Example #1
0
        private Unit unitSelected; // used to determine what side the unit is on for movement and attack

        #endregion Fields

        #region Constructors

        public Selector(Tile[,] t, Rectangle pos, Texture2D sprite, int X, int Y)
        {
            tiles = t;
            rectPos = new Rectangle(pos.X, pos.Y, pos.Width, pos.Height);
            texture = sprite;
            currentGridX = X;
            currentGridY = Y;
            curMousePos = new Rectangle(InputManager.CurrentMouseState.X, InputManager.CurrentMouseState.Y, 1, 1);
        }
Example #2
0
        protected virtual Stack<PathNode> AStar(Tile source, Tile destination)
        {
            List<Tile> closed = new List<Tile>();
            List<Tile> toDetermine;
            List<Tile> toAdd = new List<Tile>();
            Stack<PathNode> finalPath = null;
            MinPriorityQueue<PathNode> open = new MinPriorityQueue<PathNode>();
            List<PathNode> openList = new List<PathNode>();
            open.Enqueue(new PathNode(source, destination));
            openList.Add(open.Peek());
            PathNode currentNode = null;
            bool endReached = false;
            do
            {
                currentNode = open.Dequeue();
                openList.Remove(currentNode);
                if (currentNode.HCost == 0)
                {
                    endReached = true;
                    finalPath = currentNode.GetPath();
                }
                else
                {
                    closed.Add(tiles[currentNode.Current.X, currentNode.Current.Y]);
                    toDetermine = getAdjacent(currentNode);
                    foreach (Tile t in toDetermine)
                    {
                        bool remove = false;
                        if (t.Collision > source.Unit.Collision)
                            remove = true;
                        if (t.HasUnit())
                            if (t.Unit.Army != source.Unit.Army) //added so that AI works
                                remove = true;
                        if (closed.Contains(t))
                            remove = true;
                        //Add this if I want to have no duplicate pathnodes (currently,
                        //multiple exist with different source nodes
                        /*
                        PathNode temp = new PathNode(t.GridwiseLocation, currentNode, destination.GridwiseLocation);
                        foreach (PathNode p in openList)
                        {
                            if (p.Current == temp.Current)
                            {
                                if (p.GCost > temp.GCost)
                                {
                                    p.Source = temp.Source;

                                    remove = true;
                                }
                            }

                        }'*/

                        if (!remove)
                            toAdd.Add(t);
                    }

                    foreach (Tile t in toAdd)
                    {
                        PathNode temp = new PathNode(t.GridwiseLocation, currentNode, destination.GridwiseLocation);
                        open.Enqueue(temp);
                    }
                    toAdd.Clear();
                }
            } while (!endReached);

            return finalPath;
        }
Example #3
0
 //abstract protected void Attack;
 public abstract void SetTiles(Tile[,] tileArray);
Example #4
0
        /// <summary>
        /// 
        /// </summary>
        /// <param name="player">The player - allows us to give player the array of tiles</param>
        /// <param name="terrainSheet">The spriteSheet that tiles will load their texture from</param>
        /// <param name="_armies">An array of armies participating in the battle</param>
        public Battle(Game1 g, Scenario loadedScenario)
        {
            endTurn = false;
            turn = 0;
            players = new Player[loadedScenario.ArmyAmount];
            pauseMenu = new PauseMenu(3, Game1.GameHeight / 2 - 25, 192);

            terrainSheet = Game1.GameContent.Load<Texture2D>("Spritesheet");
            playerSheet = Game1.GameContent.Load<Texture2D>("selector");
            unitSheet = Game1.GameContent.Load<Texture2D>("ArmySpriteSheet");

            testArmy = loadedScenario.Armies[0];
            g.InfoBar.YMod = 110;
            g.InfoBar.Visible = false;

            players[0] = new Human(g.InfoBar,Game1.UpdateBox, playerSheet, loadedScenario.Armies[0]);
            players[0].RectPos = new Rectangle(64, 64, GV.TileSize, GV.TileSize);
            players[0].ActualPosition = new Rectangle(64, 64, GV.TileSize, GV.TileSize);
            for (int i = 1; i < players.Length; i++)
            {
                List<Army> allies = new List<Army>();
                List<Army> enemies = new List<Army>();
                for (int j = 0; j < loadedScenario.ArmyAmount; j++)
                {
                    if (j != i)
                    {
                        if (loadedScenario.Armies[j].Team == loadedScenario.Armies[i].Team)
                        {
                            allies.Add(loadedScenario.Armies[j]);
                        }
                        else
                        {
                            enemies.Add(loadedScenario.Armies[j]);
                        }
                    }
                }
                players[i] = new AI(allies, enemies, loadedScenario.Armies[i]);
            }
            g.Camera.Focus = players[0];

