Example #1
0
        unit FragmentShader(VertexOut vertex, Field <unit> Unit, Field <data> Data, Field <magic> Magic, PlayerTuple Teams)
        {
            data  data_here  = Data[Here];
            unit  unit_here  = Unit[Here];
            magic magic_here = Magic[Here];

            if (Something(data_here))
            {
                if (data_here.action == UnitAction.Spawning)
                {
                    unit barracks = Unit[dir_to_vec(Reverse(data_here.direction))];
                    unit_here.player = barracks.player;
                    unit_here.team   = barracks.team;
                    unit_here.type   = UnitType.Footman;
                    unit_here.anim   = Anim.Stand;
                }

                if (data_here.action == UnitAction.Raising)
                {
                    unit_here.player = magic_here.raising_player;
                    unit_here.team   = GetPlayerVal(Teams, magic_here.raising_player);
                    unit_here.type   = UnitType.Skeleton;
                    unit_here.anim   = Anim.StartRaise;
                }
            }

            return(unit_here);
        }
Example #2
0
        magic FragmentShader(VertexOut vertex, Field <data> Select, Field <magic> Magic, Field <TeamTuple> AntiMagic)
        {
            magic here   = Magic[Here];
            data  select = Select[Here];

            if (Something(select))
            {
                TeamTuple antimagic  = AntiMagic[Here];
                bool      block_kill = antimagic.TeamOne > _0 || antimagic.TeamTwo > _0 || antimagic.TeamThree > _0 || antimagic.TeamFour > _0;

                if (!block_kill)
                {
                    here.kill = _true;
                }
            }

            return(here);
        }
Example #3
0
        magic FragmentShader(VertexOut vertex, Field <magic> Magic, Field <data> CurrentData, Field <data> PreviousData, Field <corpse> Corpses, Field <PlayerTuple> Necromancy)
        {
            magic       here        = Magic[Here];
            corpse      corpse_here = Corpses[Here];
            PlayerTuple necromancy  = Necromancy[Here];

            data
                cur_data  = CurrentData[Here],
                prev_data = PreviousData[Here];

            // Reset the kill bit
            here.kill           = _false;
            here.raising_player = Player.None;

            // Check for resurrection
            if (CorpsePresent(corpse_here) && !Something(cur_data) && !Something(prev_data))
            {
                float player = Player.None;
                float necro  = _0;
                if (necromancy.PlayerOne > necro)
                {
                    necro = necromancy.PlayerOne;   player = Player.One;
                }
                if (necromancy.PlayerTwo > necro)
                {
                    necro = necromancy.PlayerTwo;   player = Player.Two;
                }
                if (necromancy.PlayerThree > necro)
                {
                    necro = necromancy.PlayerThree; player = Player.Three;
                }
                if (necromancy.PlayerFour > necro)
                {
                    necro = necromancy.PlayerFour;  player = Player.Four;
                }

                here.raising_player = player;
            }

            return(here);
        }
Example #4
0
        corpse FragmentShader(VertexOut vertex, Field <unit> Unit, Field <data> Data, Field <corpse> Corpses, Field <magic> Magic)
        {
            unit   unit_here   = Unit[Here];
            data   data_here   = Data[Here];
            corpse corpse_here = Corpses[Here];
            magic  magic_here  = Magic[Here];

            // Removed corpses that are being raised.
            if (magic_here.raising_player != Player.None && unit_here.anim == Anim.StartRaise)
            {
                corpse_here = corpse.Nothing;
            }

            if (Something(data_here) && unit_here.anim == Anim.Die && LeavesCorpse(unit_here))
            {
                corpse_here.direction = data_here.direction;
                corpse_here.type      = unit_here.type;
                corpse_here.player    = unit_here.player;
            }

            return(corpse_here);
        }
Example #5
0
        data FragmentShader(VertexOut vertex, Field <unit> Unit, Field <data> CurrentData, Field <data> PreviousData, Field <vec4> Random, Field <magic> Magic)
        {
            data
           cur_data  = CurrentData[Here],
           prev_data = PreviousData[Here];

            vec4  rnd        = Random[Here];
            magic magic_here = Magic[Here];

