private StarSystem initGameState() { StarSystem result= GameState.StarSystems.First(); List<StarSystem> StartingSystems = new List<StarSystem>(); using(RNG rng = new RNG()) foreach(Player p in GameState.Players) { StarSystem startingSystem = GameState.StarSystems[rng.d(GameState.StarSystems.Count()-1)]; while(StartingSystems.Contains(startingSystem)) startingSystem = GameState.StarSystems[rng.d(GameState.StarSystems.Count()-1)]; StartingSystems.Add(startingSystem); p.HomeSystem = startingSystem; if (p == GameState.Players.First()) result = startingSystem; Planet startingPlanet; if (startingSystem.Planets.Count < 2) startingPlanet = startingSystem.Planets.First(); else { int index = rng.d(startingSystem.Planets.Count-1); startingPlanet = startingSystem.Planets[index]; } startingPlanet.Owner = p; // init planet here later foreach(Ship s in p.Ships) { s.StrategicSystem = startingSystem; s.StrategicPosition = startingPlanet.StrategicPosition; startingSystem.StrategicLocations[startingPlanet.StrategicPosition.X, startingPlanet.StrategicPosition.Y].Ships.Add(s); } } return result; }
private void AddPlanetToSystem(StarSystem newSystem, int planetNumber) { using(RNG rng = new RNG()) { int planetType = rng.d(6); string planetURL; switch(planetType) { case 1: planetURL = "Images\\Planets\\GreenPlanet.png"; break; case 2: planetURL = "Images\\Planets\\RedPlanet.png"; break; case 3: planetURL = "Images\\Planets\\PurplePlanet.png"; break; case 4: planetURL = "Images\\Planets\\BluePlanet.png"; break; case 5: planetURL = "Images\\Planets\\GasPlanet.png"; break; case 6: planetURL = "Images\\Planets\\GrayPlanet.png"; break; default: planetURL = "Images\\Planets\\IcePlanet.png"; break; } Planet newPlanet = new Planet(planetURL); newPlanet.Name=string.Format("{0} {1}",newSystem.Name,ToRoman(planetNumber)); bool isOccupied = true; int x=1; int y = 1; while (isOccupied) { //determine which edge x = rng.d(StrategicGridDimension - 2); y = rng.d(StrategicGridDimension - 2); if (newSystem.StrategicLocations[x, y].Stellars.Count==0) isOccupied = false; } newPlanet.StrategicPosition = new System.Drawing.Point(x, y); newSystem.StrategicLocations[x, y].Stellars.Add(newPlanet); } }
Game initNewGame() { Game result = new Game(); result.StarSystems = new StarSystemCollection(); // setup systems using (StreamReader reader = File.OpenText("Settings\\StarSystems.txt")) { using (RNG rng = new RNG()) { for (int i = 0; i < 20; i++) { StarSystem newSystem = new StarSystem(StrategicGridDimension,StrategicGridDimension); // system name newSystem.Name = reader.ReadLine(); // galactic location int newX = Convert.ToInt32(rng.d(GalacticGridDimension - 1)); int newY = Convert.ToInt32(rng.d(GalacticGridDimension - 1)); newSystem.GalacticCoordinates = new System.Drawing.Point(newX, newY); // Star Star newStar = initStar(newSystem.Name); newSystem.StrategicLocations[StrategicGridDimension / 2, StrategicGridDimension / 2].Stellars.Add(newStar); // Planets int numPlanets = rng.d(StartingPlanetsMax); for (int np = 0; np < numPlanets; np++) { AddPlanetToSystem(newSystem,np+1); } result.StarSystems.Add(newSystem); } } } // setup 1-N warp points per system foreach(StarSystem system in result.StarSystems) { int rand = 1; using (RNG rng = new RNG()) { rand = rng.d(StartingWarpPointsMax-1) + 1; } int attempts = 0; while(system.GetCountOfWarpPoints()<rand && attempts<StartingWarpPointsMax+1) { AddWarpPointToSystem(result, system); attempts++; } } return result; }
private static Star initStar(string name) { using (RNG rng = new RNG()) { int starColor = rng.d(5); string starURL; switch (starColor) { case 1: starURL = "Images\\Stars\\RedStar.png"; break; case 2: starURL = "Images\\Stars\\YellowStar.png"; break; case 3: starURL = "Images\\Stars\\PurpleStar.png"; break; case 4: starURL = "Images\\Stars\\GreenStar.png"; break; case 5: starURL = "Images\\Stars\\BlueStar.png"; break; default: starURL = "Images\\Stars\\DarkStar.png"; break; } Star newStar = new Star(starURL); newStar.Name = name; return newStar; } }
