Ejemplo n.º 1
0
        /// <summary>
        /// Move the actor, if the dungeon allows it
        /// Attack, if there's somebody there
        /// </summary>
        /// <param name="dxDy">Amount to move</param>
        public void Move(XY dxDy)
        {
            var newLocation = Location + dxDy;
            var occupant    = Dungeon.Occupant(newLocation);

            if (occupant != null)
            {
                Attack(occupant);
            }
            else if (Dungeon.Walkable(newLocation))
            {
                Location = newLocation;
            }

            Dungeon.Trigger(this);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Act.
        /// At the moment - move towards player
        /// </summary>
        public override void DoTurn()
        {
            // Find nearest actor on different team
            var enemies = Dungeon.Actors.FindAll(i => (i.Team != this.Team));
            var friends = Dungeon.Actors.FindAll(i => (i.Team == this.Team));

            // Do nothing if no enemies
            if (enemies.Count == 0)
            {
                return;
            }

            // Get walkable map
            var walkable = new bool[Dungeon.Width, Dungeon.Height];

            for (var x = 0; x < Dungeon.Width; x++)
            {
                for (var y = 0; y < Dungeon.Height; y++)
                {
                    walkable[x, y] = Dungeon.Walkable(new XY(x, y));
                }
            }

            // Set can't walk to prevent walking over friends
            foreach (var i in friends)
            {
                walkable[i.Location.X, i.Location.Y] = false;
            }

            var path = Pathfinder.FindPath(walkable, this.Location, enemies[0].Location,
                                           failureAllowed: false);

            // Not sure why path[1] might equal null yet - but it's happened :/
            if (path == null || path.Count < 2 || path[1] is null)
            {
                return;
            }
            var nextPoint = path[1];

            // Go towards nearest
            Move(nextPoint - this.Location);
        }