Beispiel #1
0
        public void GameLogic(Unit[] units, Building [] buildings)
        {
            info = "";
            if (roundCheck > 0)
            {
                for (i = 0; i < units.Length; i++)
                {
                    Unit u = (Unit)units[i];

                    x = u.xPos;
                    y = u.yPos;

                    if (u.Health > 0)
                    {
                        closestUnit = u.ClosestUnit(units, units.Length, u);

                        if (closestUnit == u)
                        {
                            u.combatCheck = false;
                        }
                        else
                        if (u.RangeCheck(closestUnit, u) == true)
                        {
                            u.combatCheck = true;
                            u.CombatHandler(closestUnit, u);
                        }
                        else
                        {
                            u.combatCheck = false;
                            u.MoveUnit(u, closestUnit);
                            map.UpdatePosition(i, x, y);
                        }

                        info += u.ToString(u, units, i);
                    }
                    else
                    {
                    }
                }

                for (int k = 0; k < buildings.Length; k++)
                {
                    Building b            = buildings[k];
                    string   buildingType = b.GetType().ToString();
                    string[] buildArr     = buildingType.Split('.');
                    buildingType = buildArr[buildArr.Length - 1];

                    if (buildingType == "ResourceBuilding")
                    {
                        ResourceBuilding B = (ResourceBuilding)b;

                        if (B.HP < 0)
                        {
                            B.Death(B);
                        }
                        else
                        {
                            info += B.ToString(buildings, B);
                            if (temp > 4)
                            {
                                temp = 4;
                                B.GenerateResources();
                            }
                        }
                    }

                    if (buildingType == "FactoryBuilding")
                    {
                        FactoryBuilding B = (FactoryBuilding)b;
                        B.productionSpeed = 5;
                        if (B.HP < 0)
                        {
                            B.Death(B);
                        }
                        else
                        {
                            decimal d = roundCheck;
                            if ((d / B.productionSpeed) % 1 == 0)
                            {
                                Unit u = B.SpawnUnit(B);
                                Array.Resize(ref units, units.Length + 1);
                                units[units.Length - 1] = u;
                            }
                            info += B.ToString(buildings, B);
                        }
                    }
                }
            }
            else
            {
                for (i = 0; i < units.Length; i++)
                {
                    Unit u = (Unit)units[i];
                    info += u.ToString(u, units, i);
                }
            }
        }
Beispiel #2
0
        public void GameLogic(Unit[] units, Building [] buildings, int _mapXSize, int _mapYSize)
        {
            //max map x and y size
            mapXSize = _mapXSize;
            mapYSize = _mapYSize;

            info         = "";
            buildingInfo = "";
            //check so its not the first round
            if (roundCheck > 0)
            {
                for (i = 0; i < units.Length; i++)
                {
                    Unit u = (Unit)units[i];

                    for (int k = 0; k < buildings.Length; k++)
                    {
                        if (u.team != buildings[k].team)
                        {
                            buildingCheck = true;
                        }
                    }

                    x = u.xPos;
                    y = u.yPos;

                    if (u.Health <= 0)
                    {
                        //u.Death(units, i);
                    }
                    else if (buildingCheck == true)
                    {
                        //check for closest building
                        closestBuilding = u.ClosestBuilding(u, buildings);
                        //if in range then attack
                        if (u.BuildingRangeCheck(closestBuilding, u) == true)
                        {
                            u.combatCheck = true;
                            u.BuildingCombat(closestBuilding, u);
                            buildingCheck = false;
                        }
                        else
                        {
                            //move unit to its target
                            u.MoveToBuilding(u, closestBuilding);
                            map.UpdatePosition(u, x, y);
                            buildingCheck = false;
                            u.combatCheck = false;
                        }
                    }
                    else
                    {
                        if (u.Health > 0)
                        {
                            closestUnit = u.ClosestUnit(units, units.Length, u, buildings, map.wizards);

                            if (closestUnit == u)
                            {
                                u.combatCheck = false;
                            }
                            else
                            if (u.RangeCheck(closestUnit, u, map.wizards) == true)
                            {
                                u.combatCheck = true;
                                u.CombatHandler(closestUnit, u, map.unitAmount, units);
                            }
                            else
                            {
                                u.combatCheck = false;
                                u.MoveUnit(u, closestUnit, mapXSize, mapYSize);
                                map.UpdatePosition(u, x, y);
                            }

