public void FinalizeEnemyRound()
        {
            currentEnemy.character.attackedAsAI = false;
            BattleGUI.End();
            bTest    = false;
            AITarget = null;
            AIbtba   = default(KeyValuePair <BasicTile, BasicAbility>);
            currentEnemy.character.attackedAsAI = false;
            currentEnemy.bIsCompleted           = true;
            //var MaxAP = currentEnemy.character.trueSTATChart().currentPassiveStats[(int)STATChart.PASSIVESTATS.AP];
            //BasicTile finalTile = currentEnemy.returnCompleteArea().Find(t => t.mapPosition.Location == PathMoveHandler.finalPos.ToPoint());
            //var expendedAP = currentEnemy.characterArea.IndexOf(currentEnemy.characterArea.Find(area => area.Contains(finalTile))) + 1;
            //currentEnemy.character.statChart.currentActiveStats[(int)STATChart.ACTIVESTATS.STORED_AP] += MaxAP - expendedAP;

            if (currentEnemy.character.bSaveAP || true)
            {
                var       MaxAP      = currentEnemy.character.trueSTATChart().currentPassiveStats[(int)STATChart.PASSIVESTATS.AP];
                BasicTile finalTile  = currentEnemy.returnCompleteArea().Find(t => t.mapPosition.Location == PathMoveHandler.finalPos.ToPoint());
                var       expendedAP = currentEnemy.characterArea.IndexOf(currentEnemy.characterArea.Find(area => area.Contains(finalTile))) + 1;
                currentEnemy.character.statChart.currentActiveStats[(int)STATChart.ACTIVESTATS.STORED_AP] += MaxAP - expendedAP;
            }

            if (currentEnemy.character.bAIExecuteDefend)
            {
                BattleGUI.DefendOption(currentEnemy.character, currentEnemy.character);
            }

            //   Console.WriteLine(currentEnemy.character.statChart.currentActiveStats[(int)STATChart.ACTIVESTATS.STORED_AP]);
            BattleScriptHandler.Execute(LUA.LuaBScriptEvent.EventType.postCT, this.toLuaTurnSetInfo());
            TBAGW.EncounterInfo.currentTurn().bPlayerTurnEnemyOverriden = false; //This line must always be after the Execute line

            EncounterInfo.ClearDeathChars();
            EncounterInfo.UpdateAllStats();
        }
Example #2
0
        static internal void CalculatePossiblePath(CharacterTurn ct)
        {
            BaseCharacter selectedChar = ct.character;
            Vector2       temp         = new Vector2(-1);

            if (ct.returnCompleteArea().Find(t => t.mapPosition.Contains(GameProcessor.EditorCursorPos)) != null)
            {
                temp = (GameProcessor.EditorCursorPos / 64).ToPoint().ToVector2() * 64;
            }



            if (temp != new Vector2(-1))
            //    if (temp != new Vector2(-1) && !selectedChar.spriteGameSize.Contains(temp))
            {
                List <Node> nodes = new List <Node>();

                if (CombatProcessor.zone.Contains(GameProcessor.EditorCursorPos) && !PathMoveHandler.bIsBusy)
                {
                    nodes = PathFinder.NewPathSearch(selectedChar.position, GameProcessor.EditorCursorPos, ct.returnCompleteArea());
                }

                if (nodes.Count > 2)
                {
                    for (int i = 0; i < nodes.Count - 1; i++)
                    {
                        Node pn = nodes[i];
                        Node n  = nodes[i + 1];
                        Node na = nodes.Count > i + 2 ? nodes[i + 2] : null;
                        lai.Add(new arrowInfo(pn, n, na));
                    }
                }
                else if (nodes.Count == 2)
                {
                    Point pos = selectedChar.positionToMapCoords().ToPoint();
                    if (pos.X + 1 == nodes[1].coord.X)
                    {
                        lai.Add(new arrowInfo(rightL, new Rectangle((nodes[1].coord.ToVector2() * 64).ToPoint(), new Point(64))));
                    }
                    else if (pos.X - 1 == nodes[1].coord.X)
                    {
                        lai.Add(new arrowInfo(leftL, new Rectangle((nodes[1].coord.ToVector2() * 64).ToPoint(), new Point(64))));
                    }
                    else
                    if (pos.Y + 1 == nodes[1].coord.Y)
                    {
                        lai.Add(new arrowInfo(downL, new Rectangle((nodes[1].coord.ToVector2() * 64).ToPoint(), new Point(64))));
                    }
                    else
                    if (pos.Y - 1 == nodes[1].coord.Y)
                    {
                        lai.Add(new arrowInfo(upL, new Rectangle((nodes[1].coord.ToVector2() * 64).ToPoint(), new Point(64))));
                    }
                }
            }
        }
        public void Update()
        {
            var gts = groupTurnSet.Find(g => !g.bIsCompleted);