            // Check for barracks spawning
            if (!Something(cur_data) && !Something(prev_data) && rnd.x > .93)
            {
                unit
                    unit_right = Unit[RightOne],
                    unit_up    = Unit[UpOne],
                    unit_left  = Unit[LeftOne],
                    unit_down  = Unit[DownOne];

                data
                    data_right = PreviousData[RightOne],
                    data_up    = PreviousData[UpOne],
                    data_left  = PreviousData[LeftOne],
                    data_down  = PreviousData[DownOne];

                float spawn_dir = Dir.None;

                // Spawn units on the side of the barracks facing the target they are headed toward
                //if (unit_left.type == UnitType.Barracks && prior_direction(data_left) == Dir.Right) spawn_dir = Dir.Right;
                //if (unit_right.type == UnitType.Barracks && prior_direction(data_right) == Dir.Left) spawn_dir = Dir.Left;
                //if (unit_up.type == UnitType.Barracks && prior_direction(data_up) == Dir.Down) spawn_dir = Dir.Down;
                //if (unit_down.type == UnitType.Barracks && prior_direction(data_down) == Dir.Up) spawn_dir = Dir.Up;

                // Spawn units anywhere adjacent to the barracks
                if (unit_left.type == UnitType.Barracks)
                {
                    spawn_dir = Dir.Right;
                }
                if (unit_right.type == UnitType.Barracks)
                {
                    spawn_dir = Dir.Left;
                }
                if (unit_up.type == UnitType.Barracks)
                {
                    spawn_dir = Dir.Down;
                }
                if (unit_down.type == UnitType.Barracks)
                {
                    spawn_dir = Dir.Up;
                }

                if (IsValid(spawn_dir))
                {
                    cur_data.direction = spawn_dir;
                    cur_data.action    = UnitAction.Spawning;
                    cur_data.change    = Change.Stayed;
                    set_selected(ref cur_data, false);
                    set_prior_direction(ref cur_data, cur_data.direction);
                }
            }
            else
            {
                // Otherwise check if we are raising a skeleton
                if (!Something(cur_data) && magic_here.raising_player != Player.None)
                {
                    cur_data.direction = Dir.Right;
                    cur_data.action    = UnitAction.Raising;
                    cur_data.change    = Change.Stayed;
                    set_selected(ref cur_data, false);
                    set_prior_direction(ref cur_data, cur_data.direction);
                }
            }

            return(cur_data);
        }
Example #6
0
        data FragmentShader(VertexOut vertex, Field <vec4> TargetData, Field <unit> Unit, Field <extra> Extra, Field <data> Data, Field <data> PrevData, Field <vec4> PathToOtherTeams, Field <vec4> RandomField, Field <magic> Magic,
                            Field <geo> Geo, Field <geo> AntiGeo,
                            Field <dirward> DirwardRight, Field <dirward> DirwardLeft, Field <dirward> DirwardUp, Field <dirward> DirwardDown)
        {
            data  data_here  = Data[Here];
            magic magic_here = Magic[Here];

            if (Something(data_here))
            {
                data path = data.Nothing;

                // Get info for this unit
                unit unit_here = Unit[Here];

                // Remove if dead unit
                if (unit_here.anim == Anim.Die && IsUnit(unit_here))
                {
                    return(data.Nothing);
                }

                // Remove if dead building
                building b = (building)(vec4)data_here;
                if (IsBuilding(unit_here))
                {
                    // If this building is alive
                    if (data_here.direction == Dir.Stationary)
                    {
                        // If this is a building that has been hit enough times to explode
                        if (unit_here.hit_count >= _5)
                        {
                            data_here.direction = Dir.StationaryDying;
                        }
                    }
                    else
                    {
                        // Otherwise remove it if the explosion animation is done
                        float frame = ExplosionSpriteSheet.ExplosionFrame(0, b);

                        if (frame >= ExplosionSpriteSheet.AnimLength)
                        {
                            return(data.Nothing);
                        }
                    }
                }