                            info += u.ToString(u, units, i);
                        }
                        else
                        {
                        }
                    }

                    info += u.ToString(u, units, i);
                }

                for (int k = 0; k < buildings.Length; k++)
                {
                    //explicit cast building
                    Building b            = buildings[k];
                    string   buildingType = b.GetType().ToString();
                    string[] buildArr     = buildingType.Split('.');
                    buildingType = buildArr[buildArr.Length - 1];

                    if (buildingType == "ResourceBuilding")
                    {
                        ResourceBuilding B = (ResourceBuilding)b;
                        if (B.HP > 0)
                        {
                            //building info
                            buildingInfo += B.ToString(buildings, B);
                            if (temp > 4)
                            {
                                temp = 4;
                                //generates rescources
                                B.GenerateResources();
                            }
                        }
                        else
                        {
                            //if a building is destroyed
                            B.Death(B, k, buildings);
                        }
                    }
                    if (buildingType == "FactoryBuilding")
                    {
                        FactoryBuilding B = (FactoryBuilding)b;
                        B.productionSpeed = 5;
                        if (B.HP > 0)
                        {
                            decimal d = roundCheck;
                            //check that the round is divisible
                            if ((d / B.productionSpeed) % 1 == 0)
                            {
                                //resize the array and add a unit
                                //Array.Resize(ref units, units.Length + 1);
                                //units[units.Length - 1] = B.SpawnUnit(B);
                            }

                            buildingInfo += B.ToString(buildings, B);
                        }
                        else
                        {
                            B.Death(B, k, buildings);
                        }
                    }
                }

                for (int h = 0; h < map.wizards.Length; h++)
                {
                    Unit u = (Unit)map.wizards[h];

                    x = u.xPos;
                    y = u.yPos;
                    //if wizard has more than 50% health
                    if ((u.Health * 100 / u.maxHealth) > 50)
                    {
                        closestUnit = u.ClosestUnit(units, units.Length, u, buildings, map.wizards);

                        if (closestUnit == u)
                        {
                        }
                        else
                        if (u.RangeCheck(closestUnit, u, map.wizards) == true)
                        {
                            u.combatCheck = true;
                            u.CombatHandler(closestUnit, u, map.unitAmount, units);
                        }
                        else
                        {
                            u.combatCheck = false;
                            u.MoveUnit(u, closestUnit, mapXSize, mapYSize);
                            map.UpdatePosition(u, x, y);
                        }
                    }
                    else
                    {
                        u.MoveUnit(u, closestUnit, mapXSize, mapYSize);
                        map.UpdatePosition(u, x, y);
                    }
                    info += u.ToString(u, units, h);
                }
            }
            else
            {
                for (i = 0; i < units.Length; i++)
                {
                    //show unit info
                    Unit u = (Unit)units[i];
                    info += u.ToString(u, units, i);
                }

                for (int k = 0; k < buildings.Length; k++)
                {
                    Building b            = buildings[k];
                    string   buildingType = b.GetType().ToString();
                    string[] buildArr     = buildingType.Split('.');
                    buildingType = buildArr[buildArr.Length - 1];

                    if (buildingType == "ResourceBuilding")
                    {
                        ResourceBuilding B = (ResourceBuilding)b;
                        buildingInfo += B.ToString(buildings, B);
                    }

                    if (buildingType == "FactoryBuilding")
                    {
                        FactoryBuilding B = (FactoryBuilding)b;
                        buildingInfo += B.ToString(buildings, B);
                    }
                }

                for (int h = 0; h < map.wizards.Length; h++)
                {
                    //show wizard info
                    Unit u = (Unit)map.wizards[h];
                    info += u.ToString(u, units, i);
                }
            }
        }
Beispiel #3
0
        //CLASS METHODS
        public void BattlefieldCreator()
        {
            for (int i = 0; i < 20; i++)
            {
                for (int k = 0; k < 20; k++)
                {
                    map[i, k] = Convert.ToChar(".");
                }
            }

            Random rnd = new Random();

            units = new Unit[unitAmount];

            for (int i = 0; i < unitAmount; i++)
            {
                int x    = rnd.Next(0, 20);
                int y    = rnd.Next(0, 20);
                int team = rnd.Next(0, 2);
                int unit = rnd.Next(0, 2);

                if (map[x, y] != '.')
                {
                    for (int k = 0; k < 1000; k++)
                    {
                        x = rnd.Next(0, 20);
                        y = rnd.Next(0, 20);

                        if (map[x, y] == '.')
                        {
                            k = 1000;
                        }
                    }
                }

                if (unit == 1 & team == 0)
                {
                    Unit RangedUnit = new Unit(x, y, 10, 1, 3, 5, team, Convert.ToChar("R"), false, "RangedUnit");
                    map[x, y] = RangedUnit.symbol;
                    units[i]  = RangedUnit;
                }

                if (unit == 1 & team == 1)
                {
                    Unit RangedUnit = new Unit(x, y, 10, 1, 3, 5, team, Convert.ToChar("r"), false, "RangedUnit");
                    map[x, y] = RangedUnit.symbol;
                    units[i]  = RangedUnit;
                }

                if (unit == 0 & team == 0)
                {
                    Unit MeleeUnit = new Unit(x, y, 20, 1, 2, 1, team, Convert.ToChar("M"), false, "MeleeUnit");
                    map[x, y] = MeleeUnit.symbol;
                    units[i]  = MeleeUnit;
                }

                if (unit == 0 & team == 1)
                {
                    Unit MeleeUnit = new Unit(x, y, 20, 1, 2, 1, team, Convert.ToChar("m"), false, "MeleeUnit");
                    map[x, y] = MeleeUnit.symbol;
                    units[i]  = MeleeUnit;
                }
            }

