Update

                foreach (Missile Missile in EnemyMissile)
                {
                    Point ID = Missile.Update(GetPositionByID(Missile.TargetID));
                    if (ID != Point.Zero)
                    {
                        TargetID = ID;
                    }

                    if (Missile.Friendly == false && Missile.IsMoving == false)
                    {
                        Missile.Destroy = true;
                        enemyMissileDump.Add(Missile);
                        HB_hp -= 1;
                    }
                    else if (Missile.Friendly && !Missile.IsMoving)
                    {
                        DamageTarget(Missile.TargetID, 1);
                    }
                }

                enemyMissile = enemyMissile.Except(enemyMissileDump).ToList();

                foreach (Laser Lsr in Lasers)
                {
                    Lsr.Update();
                }

                foreach (Slug Slug in EnemySlug)
                {
                    Slug.Update();

                    if (Slug.Friendly == false && Slug.IsMoving == false)
                    {
                        Slug.Destroy = true;
                        enemySlugDump.Add(Slug);
                        HB_hp -= 5;
                    }
                    else if (Slug.Friendly && !Slug.IsMoving)
                    {
                        DamageTarget(Slug.TargetID, 2);
                    }
                }

                enemySlug = enemySlug.Except(enemySlugDump).ToList();

                foreach (Cannon Cannon in EnemyCannon)
                {
                    Cannon.Update();

                    //Add destroy here.
                }

                enemySlug = enemySlug.Except(enemySlugDump).ToList();

                //endWeapons Update

                ladar.Update(pGameTime, cone.Lockin, cone.stopAngle_M);

                if (SpawnBlock == 200)
                {
                    SpawnEnemy(Content);
                    SpawnBlock = 0;
                }
                else
                {
                    SpawnBlock += 1;
                }

                //PlayerWeapons

                PlayerWpn[0].Update();
                PlayerWpn[1].Update();
                PlayerWpn[2].Update();
                PlayerWpn[3].Update();
                PlayerWpn[4].Update();

                if (keyboard.IsKeyDown(Keys.D1))
                {
                    if (PlayerWpn[0].CanFire)
                    {
                        int i = 0;
                        if (EnemyMissile.Count != 0)
                        {
                            while (i < EnemyMissile.Count && EnemyMissile[i] != null)
                            {
                                i++;
                            }
                        }
                        Missile var = new Missile(content, this, i, TargetID);
                        EnemyMissile.Insert(i, var);
                        EnemyMissile[i].SpawnAt(new Vector2(640, 360));
                        EnemyMissile[i].SetDestination(GetPositionByID(TargetID));
                        EnemyMissile[i].Friendly = true;
                        PlayerWpn[0].FireWeapon();
                    }
                }
                else if (keyboard.IsKeyDown(Keys.D2))
                {
                    if (PlayerWpn[1].CanFire)
                    {
                        int i = 0;
                        if (Lasers.Count != 0)
                        {
                            while (i < Lasers.Count && Lasers[i] != null)
                            {
                                i++;
                            }
                        }
                        Laser var = new Laser(content, this, TargetID, 10);
                        Lasers.Insert(i, var);
                        Lasers[i].SpawnAt(new Vector2(640, 360));
                        PlayerWpn[1].FireWeapon();
                    }
                }
                else if (keyboard.IsKeyDown(Keys.D3))
                {
                    if (PlayerWpn[2].CanFire)
                    {
                        int i = 0;
                        if (EnemySlug.Count != 0)
                        {
                            while (i < EnemySlug.Count && EnemySlug[i] != null)
                            {
                                i++;
                            }
                        }
                        Slug var = new Slug(content, this);
                        EnemySlug.Insert(i, var);
                        EnemySlug[i].SpawnAt(new Vector2(640, 360));
                        EnemySlug[i].SetDestination(GetPositionByID(TargetID));
                        PlayerWpn[2].FireWeapon();
                    }
                }
                else if (keyboard.IsKeyDown(Keys.D4))
                {
                    if (PlayerWpn[3].CanFire)
                    {
                        int i = 0;
                        if (EnemyCannon.Count != 0)
                        {
                            while (i < EnemyCannon.Count && EnemyCannon[i] != null)
                            {
                                i++;
                            }
                        }
                        Cannon var = new Cannon(content, this, TargetID, 10);
                        EnemyCannon.Insert(i, var);
                        EnemyCannon[i].SpawnAt(new Vector2(640, 360));
                        PlayerWpn[3].FireWeapon();
                        DamageTarget(TargetID, 3);
                    }
                }
                else if (keyboard.IsKeyDown(Keys.D5))
                {
                    if (PlayerWpn[4].CanFire)
                    {
                        foreach (Fighter var1 in EnemyFighter)
                        {
                            DamageTarget(var1.ID, 4);
                        }
                        foreach (Frigate var1 in EnemyFrigate)
                        {
                            DamageTarget(var1.ID, 4);
                        }
                        foreach (Carrier var1 in EnemyCarrier)
                        {
                            DamageTarget(var1.ID, 4);
                        }
                        foreach (Dreadnought var1 in EnemyDreadnought)
                        {
                            DamageTarget(var1.ID, 4);
                        }
                    }
                }

