Example #1
0
    public Actor CheckTarget(Vector2 target)
    {
        GameData data         = Application.GetData();
        Actor    actor        = new Actor();
        bool     targetExists = false;

        for (int i = 0; i < data.collision.Count; i++)
        {
            if (data.collision[i].position.x == target.x && data.collision[i].position.y == target.y)
            {
                if ((ConsolePseudoRaycast.CastRay(new Vector2(data.player.position.x, data.player.position.y), new Vector2(target.x, target.y))))
                {
                    return(null);
                }
                /**/
                targetExists = true;
                actor        = data.collision[i];
            }
        }

        if (targetExists)
        {
            return(actor);
        }

        return(null);
    }
    public void Execute()
    {
        GameData     data    = Application.GetData();
        List <Actor> enemies = data.level.enemies;
        Direction    dir;
        bool         hit    = false;
        bool         random = false;
        Vector2      p_pos  = new Vector2(data.player.position.x, data.player.position.y);

        for (int i = 0; i < enemies.Count; i++)
        {
            //melee
            if (enemies[i].type == "melee_calm")
            {
                random = false;
                hit    = false;
                if (Vector2.Distance(new Vector2(enemies[i].position.x, enemies[i].position.y), p_pos) <= 5)
                {
                    if ((ConsolePseudoRaycast.CastRay(new Vector2(enemies[i].position.x, enemies[i].position.y), new Vector2(p_pos.x, p_pos.y))))
                    {
                        //ConsoleView.errorMessage = "target obscured (RayCast)";
                        hit    = true;
                        random = true;
                    }

                    if (!hit)
                    {
                        Direction[] dirArray = new Direction[2];
                        dirArray = enemies[i].DirectionTowards(p_pos);

                        if (Vector2.Distance(new Vector2(enemies[i].position.x, enemies[i].position.y), p_pos) <= enemies[i].Weapon.content.range)
                        {
                            enemies[i].Weapon.content.Attack(data.player.position);
                        }
                        else
                        {
                            if (!DirectionMove(dirArray, enemies[i]))
                            {
                                random = true;
                            }
                        }
                    }
                    else
                    {
                        random = true;
                    }
                }
                else
                {
                    random = true;
                }

                if (random == true)
                {
                    int counter = 0;
                    while (counter < 100)
                    {
                        counter++;
                        if (RandomMove(enemies[i]))
                        {
                            break;
                        }
                    }
                }
            }
            // ranged
            if (enemies[i].type == "ranged")
            {
                random = false;
                hit    = false;
                if (Vector2.Distance(new Vector2(enemies[i].position.x, enemies[i].position.y), p_pos) <= enemies[i].Weapon.content.range + aggro)
                {
                    if ((ConsolePseudoRaycast.CastRay(new Vector2(enemies[i].position.x, enemies[i].position.y), new Vector2(p_pos.x, p_pos.y))))
                    {
                        //ConsoleView.errorMessage = "target obscured (RayCast)";
                        hit    = true;
                        random = true;
                    }
                    if (!hit)
                    {
                        Direction[] dirArray = new Direction[2];
                        bool        moved    = false;
                        if (Vector2.Distance(new Vector2(enemies[i].position.x, enemies[i].position.y), p_pos) <= enemies[i].Weapon.content.range)
                        {
                            enemies[i].Weapon.content.Attack(data.player.position);
                            aggro = 3;
                        }
                        else
                        {
                            DirectionMove(dirArray, enemies[i]);
                            if (!moved)
                            {
                                random = true;
                            }
                        }
                    }
                    else
                    {
                        random = true;
                    }
                }
                else
                {
                    random = true;
                }
                if (random == true)
                {
                    int counter = 0;
                    while (counter < 100)
                    {
                        counter++;
                        if (RandomMove(enemies[i]))
                        {
                            break;
                        }
                    }
                }
            }

            // melee boss
            if (enemies[i].type == "melee_aggressive")
            {
                hit    = false;
                random = false;

                if (Vector2.Distance(new Vector2(enemies[i].position.x, enemies[i].position.y), p_pos) <= 10)
                {
                    if ((ConsolePseudoRaycast.CastRay(new Vector2(enemies[i].position.x, enemies[i].position.y), new Vector2(p_pos.x, p_pos.y))))
                    {
                        //ConsoleView.errorMessage = "target obscured (RayCast)";
                        hit    = true;
                        random = true;
                    }

                    if (!hit)
                    {
                        Direction[] dirArray = new Direction[2];
                        dirArray = enemies[i].DirectionTowards(p_pos);

                        if (Vector2.Distance(new Vector2(enemies[i].position.x, enemies[i].position.y), p_pos) <= enemies[i].Weapon.content.range)
                        {
                            enemies[i].Weapon.content.Attack(data.player.position);
                        }
                        else
                        {
                            if (DirectionMove(dirArray, enemies[i]))
                            {
                                random = true;
                            }
                        }
                    }

                    else
                    {
                        random = true;
                    }
                }
                else
                {
                    random = true;
                }

                if (random == true)
                {
                    int counter = 0;
                    while (counter < 100)
                    {
                        counter++;
                        if (RandomMove(enemies[i]))
                        {
                            break;
                        }
                    }
                }
            }
            End();
        }
    }