Ejemplo n.º 1
0
        //Determines the closest building
        public (Building, int) BuildingClosest(List <Building> buildings)
        {
            int      shortest = 100;
            Building closest  = null;

            //Closest Unit and Distance
            foreach (Building u in buildings)
            {
                if (u is FactoryBuilding)
                {
                    FactoryBuilding otherMu  = (FactoryBuilding)u;
                    int             distance = Math.Abs(this.XPos - otherMu.XPos)
                                               + Math.Abs(this.YPos - otherMu.YPos);
                    if (distance < shortest)
                    {
                        shortest = distance;
                        closest  = otherMu;
                    }
                }
                else if (u is ResourceBuilding)
                {
                    ResourceBuilding otherRu = (ResourceBuilding)u;
                    int distance             = Math.Abs(this.XPos - otherRu.XPos)
                                               + Math.Abs(this.YPos - otherRu.YPos);
                    if (distance < shortest)
                    {
                        shortest = distance;
                        closest  = otherRu;
                    }
                }
            }
            return(closest, shortest);
        }
Ejemplo n.º 2
0
        //Adds a building's info to the ToString
        public void Building_Click(object sender, EventArgs e)
        {
            int x, y;

            Button b = (Button)sender;

            x = b.Location.X / 30;
            y = b.Location.Y / 30;

            foreach (Building bud in buildings)
            {
                if (bud is ResourceBuilding)
                {
                    ResourceBuilding rb = (ResourceBuilding)bud;
                    if (rb.XPos == x && rb.YPos == y)
                    {
                        txtInfo.Text = "";
                        txtInfo.Text = rb.ToString();
                    }
                }
                else if (bud is FactoryBuilding)
                {
                    FactoryBuilding fb = (FactoryBuilding)bud;
                    if (fb.XPos == x && fb.YPos == y)
                    {
                        txtInfo.Text = "";
                        txtInfo.Text = fb.ToString();
                    }
                }
            }
        }
Ejemplo n.º 3
0
        //Handles generation of the units
        public void Generate()
        {
            //PvP Teams
            for (int i = 0; i < numUnits; i++)
            {
                if (r.Next(0, 3) == 0) //Generate Melee Unit
                {
                    MeleeUnit m = new MeleeUnit(r.Next(0, width),
                                                r.Next(0, height),
                                                100,
                                                1,
                                                25,
                                                (i % 2 == 0 ? 1 : 0),
                                                "M/");
                    units.Add(m);
                }
                else if (r.Next(0, 3) == 1) // Generate Ranged Unit
                {
                    RangedUnit ru = new RangedUnit(r.Next(0, width),
                                                   r.Next(0, height),
                                                   75,
                                                   2,
                                                   20,
                                                   5,
                                                   (i % 2 == 0 ? 1 : 0),
                                                   "R}");
                    units.Add(ru);
                }
                else
                {
                    WizardUnit wu = new WizardUnit(r.Next(0, width),
                                                   r.Next(0, height),
                                                   50,
                                                   5,
                                                   50,
                                                   1,
                                                   3,
                                                   "W-");
                    units.Add(wu);
                }
            }

            for (int k = 0; k < numBuildings; k++)
            {
                if (r.Next(0, 2) == 0) //Generate Resource Building
                {
                    ResourceBuilding rb = new ResourceBuilding(r.Next(0, width),
                                                               r.Next(0, height),
                                                               150,
                                                               (k % 2 == 0 ? 1 : 0),
                                                               "[G]",
                                                               false);
                    buildings.Add(rb);
                }
                else //Generate Unit Building
                {
                    FactoryBuilding fb = new FactoryBuilding(r.Next(0, width),
                                                             r.Next(0, height),
                                                             200,
                                                             (k % 2 == 0 ? 1 : 0),
                                                             "[F]",
                                                             false,
                                                             (r.Next(0, 2) == 1 ? "Melee" : "Ranged"));

                    buildings.Add(fb);
                }
            }
        }
Ejemplo n.º 4
0
        //Displays the units onto the form
        public void Display(GroupBox groupBox)
        {
            groupBox.Controls.Clear();


