Ejemplo n.º 1
0
        public void Update(float dt)
        {
            // Update resources.
            for (int i = 0; i < resources.GetLength(0); i++)
            {
                for (int j = 0; j < resources.GetLength(1); j++)
                {
                    resources[j, i].Update(dt);

                    // Update colony productions.
                    if (resources[j, i].isAColony())
                    {
                        resources[j, i].EvaluateProduction(ships, hexes[j, i]);
                    }

                    // Validate workable tiles.
                    ValidateAdjacentTiles(new Vector2(i, j), false);

                    // Assign influence hexes.
                    if (!resources[j, i].GetHasInfluence())
                    {
                        // Influence not assigned; must assign.
                        ownedHexes.Add(new HexCell(hexes[j, i].GetPos() + new Vector3(0, (int)(lenSide * -0.01), 0), (int)(lenSide * 1.01), hexes[j, i].GetCoordinates()));
                        resources[j, i].ChangeInfluence(true);
                    }
                }
            }

            for (int i = 0; i < ships.Count; i++)
            {
                if (ships[i].active)
                {
                    ships[i].Update(dt);
                }
            }

            // Update influence hexes.
            for (int i = 0; i < ownedHexes.Count; i++)
            {
                ownedHexes[i].Update(dt, resources[(int)ownedHexes[i].GetCoordinates().Y, (int)ownedHexes[i].GetCoordinates().X].workers);
            }

            // Pulsate selection and hover hexes.
            selectionHex.Update(dt, 0.0f);
            hoverHex.Update(dt, 0.0f);

            // Update AI.
            basicAI.Update(dt);
            // See if AI can create a new ship.
            if (basicAI.newShipInterval <= 0.0f)
            {
                // Make sure spawning hex is empty.
                if (!hexes[height - 1, width - 1].hasShip)
                {
                    ScoutShip newAIShip = new ScoutShip((int)Global.PlayerOwners.Computer1, hexes[height - 1, width - 1]);
                    ships.Add(newAIShip);
                    basicAI.AddAI(ships[ships.IndexOf(newAIShip)]);   // Just to not make me dumb from thinking pointers aren't the same in other programming languages.
                }
            }
            // See if AI can give orders to any ships.
            for (int i = 0; i < basicAI.orderIntervals.Count; i++)
            {
                BaseShip AISelectedShip = basicAI.AIShips[i];
                if (basicAI.orderIntervals[i] <= 0.0f)
                {
                    // An order is up.
                    int     theOrder         = basicAI.OrderShip(i);
                    Vector2 orderDestination = AISelectedShip.hexCell.GetCoordinates();
                    bool    oddRow           = AISelectedShip.hexCell.GetCoordinates().Y % 2 > 0 ? true : false;
                    if (oddRow)
                    {
                        switch (theOrder)
                        {
                        case 0:
                            // TopRight exit
                            orderDestination.X += 1.0f;
                            orderDestination.Y += 1.0f;
                            break;

                        case 1:
                            // Right exit
                            orderDestination.X += 1.0f;
                            break;

                        case 2:
                            // BottomRight exit
                            orderDestination.X += 1.0f;
                            orderDestination.Y -= 1.0f;
                            break;

                        case 3:
                            // BottomLeft exit
                            orderDestination.Y -= 1.0f;
                            break;

                        case 4:
                            // Left exit
                            orderDestination.X -= 1.0f;
                            break;

                        case 5:
                            // TopLeft exit
                            orderDestination.Y += 1.0f;
                            break;
                        }
                    }
                    if (!oddRow)
                    {
                        switch (theOrder)
                        {
                        case 0:
                            // TopRight exit
                            orderDestination.Y += 1.0f;
                            break;

                        case 1:
                            // Right exit
                            orderDestination.X += 1.0f;
                            break;

                        case 2:
                            // BottomRight exit
                            orderDestination.Y -= 1.0f;
                            break;

                        case 3:
                            // BottomLeft exit
                            orderDestination.Y -= 1.0f;
                            orderDestination.X -= 1.0f;
                            break;

                        case 4:
                            // Left exit
                            orderDestination.X -= 1.0f;
                            break;

                        case 5:
                            // TopLeft exit
                            orderDestination.Y += 1.0f;
                            orderDestination.X -= 1.0f;
                            break;
                        }
                    }

                    // Ensure the destination is valid.
                    if ((orderDestination.X > 0 && orderDestination.X < Global.Instance.HexGridSizeX) && (orderDestination.Y > 0 && orderDestination.Y < Global.Instance.HexGridSizeY))
                    {
                        bool combatKilledMe = false;
                        // Check for combat (instant).
                        for (int j = 0; j < ships.Count; j++)
                        {
                            if (ships[j].owner == (int)Global.PlayerOwners.User)
                            {
                                if (ships[j].hexCell.GetCoordinates() == orderDestination)
                                {
                                    combatKilledMe = Combat(AISelectedShip, ships[j]);
                                }
                            }
                        }