            DirectoryInfo d = new DirectoryInfo(Environment.CurrentDirectory);
            while (d.ToString() != "dynasty")
                d = d.Parent;
            string path = d.FullName + @"\GameData\Maps\";

            XmlReader mapReader = XmlReader.Create(path + loadedScenario.MapFile);
            int currentRow = 0;
            int currentCol = 0;

            mapReader.ReadToFollowing("map"); //read to the first map element available

            players[0].Position2 = new Point(160, 160); //place the player at a default point for now

            mapSize = Convert.ToInt32(mapReader.GetAttribute("size")); //get the size of the map (both the length and width of the map are the same, so we use "size")
            tiles = new Tile[mapSize, mapSize]; //Create a 2D array that holds the required amount of tiles
            int lastPlaced = 0;
            currentRow = 0;
            currentCol = 0;
            mapReader.ReadToFollowing("tile"); //Read to the first tile elements of the map so we can begin creating tiles
            do
            {
                int length = Convert.ToInt32(mapReader.GetAttribute("length")); //Get the rectangle size of the tile
                //string[] bound = bounds.Split(','); //Split the values provided into an array
                //int startX = int.Parse(bound[0]); //our starting x location for creating tiles
                //int startY = int.Parse(bound[1]);  //our starting y location for creating tiles
                //int endX = int.Parse(bound[2]);  //our ending x location for creating tiles
                //int endY = int.Parse(bound[3]); //our ending y location for creating tiles
                for (int i = 0; i < length; i++)
                {
                    tiles[currentRow, currentCol] = new Tile(mapReader.GetAttribute("terrain"), terrainSheet, currentRow, currentCol);
                    currentRow++;
                    if (currentRow >= mapSize)
                    {
                        currentRow = 0;
                        currentCol++;
                    }
                    if ((currentCol == mapSize) && (currentRow == mapSize))
                        break;
                }
            } while (mapReader.ReadToNextSibling("tile"));

            mapReader.ReadToNextSibling("spawns");
            //spawns = new List<Tile>();
            mapReader.ReadToFollowing("tile");
            do
            {
                string bounds = mapReader.GetAttribute("location");
                string[] bound = bounds.Split(',');
                int startX = int.Parse(bound[0]);
                int startY = int.Parse(bound[1]);
                int endX = int.Parse(bound[2]);
                int endY = int.Parse(bound[3]);

                for (int i = startX; i < endX; i++)
                {
                    for (int j = startY; j < endY; j++)
                    {
                        //_tiles[i, j].Spawn = true;
                        //spawns.Add(_tiles[i, j]);
                    }
                }
            } while (mapReader.ReadToNextSibling("tile")); //head to the next tile element if one exists, otherwise we exit this loop

            mapReader.Close();

            foreach (Player p in players)
            {
                p.SetTiles(tiles);
                foreach (Unit u in p.OwnArmy.Units)
                {
                        tiles[u.UnitBox.X / GV.TileSize, u.UnitBox.Y / GV.TileSize].Unit = u;
                        u.UnitSprite = unitSheet;
                        u.UnitPic = unitSheet;
                }
            }
        }
Example #5
0
        public override bool Update(Camera2D camera)
        {
            if (mapControl) //Are we moving amongst the map (1st step)
            {
                updateBox.TargetUnit = mainSelector.UnitSelected;
                if (highlightGone == false) //Make sure we no longer are highlighting tiles
                {
                    secondarySelector.HighlightDelete();
                    highlightGone = true;
                }
                currentTile = mainSelector.Update(ref actualPos, ref currentGridX, ref currentGridY, ref camera, 0, endTurnButton);
                if (currentTile != null && currentTile.Unit != null && (Game1.Team == int.Parse(currentTile.Unit.Army.ToString()))) //We have selected a tile and it has a unit to select, invoke the infobar and prepare the secondary selector
                {
                    currentUnit = currentTile.Unit;
                    infoBar.Visible = true;
                    mapControl = false;
                    secondarySelector.UnitSelected = currentUnit;
                    mainSelector.PreviousTile.HighlightCursor = false;

