Beispiel #1
0
 //Use this method to check earlier if the objects of npc and player are being stored in the list. Becomes pretty useless later on.
 public static void AccessObjectList(PlayerGenerator playergenerator, NPCGenerator[] npcgenerator)
 {
     IEnumerator<object> enumerator = list.GetEnumerator (); //Create enumerator for the linkedlist.
     while (enumerator.MoveNext ()) {
         object value = enumerator.Current;
         if (value.Equals (playergenerator)) {
             PlayerGenerator playerList = (PlayerGenerator)value;
             Console.WriteLine (playerList.Name + " " + playerList.xCoord + " " + playerList.yCoord);
         }
         for (int i = 0; i < NPCSize; i++) {
             if (value.Equals (npcgenerator [i])) {
                 NPCGenerator npcList = (NPCGenerator)value;
                 Console.WriteLine (npcList.Name + " " + npcList.xCoord + " " + npcList.yCoord);
             }
         }
     }
 }
Beispiel #2
0
        //Function to sort the list by distance for each iteration.
        public static void DistanceSort(PlayerGenerator player, NPCGenerator[] npc)
        {
            NPCGenerator[] detectedNPC = new NPCGenerator[NPCSize]; //Store the npcs in range into this object for easier data abstraction.
            Dictionary<String, Int32> items = new Dictionary<String, Int32> (); //Use a dictionary so that we can store the value of the npcs in.
            Console.WriteLine ("Name: " + player.Name + " X: " + player.xCoord + " Y: " + player.yCoord);
            int withinDistance = 0, approxDist = 0; //Add the x and y coordinates together, to get the actual distance from the player. 0 to 20 should be the max range.
            for (int i = 0; i < NPCSize; i++) {
                //Find absolute value. Subtract the npcs x and y coordinates with the players and see if they are less than 10.
                if (Math.Abs (npc [i].xCoord - player.xCoord) <= 10 && Math.Abs (npc [i].yCoord - player.yCoord) <= 10) {
                    detectedNPC [i] = npc [i];
                    withinDistance = Math.Abs (npc [i].xCoord - player.xCoord) + Math.Abs (npc [i].yCoord - player.yCoord);
                    items.Add (detectedNPC [i].Name, withinDistance);
                }

                //For all the other values of distance that's greater than 10, add them to the dictionary.
                else {
                    //Console.WriteLine ("Name: " + npc [i].Name + " X: " + npc [i].xCoord + " Y: " + npc [i].yCoord);
                    approxDist = Math.Abs (npc [i].xCoord - player.xCoord) + Math.Abs (npc [i].yCoord - player.yCoord);
                    items.Add (npc [i].Name, approxDist);
                }
            }

            //Use LINQ to sort the dictionary by ascending order
            var sortedDict = from entry in items
                             orderby entry.Value ascending
                             select entry;

            //Show the value of the detected npcs, and their range from the player. Also add to the DoublyLinkedList. Make sure to clear the previous list.
            list.Clear ();
            foreach (var value in sortedDict) {
                //	Console.WriteLine(value);
                list.Add (value);
            }

            //Access the list to show the new sorted list.
            AccessList ();
        }
Beispiel #3
0
        static void Main(string[] args)
        {
            PlayerGenerator playergenerator = new PlayerGenerator ();
            Stopwatch stopwatch = new Stopwatch ();
            //Generate npc's and see what they look like.
            // Create an array of objects to hold all our objects
            NPCGenerator[] npcgenerator = new NPCGenerator[NPCSize];

            for (int i = 0; i < NPCSize; i++) {
                // Instantiate a new object everytime, and randomize the x and y coords, and the name.
                npcgenerator [i] = new NPCGenerator () {
                    xCoord = GetRandomNumber (0, maxGridSize),
                    yCoord = GetRandomNumber (0, maxGridSize),
                    Name = RandomName (nameSize)

                };
            }

            //Add the npc and the player to the DoublyLinkedList.
            for (int i = 0; i < NPCSize; i++) {
                //Console.WriteLine ("Name: " + npcgenerator [i].Name + " X: " + npcgenerator [i].xCoord + " Y: " + npcgenerator [i].yCoord);
                list.Add (npcgenerator [i]);
            }
            playergenerator.GeneratePlayer ();
            list.Add (playergenerator);

