Example #1
0
        public static int Main(string[] args)
        {
            TCODConsole.initRoot(100, 75, "my game", false);
            TCODMap map = new TCODMap(100, 75); // first, create a new map.  look under fov toolkit for more on this
            for (int x = 0; x < 100; x++)
            { // time to fill in our map details
                for (int y = 0; y < 75; y++)
                {
                    map.setProperties(x, y, true, true);
                    // i'm setting the entire map to walkable.  here is where you need to set the walkable status, based on the map generated
                }
            }
            TCODPath path = new TCODPath(map, 1.0f);
            // here we create the path object, using our map.  the diagonal movement cost here is set to 1.0f
            int creatureX = 25; // TCODRandom.getInstance().getInt(0, 99); // let's start our creature at a random point
            int creatureY = 25; //TCODRandom.getInstance().getInt(0, 74);
            int destinationX = 75; //TCODRandom.getInstance().getInt(0, 99); // and let's give our beast a random destination
            int destinationY = 50; // TCODRandom.getInstance().getInt(0, 74);
            path.compute(creatureX, creatureY, destinationX, destinationY); // now we compute the path
            while (!path.isEmpty())
            { // a little while loop that ends when the destination is reached

                TCODConsole.root.putCharEx(creatureX, creatureY, '@', TCODColor.white, TCODColor.black);
                TCODConsole.flush();
                // here is where we draw the creature on the screen.  we won't be overwriting anything, so he'll leave a trail
                path.walk(ref creatureX, ref creatureY, true);
                // here we walk the path.  by setting the last arg to true, we'll automatically recompute the path if the path is blocked
                TCODConsole.waitForKeypress(true);
                // a little something so that you can watch the movement in a action.  just click any key to move
            }

            return 0;
        }
Example #2
0
        public bool moveAI(int plaX, int plaY, TCODMap map)
        {
            counter = counter - speed;
            if (counter <= 0)
            {
                walk    = true;
                counter = counter + 4;
            }

            if (walk)
            {
                walk = false;
                switch (ai)
                {
                case AIType.unmoveable:
                    return(checkAttack(plaX, plaY));

                case AIType.forgetful:
                    path = new TCODPath(map);
                    path.compute(x, y, plaX, plaY);
                    if (path.size() < 5 && path.size() > 1)
                    {
                        path.walk(ref x, ref y, false);
                        return(false);
                    }
                    else
                    {
                        return(checkAttack(plaX, plaY));
                    }

                case AIType.guard:
                    TCODPath tmpPath = new TCODPath(map);
                    tmpPath.compute(x, y, origX, origY);

                    path = new TCODPath(map);
                    path.compute(x, y, plaX, plaY);
                    if (path.size() < 5 && path.size() > 1 && tmpPath.size() < 3)
                    {
                        path.walk(ref x, ref y, false);
                        return(false);
                    }
                    else if (path.size() == 1)
                    {
                        return(checkAttack(plaX, plaY));
                    }
                    else
                    {
                        tmpPath.walk(ref x, ref y, false);
                        return(false);
                    }

                case AIType.warrior:
                    path = new TCODPath(map);
                    path.compute(x, y, plaX, plaY);
                    if (path.size() < 8 && path.size() > 1)
                    {
                        path.walk(ref x, ref y, false);
                        return(false);
                    }
                    else
                    {
                        return(checkAttack(plaX, plaY));
                    }

                case AIType.psycho:
                    path = new TCODPath(map);
                    path.compute(x, y, plaX, plaY);
                    if (path.size() > 1)
                    {
                        path.walk(ref x, ref y, false);
                        return(false);
                    }
                    else
                    {
                        return(checkAttack(plaX, plaY));
                    }
                }
                return(false);
            }
            return(false);
        }
 public void WalkPath(ref int posX, ref int posY)
 {
     _currentPath.walk(ref posX, ref posY, true);
     _currentX = posX;
     _currentY = posY;
 }
Example #4
0
        public void Update()
        {
            if (LastLevel < Level)
            {
                LevelUp();
                LastLevel = Level;
            }
            if (HP <= MaxHP / 3 && Game.Current.RNG.Next(5) == 0)
            {
                BleedDirectly();
            }
            if (TurnTimeout > 0)
            {
                TurnTimeout--;
                return;
            }
            if (AIType == AITypes.Zombie)
            {
                Point positionLast = new Point(Position.X, Position.Y);

                // Don't have a target? Let's find one!
                bool computedFOV = false;
                bool wandered    = false;
                if (Target == null)
                {
                    if (!computedFOV)
                    {
                        Area.Current.Map.computeFov(Position.X, Position.Y, ViewRadius, true, TCODFOVTypes.BasicFov);
                        computedFOV = true;
                    }
                    if (Area.Current.Map.isInFov(Game.Current.Player.Position.X, Game.Current.Player.Position.Y))
                    {
                        Target = Game.Current.Player;
                    }
                }