                    secondarySelector.CurrentTile = currentTile;
                    secondarySelector.CurrentGridX = currentGridX;
                    secondarySelector.CurrentGridY = currentGridY;
                    mainSelector.CurrentTile = currentTile;
                    mainSelector.CurrentGridX = currentGridX;
                    mainSelector.CurrentGridY = currentGridY;
                    mainSelector.Tiles[currentGridX, currentGridY].HighlightCursor = true;
                }
            }
            else
            {

                if (infoBar.Visible)
                {
                    updateBox.TargetUnit = currentUnit;
                    if (infoBar.SelectedAction > 0)
                    {
                        selectedAction = infoBar.SelectedAction;
                        infoBar.Visible = false;
                        previousGridX = currentGridX;
                        previousGridY = currentGridY;
                        previousTile = currentTile;
                        previousRectPos = actualPos;
                    }
                    if (InputManager.KeyReady(Keys.Q))
                    {
                        infoBar.Visible = false;
                        infoBar.SpecialMoveBoxVisible = false;
                        mapControl = true;
                        // The code below may or may not be called based on the option of
                        // whether the player wants cancelling the move to bring them back to
                        // the previous unit selected or if they just want it to keep them
                        // on the current tile.
                        /*
                        mainSelector.CurrentTile = currentTile;
                        mainSelector.CurrentGridX = currentGridX;
                        mainSelector.CurrentGridY = currentGridY;
                        */
                    }
                }
                else
                {
                    updateBox.TargetUnit = secondarySelector.UnitSelected;
                    if (InputManager.KeyReady(Keys.Q) && !highlightGone)
                    {
                        infoBar.Visible = true;
                        secondarySelector.HighlightDelete();
                        selectedAction = InfoBar.Action.None;
                        highlightGone = true;
                        mapControl = false;
                        currentTile = previousTile;
                        currentGridX = previousGridX;
                        currentGridY = previousGridY;
                        actualPos = previousRectPos;
                        secondarySelector.CurrentTile = currentTile;
                        secondarySelector.CurrentGridX = currentGridX;
                        secondarySelector.CurrentGridY = currentGridY;
                        mainSelector.CurrentTile = currentTile;
                        mainSelector.CurrentGridX = currentGridX;
                        mainSelector.CurrentGridY = currentGridY;
                        mainSelector.PreviousTile.HighlightCursor = false;
                        foreach (Tile tile in secondarySelector.Tiles)
                        {
                            tile.HighlightCursor = false;
                        }
                        mainSelector.Tiles[currentGridX, currentGridY].HighlightCursor = true;
                    }
                    switch (selectedAction)
                    {
                        case InfoBar.Action.Move:
                            {
                                if (!currentTile.Unit.Bunkered)
                                {
                                    if (highlightGone) //Prevent ourselves from highlighting continuously
                                    {
                                        secondarySelector.HighlightTiles(currentUnit.Movement);
                                        highlightGone = false;
                                    }
                                    selectedTile = secondarySelector.Update(ref actualPos, ref currentGridX, ref currentGridY, ref camera, 0, endTurnButton);
                                    if (selectedTile != null && selectedTile.Unit == null && selectedTile.HighlightSpace == true)
                                    {
                                        //infoBar.SelectedAction = (int)PlayerStatus.None;
            /*
                                    secondarySelector.HighlightTiles(currentUnit.Movement);
                                    highlightGone = false;
                                }
                                selectedTile = secondarySelector.Update(ref actualPos, ref currentGridX, ref currentGridY, ref camera, 0/*, endTurnButton);
                                if (selectedTile != null && selectedTile.Unit == null && selectedTile.HighlightSpace == true)
                                {*/
                                    //infoBar.SelectedAction = (int)PlayerStatus.None;

                                        //currentUnit.UnitBox.Offset((selectedTile.Location.X - currentUnit.UnitBox.X), (selectedTile.Location.Y - currentUnit.UnitBox.Y));
                                        //currentUnit.UnitPoint = selectedTile.Location.Location;

                                        selectedAction = InfoBar.Action.Animate;
                                    }
                                }
                                else
                                {
                                    Game1.UpdateBox.AddMessage("Unit cannot move \nuntil you \ndeactivate bunker.");
                                    highlightGone = false; //Used so we can still q out of method
                                }
                            }
                            break;
                        /*default:
                            mapControl = true;
                            infoBar.Visible = false;