            //Start the timer and the main iteration for the npcs
            stopwatch.Reset ();
            stopwatch.Start ();
            for (int i = 0; i < 100; i++) {
                int moveGen;
                moveGen = GetRandomNumber (0, 4);
                switch (moveGen) {
                //Move right.
                case 0:
                    if (playergenerator.xCoord < maxGridSize) {
                        playergenerator.xCoord = playergenerator.xCoord + 1;
                    }
                    for (int j = 0; j < NPCSize; j++) {
                        if (npcgenerator [j].xCoord < maxGridSize) {
                            npcgenerator [j].xCoord = npcgenerator [j].xCoord + 1;
                        }
                    }
                    Console.WriteLine ("Move right " + playergenerator.xCoord);

                    break;
                //Move left.
                case 1:
                    if (playergenerator.xCoord > 0) {
                        playergenerator.xCoord = playergenerator.xCoord - 1;
                    }
                    for (int j = 0; j < NPCSize; j++) {
                        if (npcgenerator [j].xCoord > 0) {
                            npcgenerator [j].xCoord = npcgenerator [j].xCoord - 1;
                        }
                    }
                    Console.WriteLine ("Move left " + playergenerator.xCoord);
                    break;
                //Move up.
                case 2:
                    if (playergenerator.yCoord > 0) {
                        playergenerator.yCoord = playergenerator.yCoord - 1;
                    }
                    for (int j = 0; j < NPCSize; j++) {
                        if (npcgenerator [j].yCoord > 0) {
                            npcgenerator [j].yCoord = npcgenerator [j].yCoord - 1;
                        }
                    }
                    Console.WriteLine ("Move up " + playergenerator.yCoord);
                    break;
                //Move down.
                case 3:
                    if (playergenerator.yCoord < maxGridSize) {
                        playergenerator.yCoord = playergenerator.yCoord + 1;
                    }
                    for (int j = 0; j < NPCSize; j++) {
                        if (npcgenerator [j].yCoord < maxGridSize) {
                            npcgenerator [j].yCoord = npcgenerator [j].yCoord + 1;
                        }
                    }
                    Console.WriteLine ("Move down " + playergenerator.yCoord);
                    break;
                }

                //Code to test distance, and sort by distance.
                //Find the distance within 10 units
            //	FindDistance (playergenerator, npcgenerator);
                //Console.WriteLine ("Name: " + npcgenerator [i].Name + " X: " + npcgenerator [i].xCoord + " Y: " + npcgenerator [i].yCoord);
                //Sort the list by distance from the player
                //DistanceSort(playergenerator,npcgenerator);
            }
            stopwatch.Stop ();
            Console.WriteLine ("Duration: " + stopwatch.Elapsed);

            /* Reversing a doubly linked list.
            Console.WriteLine ("\n Start of list: \n");
            AccessObjectList (playergenerator, npcgenerator);
            Console.WriteLine ("\n Reversing list: \n");
            list.reverseHappen ();
            AccessObjectList (playergenerator, npcgenerator);
            */

            Console.ReadLine ();
        }
Beispiel #4
0
        //This method returns all the npcs within 10 units from the player.
        public static void FindDistance(PlayerGenerator player, NPCGenerator[] npc)
        {
            NPCGenerator[] detectedNPC = new NPCGenerator[NPCSize]; //Store the npcs in range into this object for easier data abstraction.

            Console.WriteLine ("Name: " + player.Name + " X: " + player.xCoord + " Y: " + player.yCoord);

            for (int i = 0; i < NPCSize; i++) {
                //Console.WriteLine ("Name: " + npc [i].Name + " X: " + npc [i].xCoord + " Y: " + npc [i].yCoord);
                //Find absolute value. Subtract the npcs x and y coordinates with the players and see if they are less than 10.

                if (Math.Abs (npc [i].xCoord - player.xCoord) <= 10 && Math.Abs (npc [i].yCoord - player.yCoord) <= 10) {
                    detectedNPC [i] = npc [i];
                    Console.WriteLine ("Detected NPC: " + detectedNPC [i].Name + " X Coord: " + detectedNPC [i].xCoord + " Y Coord: " + detectedNPC [i].yCoord + " #: " + i);
                }
            }
        }