Beispiel #1
0
        private static bool ResolveAutopilotContinueTravel(EncounterState state)
        {
            var player = state.Player;
            var path   = state.Player.GetComponent <PlayerComponent>().AutopilotPath;

            if (PlayerSeesEnemies(state))
            {
                ResolveAction(new AutopilotEndAction(player.EntityId, AutopilotEndReason.ENEMY_DETECTED), state);
                return(false);
            }
            else if (!path.AtEnd)
            {
                Rulebook.ResolveAction(new MoveAction(player.EntityId, path.Step()), state);
                return(true);
            }
            else
            {
                ResolveAction(new AutopilotEndAction(player.EntityId, AutopilotEndReason.TASK_COMPLETED), state);
                return(false);
            }
        }
Beispiel #2
0
        /**
         * A zone is considered "explored" when:
         * 1: All storables have been found
         *   1a: If your inventory is not full, all storable items have been picked up
         * 2: All non-storable features have been seen
         *
         * Actual % of FoW revealed is not important. This is kinda cheaty, because it implies the autopilot knows intel for the
         * area, but also, who cares? It's fine. Likewise it doesn't factor into account having destroyed the enemies because if
         * there is an encounter, you'll definitely run into it!
         */
        private static bool ResolveAutopilotContinueExplore(EncounterState state)
        {
            var player          = state.Player;
            var playerComponent = player.GetComponent <PlayerComponent>();
            var playerPos       = player.GetComponent <PositionComponent>().EncounterPosition;
            var path            = playerComponent.AutopilotPath;

            var zone = state.GetZoneById(playerComponent.AutopilotZoneId);
            var nextUngottenStorable =
                zone.ReadoutItems.Concat(zone.ReadoutFeatures)
                .FirstOrDefault(i => state.GetEntityById(i.EntityId) != null &&
                                state.GetEntityById(i.EntityId).GetComponent <StorableComponent>() != null);
            // We rely on the fact that there's no ungettable features other than stairs, and that there's only one stair, to make this
            // work. If there were multiple ungettable features you'd want to put them into a list and autopilot between them so you
            // could cycle the 'x' button to find the one you want.
            var stairs = zone.ReadoutFeatures.FirstOrDefault(r =>
                                                             state.GetEntityById(r.EntityId).GetComponent <StairsComponent>() != null &&
                                                             state.GetEntityById(r.EntityId).GetComponent <PositionComponent>().EncounterPosition != playerPos
                                                             );

            if (PlayerSeesEnemies(state))
            {
                ResolveAction(new AutopilotEndAction(player.EntityId, AutopilotEndReason.ENEMY_DETECTED), state);
                return(false);
            } // If you are already on a path, progress on the path
            else if (path != null)
            {
                if (path.AtEnd)
                {
                    playerComponent.ClearAutopilotPath();
                    return(false);
                }
                else
                {
                    Rulebook.ResolveAction(new MoveAction(player.EntityId, path.Step()), state);
                    return(true);
                }
            } // If you're on top of a storable item, get it
            else if (state.EntitiesAtPosition(playerPos.X, playerPos.Y).Any(e => e.GetComponent <StorableComponent>() != null))
            {
                var nextStorable = state.EntitiesAtPosition(playerPos.X, playerPos.Y).First(e => e.GetComponent <StorableComponent>() != null);
                if (ResolveAction(new GetItemAction(player.EntityId), state))
                {
                    return(true);
                }
                else
                {
                    ResolveAction(new AutopilotEndAction(player.EntityId, AutopilotEndReason.INVENTORY_FULL), state);
                    return(false);
                }
            } // If there are any storable items, move towards them
            else if (nextUngottenStorable != null)
            {
                var nextPos   = state.GetEntityById(nextUngottenStorable.EntityId).GetComponent <PositionComponent>().EncounterPosition;
                var foundPath = Pathfinder.AStarWithNewGrid(playerPos, nextPos, state, 900);
                if (foundPath == null)
                {
                    ResolveAction(new AutopilotEndAction(player.EntityId, AutopilotEndReason.NO_PATH), state);
                    return(false);
                }
                else
                {
                    foundPath.Add(nextPos);
                    playerComponent.LayInAutopilotPathForExploration(new EncounterPath(foundPath));
                    return(true);
                }
            } // If this is the stairs zone, go to the stairs
            else if (stairs != null)
            {
                var nextPos   = state.GetEntityById(stairs.EntityId).GetComponent <PositionComponent>().EncounterPosition;
                var foundPath = Pathfinder.AStarWithNewGrid(playerPos, nextPos, state, 900);
                if (foundPath == null)
                {
                    ResolveAction(new AutopilotEndAction(player.EntityId, AutopilotEndReason.NO_PATH), state);
                    return(false);
                }
                else
                {
                    foundPath.Add(nextPos);
                    playerComponent.LayInAutopilotPathForExploration(new EncounterPath(foundPath));
                    return(true);
                }
            } // Otherwise you're done!
            else
            {
                ResolveAction(new AutopilotEndAction(player.EntityId, AutopilotEndReason.TASK_COMPLETED), state);
                return(false);
            }
        }