private static System.Drawing.Point WarpPointLocation(StarSystem targetSystem) { int x = -1; int y = -1; using (RNG rng = new RNG()) { bool isOccupied = true; while (isOccupied) { //determine which edge int side = rng.d(4); switch (side) { case 1: x = 0; y = rng.d(StrategicGridDimension - 1); break; case 2: x = rng.d(StrategicGridDimension - 1); y = 0; break; case 3: x = StrategicGridDimension - 1; y = rng.d(StrategicGridDimension - 1); break; case 4: x = rng.d(StrategicGridDimension - 1); y = StrategicGridDimension - 1; break; } if (!targetSystem.StrategicLocations[x, y].Stellars.Any(f => f is WarpPoint)) isOccupied = false; } } System.Drawing.Point result = new System.Drawing.Point(x, y); return result; }
void ShowSystemMap(StarSystem system) { txbSelectedSystemName.Text = system.Name; txbSelectedSystemCoords.Text = ""; initGrid(grdLocalSystem, StrategicGridDimension, StrategicGridDimension); SystemContextImages = new Image[StrategicGridDimension, StrategicGridDimension]; txbSystemName.Text = system.Name; using (RNG rng = new RNG()) { for (int x = 0; x < StrategicGridDimension; x++) { for (int y = 0; y < StrategicGridDimension; y++) { AddBackgroundImage(grdLocalSystem, x, y, rng.d(4), true); AddShipImages(system, x, y); AddSystemContextMenuImage(x, y, LocalContextMenuImage_MouseDown); if (system.StrategicLocations[x, y].Stellars.Count > 0) { try { AddStellars(system.StrategicLocations[x, y], x, y); } catch { MessageBox.Show("error in system images"); } } } } } }
void initGalaxyMap() { initGrid(grdGalaxyView, GalacticGridDimension, GalacticGridDimension); using (RNG rng = new RNG()) { for (int x = 0; x < GalacticGridDimension; x++) { for (int y = 0; y < GalacticGridDimension; y++) { AddBackgroundImage(grdGalaxyView, x, y, rng.d(4),false); AddGalaxyGridImage(x, y); AddGalaxyContextMenuImage(x, y, GalaxyContextMenuImage_MouseDown); if (GameState.StarSystems.Any(f=>f.GalacticCoordinates.X==x&&f.GalacticCoordinates.Y==y)) { try { AddSystemImages(x, y); } catch { MessageBox.Show("error in system images"); } } } } } AddWarpPointPaths(grdGalaxyView); }
/// <summary> /// Handles incoming damage to teh Ship through any equipped DefenseParts, including resistance based on damage type /// </summary> /// <param name="Damage">Amount of damage to take</param> /// <param name="DamageType">Type of damage to take (Data Driven)</param> /// <returns>List of status results from DefenseParts</returns> public List<string> HitFor(int Damage, string DamageType) { List<string> result = new List<string>(); foreach (DefensePart defense in Parts.Where(f => f is DefensePart && !f.IsDestroyed)) { DefenseResult res = defense.TakeHit(Damage); Damage = res.Remainder; foreach (string message in res.Messages) result.Add(string.Format(" ==> {0}",message)); if (Damage <= 0) break; } if (Damage > 0) { HP.Current -= Damage; result.Add(string.Format("{0} Damage made it through!", Damage)); // chance to destroy ship part using (RNG rand = new RNG()) { int countOfEquipment = Parts.Count * 2; int random = rand.d(countOfEquipment); if (random <= Parts.Count) { if (!Parts[random - 1].IsDestroyed) { Parts[random - 1].IsDestroyed = true; result.Add(string.Format("{0} is destroyed by the damage!", Parts[random - 1].Name)); } } } if (HP.Current <= 0) { if (OnShipDestroyed != null) { OnShipDestroyed(this, new EventArgs(), this); } _isDestroyed = true; } } return result; }