                            break;*/
                        case InfoBar.Action.Attack:
                            {
                                if (highlightGone) //Prevent ourselves from highlighting continuously
                                {
                                    secondarySelector.HighlightEnemies(currentUnit.Range);
                                    highlightGone = false;
                                }
                                selectedTile = secondarySelector.Update(ref actualPos, ref currentGridX, ref currentGridY, ref camera, 0, endTurnButton);
                                if (selectedTile != null && selectedTile.Unit != null && selectedTile.Unit.Army != currentTile.Unit.Army && selectedTile.HighlightEnemy)
                                {
                                    int dealt, received;
                                    Unit attacker = currentTile.Unit;
                                    Unit defender = selectedTile.Unit;
                                    bool isCounterAttack = false;

                                    // MAIN ATTACK
                                    int damageDealt = DamageCalculator.doDamage(attacker, defender, isCounterAttack);
                                    defender.Health -= damageDealt;
                                    dealt = damageDealt;
                                    //updateBox.Update(attacker, defender, damageDealt, isCounterAttack);
                                    //use isCounterAttack as a parameter in updateBox.Update(...)
                                    //if isCounterattack is true, print "attacker did this much damage to defender"
                                    //otherwise, print "defender counterattacked attacker with this much damage"

                                    // COUNTER ATTACK
                                    isCounterAttack = true;
                                    damageDealt = DamageCalculator.doDamage(defender, attacker, isCounterAttack);
                                    attacker.Health -= damageDealt;
                                    received = damageDealt;
                                    //updateBox.Update(defender, attacker, damageDealt, isCounterAttack);

                                    // Game1.UpdateBox.ReportAttack(dealt, received);
                                    Game1.UpdateBox.AddMessage("Player unit attacks, \ndealing " + dealt + " damage!\n\n" + "Enemy unit \ncounterattacks, \ndealing " + received + " damage!");
                                    mapControl = true;
                                    infoBar.Visible = false;
                                    mainSelector.CurrentTile = currentTile;
                                    mainSelector.CurrentGridX = currentGridX;
                                    mainSelector.CurrentGridY = currentGridY;
                                    //Attacker now knows it has attacked this turn
                                    attacker.HasAttacked = true;
                                }
                            }
                            break;
                        case InfoBar.Action.Special:
                            {
                                if (currentTile.Unit.CoolDown == 0) //blocks the use of specials
                                {
                                    if (highlightGone) //Prevent ourselves from highlighting continuously
                                    {
                                        if (infoBar.SelectedSpecialMove.Name == "Frag Grenade")
                                        {
                                            secondarySelector.HighlightSpecial(infoBar.SelectedSpecialMove.Range, true);
                                            highlightGone = false;
                                        }
                                        else
                                        {
                                            secondarySelector.HighlightSpecial(infoBar.SelectedSpecialMove.Range, false);
                                            highlightGone = false;
                                        }
                                    }
                                    int specialDRange = infoBar.SelectedSpecialMove.AreaOfEffect;
                                    selectedTile = secondarySelector.Update(ref actualPos, ref currentGridX, ref currentGridY, ref camera, specialDRange, endTurnButton);
                                    if (infoBar.SelectedSpecialMove.NeedsTarget == false || (selectedTile != null && selectedTile.HighlightEnemy))
                                    {
                                        Unit attacker = currentTile.Unit;
                                        bool isCounterAttack = false;
            /*
                                        secondarySelector.HighlightSpecial(infoBar.SelectedSpecialMove.Range, false);
                                        highlightGone = false;
                                    }
                                }
                                int specialDRange = infoBar.SelectedSpecialMove.AreaOfEffect;
                                selectedTile = secondarySelector.Update(ref actualPos, ref currentGridX, ref currentGridY, ref camera, specialDRange/*, endTurnButton);
                                if (infoBar.SelectedSpecialMove.NeedsTarget == false || (selectedTile != null && selectedTile.HighlightEnemy))
                                {
                                    Unit attacker = currentTile.Unit;
                                    bool isCounterAttack = false;
            */
                                        /*
                                         * TODO: Make a special attack happen here:
                                         * get user input for type of attack
                                         * string type = user input
                                         * SpecialMove s1 = new SpecialMove(type);
                                         * Call damage calculator
                                         * Use conditional statements based on s1's properties.
                                         *
                                         * IN THIS CLASS:
                                         * "Bunker Down" - Boost defense to unit
                                         * "Web Grenade" - Lower enemy move value by 2
                                         * "Frag Grenade" - Secondary selector is on all units, don't allow movement of selector
                                         * "Missile" - Doubles the range of helicoptors, but deals 85% damage
                                         * "Cripple" - Lowers enemy move value by 2 and deals ~80% damage
                                         * "Repair" - Tank attempts to fix some of its parts, returning some lost health
                                         * */

