Ejemplo n.º 1
0
        public static List<Tile> GetAdjacentLegalTiles(Map map, Tile currentTile)
        {
            List<Tile> adjacentTiles = new List<Tile>();

            int x = currentTile.X;
            int y = currentTile.Y;

            if (x - 1 >= 0)
            {
                Tile left = map.map[x - 1][y];
                if (!left.IsImpassible)
                {
                    adjacentTiles.Add(left);

                }
            }

            if (x + 1 < map.Size[0])
            {
                Tile right = map.map[x + 1][y];
                    if(!right.IsImpassible)
                    {
                        adjacentTiles.Add(right);
                    }
            }

            if(y - 1 >= 0)
            {
                Tile up = map.map[x][y - 1];
                if(!up.IsImpassible)
                   adjacentTiles.Add(up);

            }

            if(y + 1 < map.Size[1])
            {
                Tile down = map.map[x][y + 1];
                if(!down.IsImpassible)
                {
                    adjacentTiles.Add(down);
                }
            }

            return adjacentTiles;
        }
Ejemplo n.º 2
0
 public static int GetFCost(Map map, Tile tile, Tile destination)
 {
     int GCost = 0;
     bool root = false;
     Tile test = tile;
     while (!root)
     {
         GCost += test.MoveCost;
         if (test.IsRoot)
         {
             root = true;
         }
         else
         {
             test = test.parentTile;
         }
     }
     int HCost = (GetManhattanDistance(tile, destination));
     return GCost + HCost;
 }
Ejemplo n.º 3
0
 public Battle(Map newMap)
 {
     BattleMap = newMap;
     Units = new List<Unit>();
     TurnCount = 1;
     MoveMode = false;
     AttackMode = false;
     MoveEnabled = true;
     AttackEnabled = true;
     for (int x = 0; x < newMap.Size[0]; x++)
     {
         for (int y = 0; y < newMap.Size[1]; y++)
         {
             if (newMap.map[x][y].hasUnit)
             {
                 Units.Add(newMap.map[x][y].TileUnit);
             }
         }
     }
 }
Ejemplo n.º 4
0
        //MAP FILE: A PRIMER
        //Map files are plaintext files encoded with data from which we can load maps
        //The format for the map file is as follows (omit the <> when writing):
        //[Start of File]
        //<x size>
        //<y size>
        //<tile set number>
        //<music number>
        //<x coordinate>,<y coordinate>,<height>,<unit number (see below)>,<player number[0 or 1]>,<impassible[0 or 1]>,<move cost>,<type>
        //[repeat for each tile]
        //[end of file]
        public static Map LoadMap(string filename)
        {
            StreamReader sr = new StreamReader(filename);
            string file = sr.ReadToEnd();
            string[] lines = file.Split(new string[]{Environment.NewLine}, StringSplitOptions.RemoveEmptyEntries);

            int sizeX = Int32.Parse(lines[0]);
            int sizeY = Int32.Parse(lines[1]);
            int tileSet = Int32.Parse(lines[2]);
            int music = Int32.Parse(lines[3]);
            int linecount = 4;
            Map finalMap = new Map(new int[]{sizeX, sizeY}, tileSet, music);
            for (int i = 4; i < lines.Length; i++)
            {
                linecount++;
                Tile newTile = new Tile();

                string[] tileData = lines[i].Split(',');

                int X = Int32.Parse(tileData[0]);
                int y = Int32.Parse(tileData[1]);
                int height = Int32.Parse(tileData[2]);
                int unit = Int32.Parse(tileData[3]);
                int PlayerUnit = Int32.Parse(tileData[4]);
                int impassible = Int32.Parse(tileData[5]);

                    int moveCost = Int32.Parse(tileData[6]);
                    newTile.MoveCost = moveCost;

                    string type = tileData[7];
                    newTile.type = type;

                newTile.X = X;
                newTile.Y = y;
                newTile.Height = height;

                if (impassible == 0)
                {
                    newTile.IsImpassible = false;
                }
                else
                {
                    newTile.IsImpassible = true;
                }

                Unit tileUnit;
                newTile.hasUnit = true;
                //the following is a list of unit codes, use -1 for no unit
                switch (unit)
                {
                    case 0: tileUnit = new Soldier(); break;
                    case 1: tileUnit = new Defender(); break;
                    case 2: tileUnit = new Cavalry(); break;
                    case 3: tileUnit = new Ranger(); break;
                    case 4: tileUnit = new Mage(); break;
                    case 5: tileUnit = new Artillery(); break;
                    case 6: tileUnit = new Scout(); break;
                    case 7: tileUnit = new Bomber(); break;
                    case 8: tileUnit = new Fighter(); break;
                    default: tileUnit = null; newTile.hasUnit = false; break;
                }

                if (newTile.hasUnit)
                {
                    newTile.IsImpassible = true;
                    if (PlayerUnit == 0)
                    {
                        tileUnit.isPlayerUnit = true;