                //End Player Weapons

                //Dreadnought Countdown
                foreach (Dreadnought Dreadnought in EnemyDreadnought)
                {
                    if (Dreadnought.IsMoving == false)
                    {
                        Dreadnought.cannonCountdown -= 1;
                        //Console.WriteLine(Dreadnought.cannonCountdown);
                    }

                    if (Dreadnought.cannonCountdown == 0)
                    {
                        Dreadnought.cannonCountdown = 100;
                    }
                }
                //end Dreadnought Countdown
            }
        }
        public Team GetTeam(MenuManager menuManager, IInput input, IOutput output, out BattleConfigurationSpecialFlag battleFlag)
        {
            List <IFighter> fighters = new List <IFighter>
            {
                null,
                null,
                null,
                null,
                null
            };
            bool continuer = true;

            battleFlag = BattleConfigurationSpecialFlag.None;

            ConfirmationMenu humanControlledTeamConfirmationMenu = new ConfirmationMenu(false, "Do you want this team to be human controlled?", input, output);
            MenuSelection    confirmationInput = humanControlledTeamConfirmationMenu.GetInput();

            bool isHumanControlledTeam = confirmationInput.Description == "yes";

            for (var i = 0; i < 5 && continuer;)
            {
                SelectEnemyFighterMenu menu = Menus[i];

                MenuSelection menuSelection = menu.GetInput();

                if (i > 0 && menuSelection.Description == "back")
                {
                    --i;
                }
                else
                {
                    SelectEnemyFighterMenuSelection selectEnemyMenuSelection =
                        menuSelection as SelectEnemyFighterMenuSelection;

                    if (selectEnemyMenuSelection == null)
                    {
                        throw new InvalidOperationException(
                                  "SelectEnemyFighterMenu.GetInput() didn't return a SelectEnemyFighterMenuSelection");
                    }

                    FighterFactory.SetInput(input);
                    FighterFactory.SetOutput(output);

                    IFighter returnedEnemy = FighterFactory.GetFighter(selectEnemyMenuSelection.FighterType, selectEnemyMenuSelection.FighterLevel);

                    if (!(returnedEnemy is EnemyFighter))
                    {
                        throw new InvalidOperationException(
                                  $"The selected FighterType {selectEnemyMenuSelection.FighterType} cannot be cast to an EnemyFighter");
                    }
                    EnemyFighter enemy = (EnemyFighter)returnedEnemy;


                    IFighter fighterToAdd;
                    if (isHumanControlledTeam)
                    {
                        HumanControlledEnemyFighter humanControlledEnemy = (HumanControlledEnemyFighter)FighterFactory.GetFighter(FighterType.HumanControlledEnemy, 1);
                        humanControlledEnemy.SetEnemy(enemy);
                        fighterToAdd = humanControlledEnemy;
                    }
                    else
                    {
                        fighterToAdd = enemy;
                    }

                    fighters[i] = fighterToAdd;

                    if (selectEnemyMenuSelection.SpecialFlag != BattleConfigurationSpecialFlag.None &&
                        battleFlag == BattleConfigurationSpecialFlag.None)
                    {
                        battleFlag = selectEnemyMenuSelection.SpecialFlag;
                    }

                    if (i < 4)
                    {
                        ConfirmationMenu addAnotherFighrerConfirmationMenu = new ConfirmationMenu(false, "Do you want to add another fighter?", input, output);

                        confirmationInput = addAnotherFighrerConfirmationMenu.GetInput();

                        if (confirmationInput.Description == "no")
                        {
                            continuer = false;
                        }
                    }

                    ++i;
                }
            }

            fighters = fighters.Where(f => f != null).ToList();