                        // Don't continue if player defended successfully against attack.
                        if (combatKilledMe)
                        {
                        }
                        else
                        {
                            // Set course.
                            AISelectedShip.SetDestination(hexes[(int)orderDestination.Y, (int)orderDestination.X], hexes);
                        }
                    }
                    else
                    {
                        // Order is ignored and skipped as it is invalid.
                    }
                }
            }
        }
Ejemplo n.º 2
0
        public MapManager(int width, int height, int a_lenSide, int xOffset, int yOffset, GraphicsDevice device)
        {
            this.gridVerts = new List <VertexPositionColor>();

            this.ships = new List <BaseShip>();

            this.ownedHexes = new List <HexCell>();

            this.resourceVerts = new List <VertexPositionColor>();

            this.width   = width;
            this.height  = height;
            this.xOffset = xOffset;
            this.yOffset = yOffset;
            this.lenSide = a_lenSide;
            hexes        = new HexCell[height, width];
            resources    = new ResourceObject[height, width];
            basicAI      = new BasicAI();

            effect = new BasicEffect(device, null);
            effect.VertexColorEnabled = true;

            float h = Global.Instance.CalculateH(lenSide);
            float r = Global.Instance.CalculateR(lenSide);

            float hexWidth  = 0;
            float hexHeight = 0;

            hexWidth  = r + r;
            hexHeight = lenSide + h;

            this.pixelWidth  = (width * hexWidth) + r;
            this.pixelHeight = (height * hexHeight) + h;

            bool inTopRow      = false;
            bool inBottomRow   = false;
            bool inLeftColumn  = false;
            bool inRightColumn = false;
            bool isTopLeft     = false;
            bool isTopRight    = false;
            bool isBottomLeft  = false;
            bool isBottomRight = false;

            for (int i = 0; i < height; i++)
            {
                for (int j = 0; j < width; j++)
                {
                    #region Position Booleans
                    if (i == 0)
                    {
                        inTopRow = true;
                    }
                    else
                    {
                        inTopRow = false;
                    }
                    if (i == height - 1)
                    {
                        inBottomRow = true;
                    }
                    else
                    {
                        inBottomRow = false;
                    }
                    if (j == 0)
                    {
                        inLeftColumn = true;
                    }
                    else
                    {
                        inLeftColumn = false;
                    }
                    if (j == width - 1)
                    {
                        inRightColumn = true;
                    }
                    else
                    {
                        inRightColumn = false;
                    }
                    if (inTopRow && inLeftColumn)
                    {
                        isTopLeft = true;
                    }
                    else
                    {
                        isTopLeft = false;
                    }
                    if (inTopRow && inRightColumn)
                    {
                        isTopRight = true;
                    }
                    else
                    {
                        isTopRight = false;
                    }
                    if (inBottomRow && inLeftColumn)
                    {
                        isBottomLeft = true;
                    }
                    else
                    {
                        isBottomLeft = false;
                    }
                    if (inBottomRow && inRightColumn)
                    {
                        isBottomRight = true;
                    }
                    else
                    {
                        isBottomRight = false;
                    }
                    #endregion


                    // Calculate hex positions.
                    if (isTopLeft)
                    {
                        // First hex.
                        hexes[0, 0] = new HexCell(new Vector3(0 + r + xOffset, 0 + yOffset, 0), lenSide, new Vector2(0, 0));
                    }
                    else
                    {
                        if (inLeftColumn)
                        {
                            // Calculate from hex above and stagger the rows.
                            if (i % 2 == 0)
                            {
                                hexes[i, j] = new HexCell(hexes[i - 1, j].vertices[(int)HexVertice.BottomLeft].Position, lenSide, new Vector2(j, i));
                            }
                            else
                            {
                                hexes[i, j] = new HexCell(hexes[i - 1, j].vertices[(int)HexVertice.BottomRight].Position, lenSide, new Vector2(j, i));
                            }
                        }
                        else
                        {
                            // Calculate from hex to the left.
                            float x = hexes[i, j - 1].vertices[(int)HexVertice.TopRight].Position.X;

                            float y = hexes[i, j - 1].vertices[(int)HexVertice.TopRight].Position.Y;

                            x          += r;
                            y          -= h;
                            hexes[i, j] = new HexCell(new Vector3(x, y, 0), lenSide, new Vector2(j, i));
                        }
                    }
                }
            }

            selectionHex = new HexCell(hexes[0, 0].GetPos() + new Vector3(0, (int)(lenSide * 0.2), 0), (int)(lenSide * 0.8), new Vector2(0, 0));
            hoverHex     = new HexCell(hexes[0, 0].GetPos() + new Vector3(0, (int)(lenSide * 0.01), 0), (int)(lenSide * 0.99), new Vector2(0, 0));

            // Combine each hex vertex list into grid vertex list.
            for (int i = 0; i < hexes.GetLength(0); i++)
            {
                for (int j = 0; j < hexes.GetLength(1); j++)
                {
                    gridVerts.AddRange(hexes[i, j].vertices.ToArray());
                }
            }

            // Load layer 1 (resources).