                // Units that are done being raised should switch to attacking.
                if (IsUnit(unit_here) && unit_here.anim == Anim.DoRaise)
                {
                    data_here.action = UnitAction.Attacking;
                }

                // Units that are about to be incinerated or are being raised can't move.
                if (IsUnit(unit_here) && (magic_here.kill == _true || unit_here.anim == Anim.StartRaise))
                {
                    data_here.action = UnitAction.Stopped;
                    return(data_here);
                }

                // Buildings can't move.
                if (IsBuilding(unit_here))
                {
                    if (IsCenter((building)(vec4)data_here))
                    {
                        // Set the building direction toward its "target".
                        set_prior_direction(ref data_here, BuildingDirection(vertex, TargetData, (building)(vec4)data_here));
                    }
                    return(data_here);
                }

                // Get nearby paths to other teams
                vec4
                    _value_right = PathToOtherTeams[RightOne],
                    _value_up    = PathToOtherTeams[UpOne],
                    _value_left  = PathToOtherTeams[LeftOne],
                    _value_down  = PathToOtherTeams[DownOne];

                // Get specific paths to enemies of this particular unit
                float value_right = 1, value_left = 1, value_up = 1, value_down = 1;
                if (unit_here.team == Team.One)
                {
                    value_right = _value_right.x;
                    value_left  = _value_left.x;
                    value_up    = _value_up.x;
                    value_down  = _value_down.x;
                }
                else if (unit_here.team == Team.Two)
                {
                    value_right = _value_right.y;
                    value_left  = _value_left.y;
                    value_up    = _value_up.y;
                    value_down  = _value_down.y;
                }
                else if (unit_here.team == Team.Three)
                {
                    value_right = _value_right.z;
                    value_left  = _value_left.z;
                    value_up    = _value_up.z;
                    value_down  = _value_down.z;
                }
                else if (unit_here.team == Team.Four)
                {
                    value_right = _value_right.w;
                    value_left  = _value_left.w;
                    value_up    = _value_up.w;
                    value_down  = _value_down.w;
                }

                float auto_attack_cutoff = _12;
                if (unit_here.type == UnitType.DragonLord)
                {
                    auto_attack_cutoff = _2;
                }
                if (unit_here.type == UnitType.Necromancer)
                {
                    auto_attack_cutoff = _2;
                }

                float min      = 256;
                float hold_dir = data_here.direction;
                if (data_here.action == UnitAction.Attacking || data_here.action == UnitAction.Guard)
                {
                    if (value_right < min)
                    {
                        data_here.direction = Dir.Right; min = value_right;
                    }
                    if (value_up < min)
                    {
                        data_here.direction = Dir.Up; min = value_up;
                    }
                    if (value_left < min)
                    {
                        data_here.direction = Dir.Left; min = value_left;
                    }
                    if (value_down < min)
                    {
                        data_here.direction = Dir.Down; min = value_down;
                    }
                }

                if (min > auto_attack_cutoff)
                {
                    // Not within auto attack range, so fallback to previous direction.
                    data_here.direction = hold_dir;
                }
                else
                {
                    // If we're within auto attack range and we're a necromancer, we should run away.
                    // Necromancers are cowards.
                    if (unit_here.type == UnitType.Necromancer)
                    {
                        TurnAround(ref data_here);
                    }
                }

                // If we are guarding and a unit is close, switch to attacking
                if (min < auto_attack_cutoff && data_here.action == UnitAction.Guard)
                {
                    data_here.action = UnitAction.Attacking;
                }

                // If we aren't attacking, or if a unit is too far away
                if (min > auto_attack_cutoff && data_here.action == UnitAction.Attacking || data_here.action == UnitAction.Moving)
                {
                    NaivePathfind(vertex, Data, PrevData, TargetData, Extra, RandomField,
                                  Geo, AntiGeo,
                                  DirwardRight, DirwardLeft, DirwardUp, DirwardDown,
                                  unit_here, ref data_here);
                }
            }

            return(data_here);
        }