Inheritance: PathfindingTest.Buildings.Building
Example #1
0
 /// <summary>
 /// Creates a building.
 /// </summary>
 /// <param name="playerID">The player ID.</param>
 /// <param name="serverID">Server ID.</param>
 /// <param name="type">The type of the unit.</param>
 public void CreateBuilding(int playerID, int serverID, int type, int byID)
 {
     if (MultiplayerDataManager.GetInstance().GetDataByServerID(serverID, false) != null) return;
     Building building = null;
     Player p = Game1.GetInstance().GetPlayerByMultiplayerID(playerID);
     Engineer engineer = (Engineer)((UnitMultiplayerData)MultiplayerDataManager.GetInstance().GetDataByServerID(byID, true)).unit;
     switch (type)
     {
         case BuildingHeaders.TYPE_BARRACKS:
             {
                 building = new Barracks(p, p.color);
                 break;
             }
         case BuildingHeaders.TYPE_FACTORY:
             {
                 building = new Factory(p, p.color);
                 break;
             }
         case BuildingHeaders.TYPE_FORTRESS:
             {
                 building = new Fortress(p, p.color);
                 break;
             }
         case BuildingHeaders.TYPE_RESOURCES_GATHER:
             {
                 building = new ResourceGather(p, p.color);
                 break;
             }
         case BuildingHeaders.TYPE_SENTRY:
             {
                 building = new Sentry(p, p.color);
                 break;
             }
     }
     building.constructedBy = engineer;
     building.multiplayerData.serverID = serverID;
 }
Example #2
0
        /// <summary>
        /// Used for creating units and buildings respectively.
        /// </summary>
        /// <param name="me">The MouseEvent to use</param>
        void MouseClickListener.OnMouseClick(MouseEvent me)
        {
            MouseState state = Mouse.GetState();
            if (me.button == MouseEvent.MOUSE_BUTTON_1)
            {
                for (int i = 0; i < this.objects.Count(); i++)
                {
                    HUDObject o = this.objects.ElementAt(i);
                    if (o.DefineRectangle().Contains(state.X, state.Y))
                    {
                        player.RemovePreviewBuildings();
                        Building b;

                        switch (o.type)
                        {
                            case HUDObject.Type.Resources:
                                if (player.resources >= Building.GetCost(Building.Type.Resources))
                                {
                                    b = new ResourceGather(this.player, this.color);
                                    // Was false
                                    Game1.GetInstance().IsMouseVisible = true;
                                }
                                break;

                            case HUDObject.Type.Barracks:
                                if (player.resources >= Building.GetCost(Building.Type.Barracks))
                                {
                                    b = new Barracks(this.player, this.color);
                                    // Was false
                                    Game1.GetInstance().IsMouseVisible = true;
                                }
                                break;

                            case HUDObject.Type.Factory:
                                if (player.resources >= Building.GetCost(Building.Type.Factory))
                                {
                                    b = new Factory(this.player, this.color);
                                    // Was false
                                    Game1.GetInstance().IsMouseVisible = true;
                                }
                                break;

                            case HUDObject.Type.Sentry:
                                if (player.resources >= Building.GetCost(Building.Type.Sentry))
                                {
                                    b = new Sentry(this.player, this.color);
                                    // Was false
                                    Game1.GetInstance().IsMouseVisible = true;
                                }
                                break;

                            case HUDObject.Type.Fortress:
                                if (player.resources >= Building.GetCost(Building.Type.Fortress))
                                {
                                    b = new Fortress(this.player, this.color);
                                    // Was false
                                    Game1.GetInstance().IsMouseVisible = true;
                                }
                                break;

                            case HUDObject.Type.Engineer:
                                for (int k = 0; k < player.buildingSelection.buildings.Count(); k++)
                                {
                                    Building bu = player.buildingSelection.buildings.ElementAt(k);
                                    if (bu is Fortress)
                                    {
                                        Fortress building = (Fortress)bu;
                                        if (Keyboard.GetState().IsKeyDown(Keys.LeftShift) || Keyboard.GetState().IsKeyDown(Keys.RightShift))
                                        {
                                            for (int j = 0; j < 5; j++)
                                            {
                                                if (player.resources >= Unit.GetCost(Unit.Type.Engineer))
                                                {
                                                    building.CreateUnit(Unit.Type.Engineer);
                                                }
                                            }
                                        }
                                        else
                                        {
                                            if (player.resources >= Unit.GetCost(Unit.Type.Engineer))
                                            {
                                                building.CreateUnit(Unit.Type.Engineer);
                                            }
                                        }
                                    }
                                }
                                break;