            //Adding Units
            foreach (Unit u in units)
            {
                Button b = new Button();
                if (u is MeleeUnit)
                {
                    MeleeUnit mu = (MeleeUnit)u;
                    b.Size     = new Size(30, 30);
                    b.Location = new Point(mu.XPos * 30, mu.YPos * 30);
                    b.Text     = mu.Symbol;
                    if (mu.Faction == 0)
                    {
                        b.ForeColor = Color.HotPink;
                    }
                    else
                    {
                        b.ForeColor = Color.Blue;
                    }
                }
                else if (u is RangedUnit)
                {
                    RangedUnit ru = (RangedUnit)u;
                    b.Size     = new Size(30, 30);
                    b.Location = new Point(ru.XPos * 30, ru.YPos * 30);
                    b.Text     = ru.Symbol;
                    if (ru.Faction == 0)
                    {
                        b.ForeColor = Color.HotPink;
                    }
                    else
                    {
                        b.ForeColor = Color.Blue;
                    }
                }
                else
                {
                    WizardUnit wu = (WizardUnit)u;
                    b.Size      = new Size(30, 30);
                    b.Location  = new Point(wu.XPos * 30, wu.YPos * 30);
                    b.Text      = wu.Symbol;
                    b.ForeColor = Color.Black;
                }

                b.Click += Unit_Click;
                groupBox.Controls.Add(b);
            }

            //Adding Buildings
            foreach (Building bud in buildings)
            {
                Button b = new Button();

                if (bud is ResourceBuilding)
                {
                    ResourceBuilding rb = (ResourceBuilding)bud;

                    b.Size     = new Size(30, 30);
                    b.Location = new Point(rb.XPos * 30, rb.YPos * 30);
                    b.Text     = rb.Symbol;
                    if (rb.Faction == 0)
                    {
                        b.ForeColor = Color.HotPink;
                    }
                    else
                    {
                        b.ForeColor = Color.Blue;
                    }
                }
                else
                {
                    FactoryBuilding fb = (FactoryBuilding)bud;

                    b.Size     = new Size(30, 30);
                    b.Location = new Point(fb.XPos * 30, fb.YPos * 30);
                    b.Text     = fb.Symbol;
                    if (fb.Faction == 0)
                    {
                        b.ForeColor = Color.HotPink;
                    }
                    else
                    {
                        b.ForeColor = Color.Blue;
                    }
                }

                b.Click += Building_Click;
                groupBox.Controls.Add(b);
            }
        }
Ejemplo n.º 5
0
        //Updates the map to display the units' movement, combat and deaths
        public void Update()
        {
            for (int i = 0; i < map.Units.Count; i++)
            {
                if (map.Units[i] is MeleeUnit)
                {
                    MeleeUnit mu = (MeleeUnit)map.Units[i];
                    if (mu.Health == 0)
                    {
                        mu.Move(-1);
                    }
                    else if (mu.Health <= mu.MaxHealth * 0.25) // Running Away
                    {
                        mu.Move(r.Next(0, 4));
                    }
                    else
                    {
                        (Unit closest, int distanceTo) = mu.Closest(map.Units);
                        (Building buildingclosest, int distanceToBuilding) = mu.BuildingClosest(map.Buildings);