                    }
                    else
                    {
                        tileUnit.isPlayerUnit = false;
                    }
                    newTile.TileUnit = tileUnit;
                    newTile.IsImpassible = true;

                    tileUnit.Location[0] = newTile.X;
                    tileUnit.Location[1] = newTile.Y;
                }
                else
                {
                    newTile.TileUnit = null;
                }
                newTile.AssignFileName();

                finalMap.map[X][y] = newTile;

                if (newTile.type == "water")
                {
                    newTile.IsImpassible = true;
                }

            }
            sr.Close();
            return finalMap;
        }
Ejemplo n.º 5
0
        //runs path algorithm and checks if there is
        //path between two points
        public static bool PathExists(Tile startTile, Tile endTile, Map map, List<Tile> rangeSet, int speed)
        {
            //HOLY SHIT, A WORKING A* ALGORITHM
            startTile.IsRoot = true;
            List<Tile> open = new List<Tile>();
            List<Tile> closed = new List<Tile>();
            open.Add(startTile);

            if (startTile == endTile)
            {
                return false;
            }

            Tile current = new Tile();

            while (open.Count > 0)
            {
                int LowestFScore = 10000;
                for (int i = 0; i < open.Count; i++ )
                {
                    if (open.ElementAt(i).FScore < LowestFScore)
                    {
                        LowestFScore = open.ElementAt(i).FScore;
                        current = open.ElementAt(i);
                    }
                }
                open.Remove(current);
                closed.Add(current);

                List<Tile> adjacent = GetAdjacentLegalTiles(map, current);
                List<Tile> adjacentTemp = new List<Tile>();
                foreach (Tile adj in adjacent)
                {
                    //if(rangeSet.Contains(adj))
                    //{
                        adjacentTemp.Add(adj);
                    //}

                    if (closed.Contains(adj))
                    {
                        adjacentTemp.Remove(adj);
                    }
                }

                adjacent = adjacentTemp;

                foreach (Tile tile in adjacent)
                {
                    if (!open.Contains(tile))
                    {
                        open.Add(tile);
                    }

                    tile.parentTile = current;
                    tile.GScore = GetGScore(tile);
                    tile.HScore = GetManhattanDistance(current, endTile);
                    tile.FScore = tile.GScore + tile.HScore;

                    if (open.Contains(tile))
                    {
                        Tile test = new Tile();
                        foreach (Tile o in open)
                        {
                            if (o == tile)
                            {
                                test = o;
                            }
                        }

                        if (tile.GScore < test.GScore)
                        {
                            test.parentTile = current;
                            test.GScore = GetGScore(test);
                            test.FScore = test.GScore + test.HScore;
                        }
                    }

                }

                if(closed.Contains(endTile))
                {
                    List<Tile> path = BuildPath(endTile);
                    if (Reachable(path, speed))
                    {
                        return true;
                    }
                    else
                    {
                        return false;
                    }
                }

            }

            return false;
        }
Ejemplo n.º 6
0
        //same as above, only returns the path
        public static List<Tile> GetPath(Tile startTile, Tile endTile, Map map)
        {
            //HOLY SHIT, ANOTHER WORKING A* ALGORITHM
            startTile.IsRoot = true;
            List<Tile> open = new List<Tile>();
            List<Tile> closed = new List<Tile>();
            open.Add(startTile);

            Tile current = new Tile();

            while (open.Count > 0)
            {
                int LowestFScore = 10000;
                for (int i = 0; i < open.Count; i++ )
                {
                    if (open.ElementAt(i).FScore < LowestFScore)
                    {
                        LowestFScore = open.ElementAt(i).FScore;
                        current = open.ElementAt(i);
                    }
                }
                open.Remove(current);
                closed.Add(current);

                List<Tile> adjacent = GetAdjacentLegalTiles(map, current);
                List<Tile> adjacentTemp = new List<Tile>();
                foreach (Tile adj in adjacent)
                {
                    adjacentTemp.Add(adj);

                    if (closed.Contains(adj))
                    {
                        adjacentTemp.Remove(adj);
                    }
                }

                adjacent = adjacentTemp;

                foreach (Tile tile in adjacent)
                {
                    if (!open.Contains(tile))
                    {
                        open.Add(tile);
                    }

                    tile.parentTile = current;
                    tile.GScore = GetGScore(tile);
                    tile.HScore = GetManhattanDistance(current, endTile);
                    tile.FScore = tile.GScore + tile.HScore;

                    if (open.Contains(tile))
                    {
                        Tile test = new Tile();
                        foreach (Tile o in open)
                        {
                            if (o == tile)
                            {
                                test = o;
                            }
                        }

                        if (tile.GScore < test.GScore)
                        {
                            test.parentTile = current;
                            test.GScore = GetGScore(test);
                            test.FScore = test.GScore + test.HScore;
                        }
                    }

                }

                if(closed.Contains(endTile))
                {
                    List<Tile> path = BuildPath(endTile);
                    return path;
                }

            }

            return new List<Tile>();
        }