            Team ret = new Team(menuManager, fighters);

            return(ret);
        }
Beispiel #19
0
        public static void Update(EnemyFighter fighter, Entity cruiser, Entity player)
        {
            switch (fighter.mode)
            {
            case EnemyFighter.Modes.Patrol:
                fighter.PositionTarget = cruiser.Position + fighter.OffsetFromCruiser;
                // if we are near our destination
                if (IsNearTargetPosition(fighter, cruiser as EnemyCruiser))
                {
                    float scale      = 25;
                    float bubblesize = 10;


                    fighter.OffsetFromCruiser  = new Vector3((float)r.NextDouble() - .5f, (float)r.NextDouble() - .5f, (float)r.NextDouble() - .5f);
                    fighter.OffsetFromCruiser *= scale;
                    Vector3 dir = Vector3.Normalize(fighter.OffsetFromCruiser);
                    fighter.OffsetFromCruiser += (dir * bubblesize);

                    // stay in range of the cruiser
                    if (IsNearCuiser(fighter, cruiser))
                    {
                    }
                    else
                    {
                    }
                }

                // this should really be picking a heading.
                // what heading we pick depends on the environment.

                // if targets, attack
                if (isTargetNear(fighter, player))
                {
                    fighter.mode = EnemyFighter.Modes.Attack;
                }

                // if hit, evade
                if (hitRecently())
                {
                    fighter.mode = EnemyFighter.Modes.Evade;
                }
                break;

            case EnemyFighter.Modes.Attack:
                // if hit, evade
                if (hitRecently())
                {
                    fighter.mode = EnemyFighter.Modes.Evade;
                }

                if (isTargetNear(fighter, player))
                {
                    // align to attack
                }
                else     // if no targets, patrol
                {
                    fighter.mode = EnemyFighter.Modes.Patrol;
                }
                break;

            case EnemyFighter.Modes.Evade:
                if (hitRecently())
                {
                    // evade in some direction, once.
                    // clear hit recently.
                }

                // if clear, patrol
                if (!isTargetNear(fighter, player))
                {
                    fighter.mode = EnemyFighter.Modes.Patrol;
                }
                break;

            default:
                break;
            }

            fighter.Update();
        }
Beispiel #20
0
        /// <summary>
        /// A helper method to be called to ensure all Enemy
        /// </summary>
        public void SetupDisplayNames()
        {
            //TODO: have some way to check if an enemy has the "default" name. If there's a goblin named Eurdar the Wise, we don't want them to become Eurdar the Wise A
            List <EnemyFighter> enemies = GetEnemyFighters().ToList();

            //List<HumanControlledEnemyFighter> humanControlledEnemies = enemies.OfType<HumanControlledEnemyFighter>().ToList();
            //
            //IEnumerable<IGrouping<Type, EnemyFighter>> groupedEnemies = humanControlledEnemies.GroupBy(e => e.Fighter.GetType());
            //
            //enemies = enemies.Except(humanControlledEnemies).ToList();
            //
            ////names only need to be set for enemies for which there are multiple types
            //groupedEnemies = groupedEnemies.Concat(enemies.GroupBy(e => e.GetType()));
            //
            //groupedEnemies = groupedEnemies.Where(g => g.Count() > 1);

            //IEnumerable<IGrouping<Type, EnemyFighter>> groupedEnemies = enemies.GroupBy(e =>
            IEnumerable <IGrouping <Tuple <Type, MagicType>, EnemyFighter> > groupedEnemies = enemies.GroupBy(e =>
            {
                Type type;
                MagicType magicType;
                HumanControlledEnemyFighter humanControlled = e as HumanControlledEnemyFighter;

                if (humanControlled != null)
                {
                    EnemyFighter fighter = humanControlled.Fighter;
                    magicType            = GetFighterMagicType(fighter);
                    type = fighter.GetType();
                }
                else
                {
                    type      = e.GetType();
                    magicType = GetFighterMagicType(e);
                }

                return(new Tuple <Type, MagicType>(type, magicType));
            }).Where(g => g.Count() > 1);

            foreach (IGrouping <Tuple <Type, MagicType>, EnemyFighter> group in groupedEnemies)
            {
                int i = 0;

                foreach (EnemyFighter enemy in group)
                {
                    string appendText;

                    if (i < 26)
                    {
                        appendText = $"{(char)('A' + i)}";
                    }
                    else
                    {
                        int firstIndex  = (i / 26) - 1;
                        int secondIndex = i % 26;

                        char firstChar  = (char)('A' + firstIndex);
                        char secondChar = (char)('A' + secondIndex);
                        appendText = $"{firstChar}{secondChar}";
                    }

                    enemy.SetAppendText(appendText);

                    ++i;
                }
            }
        }