                                        if (infoBar.SelectedSpecialMove != null)
                                        {
                                            SpecialMove s1 = infoBar.SelectedSpecialMove;
                                            Random random = new Random();
                                            //Acts upon what type of special is used
                                            switch (s1.Name)
                                            {
                                                case "Bunker Down":
                                                    if (!attacker.HasAttacked && attacker.Movement == attacker.MaxMovement)
                                                    {
                                                        //Going into bunker
                                                        if (attacker.Bunkered == false)
                                                        {
                                                            Game1.UpdateBox.AddMessage("Used Bunker\nDown! Unit's defense \nincreased!");
                                                            attacker.Defense += 5; // add 5 defense to unit currently using the move
                                                            attacker.Attack /= 2;
                                                            attacker.Movement = 0; // moves all lost! to 0
                                                            attacker.HasAttacked = true; // attacked is true, lose a turn
                                                            attacker.CoolDown = s1.CoolDown; //Sets cooldown for specials
                                                        }
                                                        //Leaving bunker
                                                        else
                                                        {
                                                            Game1.UpdateBox.AddMessage("Unit is no \nlonger Bunkered.");
                                                            attacker.Attack = attacker.OriAttack;
                                                            attacker.Defense = attacker.OriDefense;
                                                            attacker.CoolDown = s1.CoolDown;
                                                            attacker.HasAttacked = true;
                                                        }
                                                    }
                                                    //If conditions aren't met for going or leaving bunker
                                                    else
                                                    {
                                                        Game1.UpdateBox.AddMessage("Can't bunker down\n after moving\n or attacking.");
                                                    }
                                                    break;
                                                case "Web Grenade":
                                                    //If we aren't bunkered
                                                    if (!attacker.Bunkered)
                                                    {
                                                        Unit defender = selectedTile.Unit;
                                                        defender.Movement -= 2;
                                                        Game1.UpdateBox.AddMessage("Used A Web \nGrenade! Enemy \nunit's move\ndecreased by 2!");
                                                        attacker.CoolDown = s1.CoolDown; //Sets cooldown for specials
                                                    }
                                                    //If we are bunkered
                                                    else
                                                    {
                                                        Game1.UpdateBox.AddMessage("Must unbunker unit \nto use this special.");
                                                    }
                                                    break;
                                                case "Frag Grenade":
                                                    //If we aren't bunkered
                                                    if (!attacker.Bunkered)
                                                    {
                                                        Game1.UpdateBox.AddMessage("Used a Frag\ngrenade!\n...Units took\nsome damage!");
                                                        //Each of the five selectable tiles will check if they are not null and if there is a unit present.
                                                        if (tiles[currentGridX, currentGridY].Unit != null)
                                                        {
                                                            // Using Frag Grenade can deal anywhere from 10 to 20 damage.
                                                            tiles[currentGridX, currentGridY].Unit.Health -= random.Next(10, 20);
                                                        }
                                                        if (currentGridX > 0)
                                                        {
                                                            if (tiles[currentGridX - 1, currentGridY].Unit != null)
                                                            {
                                                                // Using Frag Grenade can deal anywhere from 10 to 20 damage.
                                                                tiles[currentGridX - 1, currentGridY].Unit.Health -= random.Next(10, 20);
                                                            }
                                                        }
                                                        if (currentGridY > 0)
                                                        {
                                                            if (tiles[currentGridX, currentGridY - 1].Unit != null)
                                                            {
                                                                // Using Frag Grenade can deal anywhere from 10 to 20 damage.
                                                                tiles[currentGridX, currentGridY - 1].Unit.Health -= random.Next(10, 20);
                                                            }
                                                        }
                                                        if (currentGridX < Math.Sqrt(tiles.Length - 1))
                                                        {
                                                            if (tiles[currentGridX + 1, currentGridY].Unit != null)
                                                            {
                                                                // Using Frag Grenade can deal anywhere from 10 to 20 damage.
                                                                tiles[currentGridX + 1, currentGridY].Unit.Health -= random.Next(10, 20);
                                                            }
                                                        }
                                                        if (currentGridY < Math.Sqrt(tiles.Length - 1))
                                                        {
                                                            if (tiles[currentGridX, currentGridY + 1].Unit != null)
                                                            {
                                                                // Using Frag Grenade can deal anywhere from 10 to 20 damage.
                                                                tiles[currentGridX, currentGridY + 1].Unit.Health -= random.Next(10, 20);
                                                            }
                                                        }
                                                        attacker.CoolDown = s1.CoolDown; //Sets cooldown for specials
                                                    }
                                                    //If we are bunkered
                                                    else
                                                    {
                                                        Game1.UpdateBox.AddMessage("Must unbunker unit \nto use this special.");
                                                    }
                                                    break;
                                                case "Missile":
                                                    Unit defending = selectedTile.Unit;
                                                    defending.Health -= (int).85 * DamageCalculator.doDamage(attacker, defending, false);
                                                    Game1.UpdateBox.AddMessage("Used A Missile \n...Target Unit \n takes damage");
                                                    attacker.CoolDown = s1.CoolDown; //Sets cooldown for specials
                                                    break;
                                                case "Cripple":
                                                    Unit defend = selectedTile.Unit;
                                                    defend.Movement -= 2;
                                                    defend.Health -= (int).806 * DamageCalculator.doDamage(attacker, defend, false);
                                                    Game1.UpdateBox.AddMessage("Used Cripple \n...Target Unit takes \nsome damage \n and unit's move \ndecreased by 2!");
                                                    attacker.CoolDown = s1.CoolDown; //Sets cooldown for specials
                                                    break;
                                                case "Repair":
                                                    int repair = random.Next(0, 10); //How much we heal for
                                                    attacker.Health += repair;
                                                    Game1.UpdateBox.AddMessage("Used Repair \n...Unit healed itself for \n" + repair +" Health.");
                                                    attacker.CoolDown = s1.CoolDown; //Sets cooldown for specials
                                                    break;
                                                default:
                                                    break;
                                            }
                                            infoBar.SelectedSpecialMove = null;
                                        }

