Example #1
0
        public bool RecalculateAttackPosition()
        {
            if (Target != null && TargetUnit != null && !TargetUnit.IsDead && GetDistanceTo(Target) < CollisionRadius && GetDistanceTo(TargetUnit.X, TargetUnit.Y) <= Stats.Range.Total)//If we are already where we should be, do not move.
            {
                return(false);
            }
            var objects = _game.ObjectManager.GetObjects();
            List <CirclePoly> UsedPositions = new List <CirclePoly>();
            var isCurrentlyOverlapping      = false;

            var thisCollisionCircle = new CirclePoly(((Target)Target)?.GetPosition() ?? GetPosition(), CollisionRadius + 10);

            foreach (var gameObject in objects)
            {
                var unit = gameObject.Value as AttackableUnit;
                if (unit == null ||
                    unit.NetId == NetId ||
                    unit.IsDead ||
                    unit.Team != Team ||
                    unit.GetDistanceTo(TargetUnit) > DETECT_RANGE
                    )
                {
                    continue;
                }
                var targetCollisionCircle = new CirclePoly(((Target)unit.Target)?.GetPosition() ?? unit.GetPosition(), unit.CollisionRadius + 10);
                if (targetCollisionCircle.CheckForOverLaps(thisCollisionCircle))
                {
                    isCurrentlyOverlapping = true;
                }
                UsedPositions.Add(targetCollisionCircle);
            }
            if (isCurrentlyOverlapping)
            {
                var targetCircle = new CirclePoly(((Target)TargetUnit.Target)?.GetPosition() ?? TargetUnit.GetPosition(), Stats.Range.Total, 72);
                //Find optimal position...
                foreach (var point in targetCircle.Points.OrderBy(x => GetDistanceTo(X, Y)))
                {
                    if (_game.Map.NavGrid.IsWalkable(point))
                    {
                        var positionUsed = false;
                        foreach (var circlePoly in UsedPositions)
                        {
                            if (circlePoly.CheckForOverLaps(new CirclePoly(point, CollisionRadius + 10, 20)))
                            {
                                positionUsed = true;
                            }
                        }
                        if (!positionUsed)
                        {
                            SetWaypoints(new List <Vector2> {
                                GetPosition(), point
                            });
                            return(true);
                        }
                    }
                }
            }
            return(false);
        }
Example #2
0
        //Accessors.

        //Overload

        public override void mutate(int mutationflags, float mutationstrength)
        {
            CirclePoly.mutate(mutationflags & ~cShape.MF_VERTCOUNT, mutationstrength);
            setAccentPoly();
            int red, green, blue;

            //Pick bright colors that I can add 64 to and still be in range.
            red       = Framework.randomOb.random(64, 255 - 64);
            green     = Framework.randomOb.random(64, 255 - 64);
            blue      = Framework.randomOb.random(64, 255 - 64);
            FillColor = Color.FromArgb(red, green, blue);
        }
Example #3
0
 internal override void UpdatePolygon()
 {
     Circle = new CirclePoly(this.EndPosition, this.SData.Radius);
     this.UpdatePath();
 }
 internal override void UpdatePolygon()
 {
     Circle = new CirclePoly(this.EndPosition, 80);
     this.UpdatePath();
 }