                // Is our target dead or something?
                if (Target != null && Target.HP < 1)
                {
                    Target = null;
                }

                // OK, so we're chasing a target... can we still see him?
                if (Target != null)
                {
                    if (!computedFOV)
                    {
                        Area.Current.Map.computeFov(Position.X, Position.Y, ViewRadius, true, TCODFOVTypes.BasicFov);
                        computedFOV = true;
                    }
                    if (Area.Current.Map.isInFov(Target.Position.X, Target.Position.Y))
                    {
                        foreach (Character c in Area.Current.Characters)
                        {
                            if (c != this && c != Target)
                            {
                                Area.Current.Map.setProperties(c.Position.X, c.Position.Y, true, false);
                            }
                        }
                        if (!Pathfinder.compute(Position.X, Position.Y, Target.Position.X, Target.Position.Y))
                        {
                            foreach (Character c in Area.Current.Characters)
                            {
                                Area.Current.Map.setProperties(c.Position.X, c.Position.Y, true, true);
                            }
                            if (!Pathfinder.compute(Position.X, Position.Y, Target.Position.X, Target.Position.Y))
                            {
                                if (!wandered)
                                {
                                    Wander();
                                    wandered = true;
                                }
                            }
                        }
                        else
                        {
                            foreach (Character c in Area.Current.Characters)
                            {
                                Area.Current.Map.setProperties(c.Position.X, c.Position.Y, true, true);
                            }
                        }
                    }
                }

                if (Pathfinder.size() > 1)
                {
                    int x, x2 = Position.X;
                    int y, y2 = Position.Y;
                    Pathfinder.get(0, out x, out y);
                    MoveToPosition(new Point(x, y));
                    if (Position.X == x && Position.Y == y)
                    {
                        Pathfinder.walk(ref x2, ref y2, true);
                    }
                    else
                    {
                        Target = null;
                        if (!wandered)
                        {
                            Wander();
                            wandered = true;
                        }
                    }
                    TurnTimeout += 5 - Speed;
                }
                int dx, dy;
                Pathfinder.getDestination(out dx, out dy);
                if (Pathfinder.size() < 2 && Target != null && Target.Position.X == dx && Target.Position.Y == dy)
                {
                    MeleeAttack(Target);
                    idleTimer    = 0;
                    TurnTimeout += 2;
                }

                if (Target == null && Pathfinder.size() < 2)
                {
                    if (!wandered)
                    {
                        Wander();
                        wandered = true;
                    }
                }

                // Wander if you aren't attacking an enemy and have been standing still for too long
                if (positionLast == Position)
                {
                    idleTimer += 1;
                }
                else
                {
                    idleTimer = 0;
                }
                if (idleTimer > 3)
                {
                    idleTimer = 0;
                    if (!wandered)
                    {
                        Wander();
                        wandered = true;
                    }
                }
            }
        }
Example #5
0
        public bool moveAI(int plaX, int plaY, TCODMap map)
        {
            counter = counter - speed;
            if (counter <= 0)
            {
                walk = true;
                counter = counter + 4;
            }

            if (walk)
            {
                walk = false;
                switch (ai)
                {
                    case AIType.unmoveable:
                        return checkAttack(plaX, plaY);
                    case AIType.forgetful:
                        path = new TCODPath(map);
                        path.compute(x, y, plaX, plaY);
                        if (path.size() < 5 && path.size() > 1)
                        {
                            path.walk(ref x, ref y, false);
                            return false;
                        }
                        else
                        {
                            return checkAttack(plaX, plaY);
                        }
                    case AIType.guard:
                        TCODPath tmpPath = new TCODPath(map);
                        tmpPath.compute(x, y, origX, origY);

                        path = new TCODPath(map);
                        path.compute(x, y, plaX, plaY);
                        if (path.size() < 5 && path.size() > 1 && tmpPath.size() < 3)
                        {
                            path.walk(ref x, ref y, false);
                            return false;
                        }
                        else if (path.size() == 1)
                        {
                            return checkAttack(plaX, plaY);
                        }
                        else
                        {
                            tmpPath.walk(ref x, ref y, false);
                            return false;
                        }
                    case AIType.warrior:
                        path = new TCODPath(map);
                        path.compute(x, y, plaX, plaY);
                        if (path.size() < 8 && path.size() > 1)
                        {
                            path.walk(ref x, ref y, false);
                            return false;
                        }
                        else
                        {
                            return checkAttack(plaX, plaY);
                        }
                    case AIType.psycho:
                        path = new TCODPath(map);
                        path.compute(x, y, plaX, plaY);
                        if (path.size() > 1)
                        {
                            path.walk(ref x, ref y, false);
                            return false;
                        }
                        else
                        {
                            return checkAttack(plaX, plaY);
                        }
                }
                return false;
            }
            return false;
        }