                        if (distanceTo > distanceToBuilding)
                        {
                            //Check In Range
                            if (distanceTo <= mu.AttackRange)
                            {
                                mu.IsAttacking = true;
                                mu.Combat(closest);
                            }
                            else //Move Towards
                            {
                                if (closest is MeleeUnit)
                                {
                                    MeleeUnit closestMu = (MeleeUnit)closest;
                                    if (mu.XPos > closestMu.XPos) //North
                                    {
                                        mu.Move(0);
                                    }
                                    else if (mu.XPos < closestMu.XPos) //South
                                    {
                                        mu.Move(2);
                                    }
                                    else if (mu.YPos > closestMu.YPos) //West
                                    {
                                        mu.Move(3);
                                    }
                                    else if (mu.YPos < closestMu.YPos) //East
                                    {
                                        mu.Move(1);
                                    }
                                }
                                else if (closest is RangedUnit)
                                {
                                    RangedUnit closestRu = (RangedUnit)closest;
                                    if (mu.XPos > closestRu.XPos) //North
                                    {
                                        mu.Move(0);
                                    }
                                    else if (mu.XPos < closestRu.XPos) //South
                                    {
                                        mu.Move(2);
                                    }
                                    else if (mu.YPos > closestRu.YPos) //West
                                    {
                                        mu.Move(3);
                                    }
                                    else if (mu.YPos < closestRu.YPos) //East
                                    {
                                        mu.Move(1);
                                    }
                                }
                            }
                        }
                        else
                        {
                            //Check In Range
                            if (distanceTo <= mu.AttackRange)
                            {
                                mu.IsAttacking = true;
                                mu.Combat(closest);
                            }
                            else //Move Towards
                            {
                                if (buildingclosest is FactoryBuilding)
                                {
                                    FactoryBuilding closestMu = (FactoryBuilding)buildingclosest;
                                    if (mu.XPos > closestMu.XPos) //North
                                    {
                                        mu.Move(0);
                                    }
                                    else if (mu.XPos < closestMu.XPos) //South
                                    {
                                        mu.Move(2);
                                    }
                                    else if (mu.YPos > closestMu.YPos) //West
                                    {
                                        mu.Move(3);
                                    }
                                    else if (mu.YPos < closestMu.YPos) //East
                                    {
                                        mu.Move(1);
                                    }
                                }
                                else if (buildingclosest is ResourceBuilding)
                                {
                                    ResourceBuilding closestRu = (ResourceBuilding)buildingclosest;
                                    if (mu.XPos > closestRu.XPos) //North
                                    {
                                        mu.Move(0);
                                    }
                                    else if (mu.XPos < closestRu.XPos) //South
                                    {
                                        mu.Move(2);
                                    }
                                    else if (mu.YPos > closestRu.YPos) //West
                                    {
                                        mu.Move(3);
                                    }
                                    else if (mu.YPos < closestRu.YPos) //East
                                    {
                                        mu.Move(1);
                                    }
                                }
                            }
                        }
                    }
                }
                else if (map.Units[i] is RangedUnit)
                {
                    RangedUnit ru = (RangedUnit)map.Units[i];
                    if (ru.Health == 0)
                    {
                        ru.Move(-1);
                    }
                    else if (ru.Health <= ru.MaxHealth * 0.25)
                    {
                        ru.Move(r.Next(0, 4));
                    }
                    else
                    {
                        (Unit closest, int distanceTo) = ru.Closest(map.Units);
                        (Building buildingclosest, int distanceToBuilding) = ru.BuildingClosest(map.Buildings);

