Beispiel #1
0
        //number of units = total number of units in the map
        public Map(int maxX, int maxY, int numUnits)
        {
            units = new Units[numUnits];
            for (int i = 0; i < numUnits; i++)
            {
                MeleeUnit m = new MeleeUnit(R.Next(0, maxX),
                                            R.Next(0, maxY),
                                            100,
                                            10,
                                            1,
                                            1,
                                            i % 2,
                                            "M");
                Units[i] = m;
            }

            units = new Units[numUnits];
            for (int j = 0; j < numUnits; j++)
            {
                RangedUnit r = new RangedUnit(R.Next(0, maxX),
                                              R.Next(0, maxY),
                                              100,
                                              10,
                                              1,
                                              1,
                                              j % 2,
                                              "R");
                Units[j] = r;
            }
        }
Beispiel #2
0
 private int DistanceTo(Units u)
 {
     if (u.GetType() == typeof(RangedUnit))
     {
         RangedUnit r = (RangedUnit)u;
         int        d = Math.Abs(XPos - r.XPos) + Math.Abs(YPos - r.XPos);
         return(d);
     }
     else
     {
         return(0);
     }
 }
Beispiel #3
0
        public override bool inRange(Units u)
        {
            if (u.GetType() == typeof(RangedUnit))
            {
                RangedUnit r = (RangedUnit)u;

                if (DistanceTo(u) <= Range)
                {
                    return(true);
                }
                else
                {
                    return(false);
                }
            }
            else
            {
                return(false);
            }
        }
Beispiel #4
0
        private void UpdateMap()
        {
            foreach (Units u in map.Units)
            {
                if (u.GetType() == typeof(MeleeUnit))
                {
                    MeleeUnit m = (MeleeUnit)u;
                    if (m.Health < 25)// running away
                    {
                        switch (R.Next(0, 4))
                        {
                        case 0: m.Move(Direction.North); break;

                        case 1: m.Move(Direction.East); break;

                        case 2: m.Move(Direction.South); break;

                        case 3: m.Move(Direction.West); break;
                        }
                    }
                    else // in combat or moving toward
                    {
                        bool inCombat = false;
                        foreach (Units e in map.Units)
                        {
                            if (u.inRange(e)) // in combat
                            {
                                u.Combat(e);
                                inCombat = true;
                            }
                        }

                        if (inCombat)
                        {
                            Units c = m.Closest(map.Units);
                            m.Move(m.DirectionTo(c));
                        }
                    }
                }
                foreach (Units Y in map.Units)
                {
                    if (Y.GetType() == typeof(RangedUnit))
                    {
                        RangedUnit r = (RangedUnit)Y;
                        if (r.Health < 25)// running away
                        {
                            switch (R.Next(0, 4))
                            {
                            case 0: r.Move(Direction.North); break;

                            case 1: r.Move(Direction.East); break;

                            case 2: r.Move(Direction.South); break;

                            case 3: r.Move(Direction.West); break;
                            }
                        }
                        else // in combat or moving toward
                        {
                            bool inCombat = false;
                            foreach (Units e in map.Units)
                            {
                                if (Y.inRange(e)) // in combat
                                {
                                    Y.Combat(e);
                                    inCombat = true;
                                }
                            }

                            if (inCombat)
                            {
                                Units c = r.Closest(map.Units);
                                r.Move(r.DirectionTo(c));
                            }
                        }
                    }
                }
            }
        }
Beispiel #5
0
        private void DisplayMap()
        {
            groupBox1.Controls.Clear();
            foreach (Units u in map.Units)
            {
                if (u.GetType() == typeof(MeleeUnit))
                {
                    int start_x, start_y;
                    start_x = groupBox1.Location.X;
                    start_y = groupBox1.Location.Y;
                    MeleeUnit m = (MeleeUnit)u;
                    Button    b = new Button();
                    b.Size     = new Size(SIZE, SIZE);
                    b.Location = new Point(start_x + (m.XPos * SIZE), start_y + (m.YPos * SIZE));
                    b.Text     = m.Symbol;
                    if (m.Faction == 1)
                    {
                        b.ForeColor = Color.Blue;
                    }
                    else
                    {
                        b.ForeColor = Color.Orange;
                    }

                    if (m.IsDead())
                    {
                        b.ForeColor = Color.Black;
                    }
                    b.Click += new EventHandler(buttn_click);
                    groupBox1.Controls.Add(b);
                }
                foreach (Units Y in map.Units)
                {
                    if (Y.GetType() == typeof(RangedUnit))
                    {
                        int start_x, start_y;
                        start_x = groupBox1.Location.X;
                        start_y = groupBox1.Location.Y;
                        RangedUnit r = (RangedUnit)Y;
                        Button     b = new Button();
                        b.Size     = new Size(SIZE, SIZE);
                        b.Location = new Point(start_x + (r.XPos * SIZE), start_y + (r.YPos * SIZE));
                        b.Text     = r.Symbol;
                        if (r.Faction == 1)
                        {
                            b.ForeColor = Color.Blue;
                        }
                        else
                        {
                            b.ForeColor = Color.Orange;
                        }

                        if (r.IsDead())
                        {
                            b.ForeColor = Color.Black;
                        }
                        b.Click += new EventHandler(buttn_click);
                        groupBox1.Controls.Add(b);
                    }
                }
            }
        }