                            case HUDObject.Type.Ranged:
                                for (int k = 0; k < player.buildingSelection.buildings.Count(); k++)
                                {
                                    Building bu = player.buildingSelection.buildings.ElementAt(k);
                                    if (bu is Barracks)
                                    {
                                        Barracks building = (Barracks)bu;
                                        if (Keyboard.GetState().IsKeyDown(Keys.LeftShift) || Keyboard.GetState().IsKeyDown(Keys.RightShift))
                                        {
                                            for (int j = 0; j < 5; j++)
                                            {
                                                if (player.resources >= Unit.GetCost(Unit.Type.Ranged))
                                                {
                                                    building.CreateUnit(Unit.Type.Ranged);
                                                }
                                            }
                                        }
                                        else
                                        {
                                            if (player.resources >= Unit.GetCost(Unit.Type.Ranged))
                                            {
                                                building.CreateUnit(Unit.Type.Ranged);
                                            }
                                        }
                                    }
                                }
                                break;

                            case HUDObject.Type.Melee:
                                for (int k = 0; k < player.buildingSelection.buildings.Count(); k++)
                                {
                                    Building bu = player.buildingSelection.buildings.ElementAt(k);
                                    if (bu is Barracks)
                                    {
                                        Barracks building = (Barracks)bu;
                                        if (Keyboard.GetState().IsKeyDown(Keys.LeftShift) || Keyboard.GetState().IsKeyDown(Keys.RightShift))
                                        {
                                            for (int j = 0; j < 5; j++)
                                            {
                                                if (player.resources >= Unit.GetCost(Unit.Type.Melee))
                                                {
                                                    building.CreateUnit(Unit.Type.Melee);
                                                }
                                            }
                                        }
                                        else
                                        {
                                            if (player.resources >= Unit.GetCost(Unit.Type.Melee))
                                            {
                                                building.CreateUnit(Unit.Type.Melee);
                                            }
                                        }
                                    }
                                }
                                break;

                            case HUDObject.Type.Fast:
                                for (int k = 0; k < player.buildingSelection.buildings.Count(); k++)
                                {
                                    Building bu = player.buildingSelection.buildings.ElementAt(k);
                                    if (bu is Barracks)
                                    {
                                        Barracks building = (Barracks)bu;
                                        if (Keyboard.GetState().IsKeyDown(Keys.LeftShift) || Keyboard.GetState().IsKeyDown(Keys.RightShift))
                                        {
                                            for (int j = 0; j < 5; j++)
                                            {
                                                if (player.resources >= Unit.GetCost(Unit.Type.Fast))
                                                {
                                                    building.CreateUnit(Unit.Type.Fast);
                                                }
                                            }
                                        }
                                        else
                                        {
                                            if (player.resources >= Unit.GetCost(Unit.Type.Fast))
                                            {
                                                building.CreateUnit(Unit.Type.Fast);
                                            }
                                        }
                                    }
                                }
                                break;

                            case HUDObject.Type.Heavy:
                                for (int k = 0; k < player.buildingSelection.buildings.Count(); k++)
                                {
                                    Building bu = player.buildingSelection.buildings.ElementAt(k);
                                    if (bu is Factory)
                                    {
                                        Factory building = (Factory)bu;
                                        if (Keyboard.GetState().IsKeyDown(Keys.LeftShift) || Keyboard.GetState().IsKeyDown(Keys.RightShift))
                                        {
                                            for (int j = 0; j < 5; j++)
                                            {
                                                if (player.resources >= Unit.GetCost(Unit.Type.HeavyMelee))
                                                {
                                                    building.CreateUnit(Unit.Type.HeavyMelee);
                                                }
                                            }
                                        }
                                        else
                                        {
                                            if (player.resources >= Unit.GetCost(Unit.Type.HeavyMelee))
                                            {
                                                building.CreateUnit(Unit.Type.HeavyMelee);
                                            }
                                        }
                                    }
                                }
                                break;