            buildings = new Building[buildingAmount];


            for (int j = 0; j < buildings.Length; j++)
            {
                int x            = rnd.Next(0, 20);
                int y            = rnd.Next(0, 20);
                int team         = rnd.Next(0, 2);
                int buildingType = rnd.Next(0, 2);


                if (buildingType == 0)
                {
                    ResourceBuilding B = new ResourceBuilding(x, y, 100, team, 'O');
                    map[x, y]    = B.Symbol;
                    buildings[j] = B;
                }
                else if (buildingType == 1)
                {
                    FactoryBuilding B = new FactoryBuilding(x, y, 100, team, 'F');
                    map[x, y]    = B.Symbol;
                    buildings[j] = B;
                }
            }
        }
Beispiel #4
0
        //CLASS METHODS
        public void BattlefieldCreator(int _mapXSize, int _mapYSize)
        {
            //sets the map size
            mapXSize = _mapXSize;
            mapYSize = _mapYSize;
            map      = new char[mapXSize, mapYSize];

            //fills battlefield with grass
            for (int i = 0; i < mapXSize; i++)
            {
                for (int k = 0; k < mapYSize; k++)
                {
                    map[i, k] = Convert.ToChar(".");
                }
            }
            //randoms a wizard amount
            Random rnd = new Random();

            wizardAmount = rnd.Next(2, 6);
            units        = new Unit[unitAmount];
            wizards      = new Unit[wizardAmount];

            for (int i = 0; i < unitAmount; i++)
            {
                //random values for the map
                int x    = rnd.Next(0, mapXSize);
                int y    = rnd.Next(0, mapYSize);
                int team = rnd.Next(0, 2);
                int unit = rnd.Next(0, 2);

                //checks that unit spawns in a spot with grass
                if (map[x, y] != '.')
                {
                    for (int k = 0; k < 1000; k++)
                    {
                        x = rnd.Next(0, mapXSize);
                        y = rnd.Next(0, mapYSize);

                        if (map[x, y] == '.')
                        {
                            k = 1000;
                        }
                    }
                }

                //spawns units
                if (unit == 1 & team == 0)
                {
                    Unit RangedUnit = new Unit(x, y, 10, 1, 3, 5, team, Convert.ToChar("R"), false, "RangedUnit");
                    map[x, y] = RangedUnit.symbol;
                    units[i]  = RangedUnit;
                }

                if (unit == 1 & team == 1)
                {
                    Unit RangedUnit = new Unit(x, y, 10, 1, 3, 5, team, Convert.ToChar("r"), false, "RangedUnit");
                    map[x, y] = RangedUnit.symbol;
                    units[i]  = RangedUnit;
                }

                if (unit == 0 & team == 0)
                {
                    Unit MeleeUnit = new Unit(x, y, 20, 1, 2, 1, team, Convert.ToChar("M"), false, "MeleeUnit");
                    map[x, y] = MeleeUnit.symbol;
                    units[i]  = MeleeUnit;
                }

                if (unit == 0 & team == 1)
                {
                    Unit MeleeUnit = new Unit(x, y, 20, 1, 2, 1, team, Convert.ToChar("m"), false, "MeleeUnit");
                    map[x, y] = MeleeUnit.symbol;
                    units[i]  = MeleeUnit;
                }
            }

            buildings = new Building[buildingAmount];

            //spawn buildings
            for (int j = 0; j < buildings.Length; j++)
            {
                int x            = rnd.Next(0, mapXSize);
                int y            = rnd.Next(0, mapYSize);
                int team         = rnd.Next(0, 2);
                int buildingType = rnd.Next(0, 2);


                if (buildingType == 0)
                {
                    ResourceBuilding B = new ResourceBuilding(x, y, 50, team, 'O');
                    map[x, y]    = B.Symbol;
                    buildings[j] = B;
                }
                else if (buildingType == 1)
                {
                    FactoryBuilding B = new FactoryBuilding(x, y, 50, team, 'F');
                    map[x, y]    = B.Symbol;
                    buildings[j] = B;
                }
            }

            //spawn wizards
            for (int j = 0; j < wizards.Length; j++)
            {
                int x    = rnd.Next(0, mapXSize);
                int y    = rnd.Next(0, mapYSize);
                int team = rnd.Next(0, 2);
                int unit = rnd.Next(0, 2);

                if (map[x, y] != '.')
                {
                    for (int k = 0; k < 1000; k++)
                    {
                        x = rnd.Next(0, mapXSize);
                        y = rnd.Next(0, mapYSize);

                        if (map[x, y] == '.')
                        {
                            k = 1000;
                        }
                    }
                }
                //creates wizard and puts it in wizard array
                Unit WizardUnit = new Unit(x, y, 10, 1, 2, 1, 3, 'W', false, "WizardUnit");
                map[x, y]  = WizardUnit.symbol;
                wizards[j] = WizardUnit;
            }
        }