                                        //// MAIN ATTACK
                                        //int damageDealt = DamageCalculator.doDamage(attacker, defender, isCounterAttack);
                                        //defender.Health -= damageDealt;
                                        //dealt = damageDealt;
                                        ////updateBox.Update(attacker, defender, damageDealt, isCounterAttack);
                                        ////use isCounterAttack as a parameter in updateBox.Update(...)
                                        ////if isCounterattack is true, print "attacker did this much damage to defender"
                                        ////otherwise, print "defender counterattacked attacker with this much damage"

                                        //// COUNTER ATTACK
                                        //isCounterAttack = true;
                                        //damageDealt = DamageCalculator.doDamage(defender, attacker, isCounterAttack);
                                        //attacker.Health -= damageDealt;
                                        //received = damageDealt;
                                        ////updateBox.Update(defender, attacker, damageDealt, isCounterAttack);

                                        //Game1.UpdateBox.ReportAttack(dealt, received);
                                        mapControl = true;
                                        infoBar.Visible = false;
                                        mainSelector.CurrentTile = currentTile;
                                        mainSelector.CurrentGridX = currentGridX;
                                        mainSelector.CurrentGridY = currentGridY;
                                        //Attacker now knows it has attacked this turn
                                        attacker.HasAttacked = true;
                                    }
                                }
                                else highlightGone = false; //exists so we can q out of a special while we are cooling down.
                            }
                            break;
                        case InfoBar.Action.Animate:
                            //This is where we animate a unit moving
                            AnimateMovement();
                            break;
                    }
                }
                /*
                if (infoBar.YMod > 105)
                {
                    currentUnit = null;
                    mapControl = true;
                    infoBar.ItemSelected = (int)PlayerStatus.None;
                }
                 * */

            }

            if (actualPos.X > ((GV.TileSize * 4) + rectPos.X))
            {
                rectPos.X += GV.TileSize;
            }
            else if (actualPos.X < rectPos.X - (GV.TileSize * 4))
            {
                rectPos.X -= GV.TileSize;
            }
            if (actualPos.Y > ((GV.TileSize * 4) + rectPos.Y))
            {
                rectPos.Y += GV.TileSize;
            }
            else if (actualPos.Y < rectPos.Y - (GV.TileSize * 4))
            {
                rectPos.Y -= GV.TileSize;
            }

            //rectPos = tiles[currentGridX, currentGridY].Location
            //infoBar.SelectedAction = InfoBar.Action.None;
            if (changeTurn)
            {
                foreach (Unit u in ownArmy.Units)
                    u.CoolDown -= 1;
                changeTurn = false;
                return true;
            }
            return false;
        }
Example #6
0
        public Tile Update(ref Rectangle pos, ref int X, ref int Y, ref Camera2D camera, int range, Rectangle endTurnButton)
        {
            currentMouseVector = Vector2.Transform(new Vector2(InputManager.CurrentMouseState.X, InputManager.CurrentMouseState.Y), Matrix.Invert(camera.Transform));
            if (currentMouseVector.X > 0 && currentMouseVector.Y > 0 &&
               currentMouseVector.X < tiles.GetLength(0) * GV.TileSize - 1 && currentMouseVector.Y < tiles.GetLength(1) * GV.TileSize - 1)
            {
                prevMousePos = curMousePos;