                            default:
                                break;
                        }
                    }
                }

                for (int i = 0; i < this.commandObjects.Count(); i++)
                {
                    HUDCommandObject co = this.commandObjects.ElementAt(i);
                    if (co.DefineRectangle().Contains(state.X, state.Y))
                    {
                        switch (co.type)
                        {
                            case HUDCommandObject.Type.Repair:
                                if (!co.disabled)
                                {
                                    player.command = new Command(TextureManager.GetInstance().GetTexture(HUDCommandObject.Type.Repair), this.player, Command.Type.Repair, state.X, state.Y, new Color(255, 187, 0, 255));
                                }
                                break;

                            case HUDCommandObject.Type.Attack:
                                if (!co.disabled)
                                {
                                    player.command = new Command(TextureManager.GetInstance().GetTexture(HUDCommandObject.Type.Attack), this.player, Command.Type.Attack, state.X, state.Y, new Color(255, 0, 12, 255));
                                }
                                break;

                            case HUDCommandObject.Type.Defend:
                                if (!co.disabled)
                                {
                                    player.command = new Command(TextureManager.GetInstance().GetTexture(HUDCommandObject.Type.Defend), this.player, Command.Type.Defend, state.X, state.Y, new Color(255, 125, 0, 255));
                                }
                                break;

                            case HUDCommandObject.Type.Move:
                                if (!co.disabled)
                                {
                                    player.command = new Command(TextureManager.GetInstance().GetTexture(HUDCommandObject.Type.Move), this.player, Command.Type.Move, state.X, state.Y, new Color(0, 100, 255, 255));
                                }
                                break;

                            case HUDCommandObject.Type.Stop:
                                if (!co.disabled)
                                {
                                    if (player.currentSelection != null)
                                    {
                                        for (int j = 0; j < player.currentSelection.units.Count(); j++)
                                        {
                                            Unit u = player.currentSelection.units.ElementAt(j);
                                            u.unitToDefend = null;
                                            u.unitToStalk = null;
                                            u.waypoints.Clear();
                                            u.SetJob(Unit.Job.Idle);
                                            u.hasToMove = false;
                                            u.buildingToDestroy = null;
                                        }
                                    }
                                }
                                break;

                            default:
                                break;
                        }
                    }
                }

                for (int i = 0; i < player.buildings.Count(); i++)
                {
                    Building b = player.buildings.ElementAt(i);
                    if (b.state == Building.State.Preview &&
                        !this.DefineRectangle().Contains(new Rectangle(me.location.X, me.location.Y, 1, 1)) &&
                        Game1.GetInstance().map.collisionMap.CanPlace(b.DefineRectangle()))
                    {
                        Engineer temp = null;
                        for (int j = 0; j < player.currentSelection.units.Count(); j++)
                        {
                            Unit u = player.currentSelection.units.ElementAt(j);

                            if (u.type == Unit.Type.Engineer)
                            {
                                Point p = new Point((int)(b.x + (b.texture.Width / 2)), (int)(b.y + (b.texture.Height / 2)));

                                // Add a point that is on the circle near the building, not inside the building!
                                Point targetPoint = new Point(0, 0);
                                if (u.waypoints.Count() == 0) targetPoint = new Point((int)u.x, (int)u.y);
                                else targetPoint = u.waypoints.ElementAt(u.waypoints.Count() - 1);
                                // Move to the point around the circle of the building, but increase the radius a bit
                                // so we're not standing on the exact top of the building
                                u.MoveToQueue(
                                    Util.GetPointOnCircle(p, b.GetCircleRadius() + u.texture.Width / 2,
                                    Util.GetHypoteneuseAngleDegrees(p, targetPoint)));

                                // Set the Engineer to link with the Building so construction won't start without an Engineer
                                // Since only one Engineer is needed, break aftwards
                                if (temp == null)
                                {
                                    temp = (Engineer)u;
                                    break;
                                }
                            }
                        }

                        b.PlaceBuilding(temp);
                    }
                }
            }
        }