Game initNewGame() { Game result = new Game(); result.StarSystems = new StarSystemCollection(); // setup systems using (RNG rng = new RNG()) { for (int i = 0; i < 10000; i++) { StarSystem newSystem = new StarSystem(StrategicGridDimension, StrategicGridDimension); // system name newSystem.Name = (i + 1).ToString(); // galactic location int newX = Convert.ToInt32(rng.d(GalacticGridDimension - 1)); int newY = Convert.ToInt32(rng.d(GalacticGridDimension - 1)); newSystem.GalacticCoordinates = new System.Drawing.Point(newX, newY); result.StarSystems.Add(newSystem); Debug.WriteLine(string.Format("Building system {0} complete...", newSystem.Name)); } } // setup 1-N warp points per system foreach (StarSystem system in result.StarSystems) { int rand = 1; using (RNG rng = new RNG()) { rand = rng.d(StartingWarpPointsMax - 1) + 1; } Debug.WriteLine("Building {0} warp points in system {1}...", rand, system.Name); while (system.GetCountOfWarpPoints() < rand) { AddWarpPointToSystem(result, system); } } return result; }
private void DrawShipFiringBeam(System.Drawing.Point sourceLoc, System.Drawing.Point targetLoc) { try { using (RNG rng = new RNG()) { try { // random origin and target (to offset beams) Point origin = new Point(((sourceLoc.Y + 1) * 32) - (8 + rng.d(16)), ((sourceLoc.X + 1) * 32) + (rng.d(16))); Point target = new Point(((targetLoc.Y + 1) * 32) - (8 + rng.d(16)), ((targetLoc.X + 1) * 32) + (rng.d(16))); System.Windows.Shapes.Path beam = new System.Windows.Shapes.Path(); beam.Stroke = Brushes.Red; beam.StrokeThickness = 1; Point from = TransformToVisual(c).Transform(origin); Point to = TransformToVisual(c).Transform(target); beam.Data = new LineGeometry(from, to); // add and remove actions Action<System.Windows.Shapes.Path> addWeaponAction = new Action<System.Windows.Shapes.Path>(addWeaponPath); Action<System.Windows.Shapes.Path> removeWeaponAction = new Action<System.Windows.Shapes.Path>(removeWeaponPath); // random firing delay, 300-600ms int firingdelay = 100 + rng.d(100); DisplayBeamFiring(addWeaponAction, removeWeaponAction, beam, firingdelay); } catch (Exception ex) { if (LogEverything) Logger(ex); } } } catch (Exception ex) { if (LogEverything) Logger(ex); } }
void BuildMap() { try { g.Children.Clear(); currentPlayer = GameState.Players[0]; txbCurrentPlayer.Text = currentPlayer.Name; imgCurrentPlayerIcon.Source = currentPlayer.Icon.Source; currentShip = currentPlayer.Ships[0]; using (RNG rng = new RNG()) { for (int x = 0; x < GridDimensionX; x++) { for (int y = 0; y < GridDimensionY; y++) { AddBackgroundImage(x, y, rng.d(4)); AddContextMenuImage(x, y); AddShipImages(x, y); //AddLabel(x, y); if (GameState.CombatLocations[x, y].IsBlocked) { try { AddBlockedImage(x, y); } catch { MessageBox.Show("error in blocked images"); } } } } } // highlight next player's ship AddHighlightImage(currentShip.TacticalPosition.X, currentShip.TacticalPosition.Y); ShowShipStatus(currentShip, spCurrentShip); lbxTargetShips.ItemsSource = SelectedLocShips; lbxTargetShips.UpdateLayout(); } catch (Exception ex) { if (LogEverything) Logger(ex); } }
void initShipDetails() { try { int RangeSize = ((GridDimensionX - 1) / GameState.Players.Count); using (RNG rng = new RNG()) { for (int i = 0; i < GameState.Players.Count; i++) { Player player = GameState.Players[i]; int XRangeMin = RangeSize * i; int XRangeMax = (RangeSize * (i + 1)) - 1; foreach (Ship ship in player.Ships) { bool validLoc = false; int x = 0; int y = 0; while (!validLoc) { x = rng.d(GridDimensionX - 1); y = rng.d(GridDimensionY - 1); if (!GameState.CombatLocations[x, y].IsBlocked && XRangeMin <= x && x <= XRangeMax) validLoc = true; } GameState.CombatLocations[x, y].Ships.Add(ship); ship.Origin = new System.Drawing.Point(x, y); ship.TacticalPosition = new System.Drawing.Point(x, y); ship.OnShipDestroyed += new StarShips.Delegates.ShipDelegates.ShipDestroyedEvent(onShipDestroyedHandler); } } } } catch (Exception ex) { if (LogEverything) Logger(ex); } }