                curMousePos.X = (int)MathHelper.Clamp(currentMouseVector.X, 0f, ((float)Math.Sqrt(tiles.Length - 1) * GV.TileSize));
                curMousePos.Y = (int)MathHelper.Clamp(currentMouseVector.Y, 0f, ((float)Math.Sqrt(tiles.Length - 1) * GV.TileSize));

                if (!tiles[prevMousePos.X / GV.TileSize, prevMousePos.Y / GV.TileSize].Location.Intersects(curMousePos))
                {
                    controlCursorHighlight(prevMousePos.X / GV.TileSize, prevMousePos.Y / GV.TileSize, range, false);

                }
                PreviousTile = tiles[curMousePos.X / GV.TileSize, curMousePos.Y / GV.TileSize];
                if (currentMouseVector.X > 0 && currentMouseVector.Y > 0 &&
                    currentMouseVector.X < tiles.GetLength(0) * GV.TileSize - 1 && currentMouseVector.Y < tiles.GetLength(1) * GV.TileSize - 1)
                {
                    controlCursorHighlight(curMousePos.X / GV.TileSize, curMousePos.Y / GV.TileSize, range, true);
                    unitSelected = tiles[curMousePos.X / GV.TileSize, curMousePos.Y / GV.TileSize].Unit;
                }
            }
            else
            {
                controlCursorHighlight(curMousePos.X / GV.TileSize, curMousePos.Y / GV.TileSize, range, false);
            }

            if (InputManager.MouseClicked() &&
                currentMouseVector.X > 0 && currentMouseVector.Y > 0 &&
                currentMouseVector.X < tiles.GetLength(0) * GV.TileSize - 1 && currentMouseVector.Y < tiles.GetLength(1) * GV.TileSize - 1 &&
                !endTurnButton.Contains(new Rectangle(InputManager.CurrentMouseState.X,InputManager.CurrentMouseState.Y,1,1)))
            {
                if (currentGridX == curMousePos.X / GV.TileSize && currentGridY == curMousePos.Y / GV.TileSize)
                {
                    //Mouse.SetPosition(InputManager.CurrentMouseState.X - (int)(camera.Origin.X - camera.Position.X), InputManager.CurrentMouseState.Y - (int)(camera.Origin.Y - camera.Position.Y));
                    controlCursorHighlight(prevMousePos.X / GV.TileSize, prevMousePos.Y / GV.TileSize, range, false);
                    tiles[currentGridX, currentGridY].HighlightCursor = false;
                    return tiles[currentGridX, currentGridY];

                }
                /*
                                    if (new Rectangle(tiles[i, j].Location.X + (int)(camera.Origin.X - camera.Position.X), tiles[i, j].Location.Y + (int)(camera.Origin.Y - camera.Position.Y),
                                        tiles[i, j].Location.Width, tiles[i, j].Location.Height).Contains(mousePos))
                                    {
                                        PreviousTile = tiles[i, j];
                                        tiles[i, j].HighlightCursor = true;
                                        if (InputManager.MouseClicked())
                                        {
                                            if (currentGridX == i && currentGridY == j)
                                            {
                                                return tiles[currentGridX, currentGridY];
                                            }
                */
                currentGridX = curMousePos.X / GV.TileSize;
                currentGridY = curMousePos.Y / GV.TileSize;

            }
            if (InputManager.KeyReady(Keys.W))
            {
                if (currentGridY > 0)
                    currentGridY--;
            }

            if (InputManager.KeyReady(Keys.S))
            {
                // -1 is there because sqrt(400) is 20, and array goes 0 - 19
                if (currentGridY < Math.Sqrt(tiles.Length) - 1)
                    currentGridY++;
            }