                        if (distanceTo > distanceToBuilding)
                        {
                            //Check In Range
                            if (distanceTo <= ru.AttackRange)
                            {
                                ru.IsAttacking = true;
                                ru.Combat(closest);
                            }
                            else //Move Towards
                            {
                                if (closest is MeleeUnit)
                                {
                                    MeleeUnit closestMu = (MeleeUnit)closest;
                                    if (ru.XPos > closestMu.XPos) //North
                                    {
                                        ru.Move(0);
                                    }
                                    else if (ru.XPos < closestMu.XPos) //South
                                    {
                                        ru.Move(2);
                                    }
                                    else if (ru.YPos > closestMu.YPos) //West
                                    {
                                        ru.Move(3);
                                    }
                                    else if (ru.YPos < closestMu.YPos) //East
                                    {
                                        ru.Move(1);
                                    }
                                }
                                else if (closest is RangedUnit)
                                {
                                    RangedUnit closestRu = (RangedUnit)closest;
                                    if (ru.XPos > closestRu.XPos) //North
                                    {
                                        ru.Move(0);
                                    }
                                    else if (ru.XPos < closestRu.XPos) //South
                                    {
                                        ru.Move(2);
                                    }
                                    else if (ru.YPos > closestRu.YPos) //West
                                    {
                                        ru.Move(3);
                                    }
                                    else if (ru.YPos < closestRu.YPos) //East
                                    {
                                        ru.Move(1);
                                    }
                                }
                            }
                        }
                        else
                        {
                            //Check In Range
                            if (distanceTo <= ru.AttackRange)
                            {
                                ru.IsAttacking = true;
                                ru.Combat(closest);
                            }
                            else //Move Towards
                            {
                                if (buildingclosest is FactoryBuilding)
                                {
                                    FactoryBuilding closestMu = (FactoryBuilding)buildingclosest;
                                    if (ru.XPos > closestMu.XPos) //North
                                    {
                                        ru.Move(0);
                                    }
                                    else if (ru.XPos < closestMu.XPos) //South
                                    {
                                        ru.Move(2);
                                    }
                                    else if (ru.YPos > closestMu.YPos) //West
                                    {
                                        ru.Move(3);
                                    }
                                    else if (ru.YPos < closestMu.YPos) //East
                                    {
                                        ru.Move(1);
                                    }
                                }
                                else if (buildingclosest is ResourceBuilding)
                                {
                                    ResourceBuilding closestRu = (ResourceBuilding)buildingclosest;
                                    if (ru.XPos > closestRu.XPos) //North
                                    {
                                        ru.Move(0);
                                    }
                                    else if (ru.XPos < closestRu.XPos) //South
                                    {
                                        ru.Move(2);
                                    }
                                    else if (ru.YPos > closestRu.YPos) //West
                                    {
                                        ru.Move(3);
                                    }
                                    else if (ru.YPos < closestRu.YPos) //East
                                    {
                                        ru.Move(1);
                                    }
                                }
                            }
                        }
                    }
                }
                else if (map.Units[i] is WizardUnit)
                {
                    WizardUnit wu = (WizardUnit)map.Units[i];
                    if (wu.Health == 0)
                    {
                        wu.Move(-1);
                    }
                    else if (wu.Health <= wu.MaxHealth * 0.5) // Running Away
                    {
                        wu.Move(r.Next(0, 4));
                    }
                    else
                    {
                        (Unit closest, int distanceTo) = wu.Closest(map.Units);

                        //Check In Range
                        if (distanceTo <= wu.AttackRange)
                        {
                            wu.IsAttacking = true;
                            wu.Combat(closest);
                        }
                        else //Move Towards
                        {
                            if (closest is MeleeUnit)
                            {
                                MeleeUnit closestMu = (MeleeUnit)closest;
                                if (wu.XPos > closestMu.XPos) //North
                                {
                                    wu.Move(0);
                                }
                                else if (wu.XPos < closestMu.XPos) //South
                                {
                                    wu.Move(2);
                                }
                                else if (wu.YPos > closestMu.YPos) //West
                                {
                                    wu.Move(3);
                                }
                                else if (wu.YPos < closestMu.YPos) //East
                                {
                                    wu.Move(1);
                                }
                            }
                            else if (closest is RangedUnit)
                            {
                                RangedUnit closestRu = (RangedUnit)closest;
                                if (wu.XPos > closestRu.XPos) //North
                                {
                                    wu.Move(0);
                                }
                                else if (wu.XPos < closestRu.XPos) //South
                                {
                                    wu.Move(2);
                                }
                                else if (wu.YPos > closestRu.YPos) //West
                                {
                                    wu.Move(3);
                                }
                                else if (wu.YPos < closestRu.YPos) //East
                                {
                                    wu.Move(1);
                                }
                            }
                        }
                    }
                }
            }
            map.Display(grpMap);
            round++;
        }