            // Assign resources to each hex location.
            for (int i = 0; i < height; i++)
            {
                for (int j = 0; j < width; j++)
                {
                    resources[i, j] = new ResourceObject((int)Global.PlayerOwners.None, hexes[i, j], (int)Global.Instance.rand.Next(0, 4));
                }
            }

            // Create some visually linear distributions of black holes to act as 'walls' for A*.
            int blackholeStreaks = (int)Global.Instance.rand.Next(7, 14);
            for (int i = 0; i < blackholeStreaks; i++)
            {
                Vector2 streakCoords    = new Vector2(Global.Instance.rand.Next(1, Global.Instance.HexGridSizeX - 2), Global.Instance.rand.Next(1, Global.Instance.HexGridSizeY - 2));
                int     streakLength    = (int)Global.Instance.rand.Next(9, 15);
                int     streakDirection = 0;

                for (int j = 0; j < streakLength; j++)
                {
                    resources[(int)streakCoords.Y, (int)streakCoords.X].resourceType = 9;
                    hexes[(int)streakCoords.Y, (int)streakCoords.X].toggleHasShip(true);
                    streakDirection = Global.Instance.rand.Next(0, 6);
                    bool    oddRow     = streakCoords.Y % 2 > 0 ? true : false;
                    Vector2 nextCoords = streakCoords;

                    if (oddRow)
                    {
                        switch (streakDirection)
                        {
                        case 0:
                            // TopRight exit
                            nextCoords.X += 1.0f;
                            nextCoords.Y += 1.0f;
                            break;

                        case 1:
                            // Right exit
                            nextCoords.X += 1.0f;
                            break;

                        case 2:
                            // BottomRight exit
                            nextCoords.X += 1.0f;
                            nextCoords.Y -= 1.0f;
                            break;

                        case 3:
                            // BottomLeft exit
                            nextCoords.Y -= 1.0f;
                            break;

                        case 4:
                            // Left exit
                            nextCoords.X -= 1.0f;
                            break;

                        case 5:
                            // TopLeft exit
                            nextCoords.Y += 1.0f;
                            break;
                        }
                    }
                    else if (!oddRow)
                    {
                        switch (streakDirection)
                        {
                        case 0:
                            // TopRight exit
                            nextCoords.Y += 1.0f;
                            break;

                        case 1:
                            // Right exit
                            nextCoords.X += 1.0f;
                            break;

                        case 2:
                            // BottomRight exit
                            nextCoords.Y -= 1.0f;
                            break;

                        case 3:
                            // BottomLeft exit
                            nextCoords.Y -= 1.0f;
                            nextCoords.X -= 1.0f;
                            break;

                        case 4:
                            // Left exit
                            nextCoords.X -= 1.0f;
                            break;

                        case 5:
                            // TopLeft exit
                            nextCoords.Y += 1.0f;
                            nextCoords.X -= 1.0f;
                            break;
                        }
                    }

                    // Skip if it's a border tile.
                    if ((nextCoords.X < 1 || nextCoords.X > Global.Instance.HexGridSizeX - 2) || (nextCoords.Y < 1 || nextCoords.Y > Global.Instance.HexGridSizeY - 2))
                    {
                        // streakCoords remain the same.
                    }
                    else
                    {
                        streakCoords = nextCoords;
                    }

                    // This location becomes a black hole.  (hasShip has an unfortunate name.)
                    resources[(int)streakCoords.Y, (int)streakCoords.X].resourceType = 9;
                    hexes[(int)streakCoords.Y, (int)streakCoords.X].toggleHasShip(true);
                }
            }

            // Load layer 2 (ships)

            // Player starts off with one colony ship.
            ColonyShip playerBeginningShip = new ColonyShip((int)Global.PlayerOwners.User, hexes[0, 0]);
            ships.Add(playerBeginningShip);
            hexes[0, 0].toggleHasShip(true);
            ships[0].selected = true;

            // Computer starts off with a scout.
            ScoutShip computerBeginningShip = new ScoutShip((int)Global.PlayerOwners.Computer1, hexes[height - 1, width - 1]);
            ships.Add(computerBeginningShip);
            basicAI.AddAI(ships[1]);
            hexes[height - 1, width - 1].toggleHasShip(true);
        }