            if (InputManager.KeyReady(Keys.A))
            {
                if (currentGridX > 0)
                    currentGridX--;
            }
            if (InputManager.KeyReady(Keys.D))
            {
                // -1 is there because sqrt(400) is 20, and array goes 0 - 19
                if (currentGridX < Math.Sqrt(tiles.Length) - 1)
                    currentGridX++;
            }
            if (InputManager.KeyReady(Keys.Enter))
            {
                return tiles[currentGridX, currentGridY];
                //unit.UnitBox.Offset(tiles[currentGridX, currentGridY].Location.X - unit.UnitBox.X, tiles[currentGridX, currentGridY].Location.Y - unit.UnitBox.Y);
            }
            X = currentGridX;
            Y = currentGridY;
            currentTile = tiles[currentGridX, currentGridY];
            pos.X = tiles[currentGridX, currentGridY].Location.X;
            pos.Y = tiles[currentGridX, currentGridY].Location.Y;
            return null;
        }
Example #7
0
 public override void SetTiles(Tile[,] tileArray)
 {
     tiles = tileArray;
 }
Example #8
0
 public override void SetTiles(Tile[,] tileArray)
 {
     tiles = tileArray;
     mainSelector.Tiles = tileArray;
     secondarySelector.Tiles = tileArray;
 }
Example #9
0
 private int InvalidTile(Tile movetile, Unit movingUnit)
 {
     if (movetile.HasUnit())
     {
         return -10000;
     }
     if (movetile.Collision > movingUnit.Collision)
     {
         return -10000;
     }
     return 0;
 }
Example #10
0
        /// <summary>
        /// Calculates number of nearby enemy units, 'nearby' being defined as
        /// able to move to the tile. the threatening bool is included as a way
        /// to differentiate between just nearby (for enemy units able to support enemy units)
        /// or able to fire on that square (for enemy units nearby AI units)
        /// </summary>
        /// <param name="movetile">Tile being weighted</param>
        /// <param name="threatening">Whether or not ability to attack the tile is the focus, true being yes</param>
        /// <returns></returns>
        private int EnemiesNear(Tile movetile, bool threatening)
        {
            int x = 0;

            foreach (Unit enemy in friendlyUnits)
            {
                if (threatening)
                {
                    if (enemy.MaxMovement + enemy.Range >= calculateDistance(enemy.Tile, movetile))
                    { x++; }
                }
                else
                {
                    if (enemy.MaxMovement >= calculateDistance(enemy.Tile, movetile))
                    { x++; }
                }
            }

            return x;
        }
Example #11
0
        /// <summary>
        /// Checks whether a given unit can attack any enemies from a given tile.
        /// </summary>
        /// <param name="attack">The tile to launch the attack from</param>
        /// <param name="attacker">The unit that wants to know if it can attack</param>
        /// <returns>5 for 'true', 0 for 'no', modifier for weighting tiles.</returns>
        private int CanAttackFrom(Tile attack)
        {
            validateAttack(attack.GridwiseLocation.X, attack.GridwiseLocation.Y, currentUnit.Range);

            foreach (Unit enemy in enemyUnits)
            {
                if (enemy.Tile.HighlightSpace)
                {
                    resetHighlight();
                    return 5;
                }
            }

            return 0;
        }
Example #12
0
        /// <summary>
        /// Calculates the 'dumb' distance between one tile and another, 
        /// </summary>
        /// <param name="start">One tile, doesn't matter which</param>
        /// <param name="end">Other tile, doesn't matter which</param>
        /// <returns>'dumb' distance, in terms of change in x + change in y on grid.</returns>
        private int calculateDistance(Tile start, Tile end)
        {
            int xDistance = 0;
            int yDistance = 0;

            if (start.GridwiseLocation.X >= end.GridwiseLocation.X)
            {
                xDistance = start.GridwiseLocation.X - end.GridwiseLocation.X;
            }
            else
            {
                xDistance = end.GridwiseLocation.X - start.GridwiseLocation.X;
            }

            if (start.GridwiseLocation.Y >= end.GridwiseLocation.Y)
            {
                yDistance = start.GridwiseLocation.Y - end.GridwiseLocation.Y;
            }
            else
            {
                yDistance = end.GridwiseLocation.Y - start.GridwiseLocation.Y;
            }

            return (xDistance + yDistance);
        }
Example #13
0
        /// <summary>
        /// Calculates number of friendly units (controlled or uncontrolled) nearby.
        /// 'Nearby' defined as 'can move to this tile in one turn'.
        /// </summary>
        /// <param name="movetile">Tile to be judged/weighted</param>
        /// <returns>Number of friendly (to AI) units able to support tile.</returns>
        private int AlliesNear(Tile movetile)
        {
            int x = 0;

            foreach (Unit friend in friendlyUnits)
            {
                if (friend.MaxMovement >= calculateDistance(friend.Tile, movetile))
                { x++; }
            }
            foreach (Unit own in ownArmy.Units)
            {
                if (own.Movement >= calculateDistance(own.Tile, movetile))
                { x++; }
            }

            return (x / 2);
        }