            //CombatProcessor.encounterEnemies

            if (bIsPlayerTurnSet && !EncounterInfo.currentTurn().bPlayerTurnEnemyOverriden&& !BattleGUI.bIsRunning && !bSelectingArea)
            {
                if (!KeyboardMouseUtility.AnyButtonsPressed() && Keyboard.GetState().IsKeyDown(Keys.X))
                {
                    var temp = EncounterInfo.encounterGroups.FindAll(eg => eg.bIsPlayerTurnSet);
                    foreach (var item in temp)
                    {
                        item.bIsCompleted = true;
                    }
                }

                if (EncounterInfo.currentTurn().selectedCharTurn != null && bRegenerateRadius)
                {
                    RegenerateRadius();
                }

                currentEnemy = null;


                if (selectedCharTurn != null && !selectedCharTurn.bIsCompleted)
                {
                    var tempTile = selectedCharTurn.returnCompleteArea().Find(t => t.mapPosition.Contains(GameProcessor.EditorCursorPos));
                    if (tempTile != null)
                    {
                        if (CombatArrowLayout.bShouldRecheck(tempTile))
                        {
                            CombatArrowLayout.Start(tempTile, selectedCharTurn);
                        }
                    }
                    else
                    {
                        CombatArrowLayout.bMustDraw = false;
                        CombatArrowLayout.Clear();
                    }
                }
                else
                {
                    if (CombatArrowLayout.CanClear())
                    {
                        CombatArrowLayout.Clear();
                    }
                }
            }
            else if (bIsPlayerTurnSet && BattleGUI.bIsRunning)
            {
            }
            else if (bIsEnemyTurnSet || EncounterInfo.currentTurn().bPlayerTurnEnemyOverriden)
            {
                UpdateEnemyLogic(gts);
            }

            if (bSelectingArea)
            {
            }

            if (gts == null)
            {
                bIsCompleted = true;
            }

            if (bIsCompleted && !bPlayerTurnEnemyOverriden && !LUA.LuaExecutionList.DemandOverride() && !PathMoveHandler.bIsBusy && BattleGUI.TurnEffectsList.Find(te => te.bMustShow) == default(ChangeTurnEffect))
            {
                ResetAndChangeGroup();
            }
        }
        internal void UpdateEnemyLogic(CharacterTurn gts)
        {
            if (!PathMoveHandler.bIsBusy)
            {
                PathMoveHandler.SkipPathMovement();
            }
            if (gts != null && !LUA.LuaExecutionList.DemandOverride() && !PathMoveHandler.bIsBusy && !bTest && BattleGUI.TurnEffectsList.Find(te => te.bMustShow) == null)
            {
                if (bPlayerTurnEnemyOverriden)
                {
                    gts = currentEnemy;
                }

                if (GameProcessor.cameraFollowTarget != gts.character)
                {
                    GameProcessor.cameraFollowTarget = gts.character;
                }

                bTest = true;
                //randomEnemy = GamePlayUtility.Randomize(0, CombatProcessor.heroCharacters.Count - 1);
                selectedCharTurn = null;
                currentEnemy     = gts;
                AIUtility.AIPreCalculate(gts.returnCompleteArea(), gts);
                //AIUtility.Report(AIBehaviour.ProcessBehaviour(currentEnemy.character,AIUtility.possibleAITargets));
                BaseCharacter target = null;
                var           temp   = AIBehaviour.ProcessBehaviour(currentEnemy.character, AIUtility.possibleAITargets);
                if (temp.Count != 0)
                {
                    target = AIUtility.SelectTargetBasedOnBehaviour(temp);
                }

                var playableMap = GameProcessor.loadedMap.possibleTilesGameZoneForEnemy(CombatProcessor.zoneTiles, currentEnemy.character);

                var beep = new KeyValuePair <List <List <BasicTile> >, List <BasicAbility> >();
                if (target != null)
                {
                    // var beep = AIUtility.returnTilesToAttackFrom(CombatProcessor.zoneTiles,gts.character,target);
                    beep = AIUtility.returnTilesToAttackFrom(gts.returnCompleteArea(), playableMap, gts.character, target);

                    while (beep.Key.Count == 0 && beep.Value.Count == 0 && AIUtility.possibleAITargets.Count - 1 > 0)
                    {
                        AIUtility.possibleAITargets.Remove(target);
                        target = AIUtility.SelectTargetBasedOnBehaviour(AIBehaviour.ProcessBehaviour(currentEnemy.character, AIUtility.possibleAITargets));
                        beep   = AIUtility.returnTilesToAttackFrom(playableMap, playableMap, gts.character, target);
                    }
                }

                if (target != null && beep.Key.Count == 0 && beep.Value.Count == 0)
                {
                    target = null;
                }

                gts.ReGenerateTurn(playableMap);

                List <Node> allPossibleNodes;
                if (target != null)
                {
                    //allPossibleNodes = PathFinder.NewPathSearch(gts.character.position, target.position + new Vector2(64, 0), playableMap);
                    var enemyFavor = AIUtility.returnFavoredAttackAndPosition(beep, gts.character, target);
                    if (enemyFavor.Key != null)
                    {
                        allPossibleNodes = PathFinder.NewPathSearch(gts.character.position, enemyFavor.Key.mapPosition.Location.ToVector2(), playableMap);
                    }
                    else
                    {
                        allPossibleNodes = null;
                    }
                    AITarget = target;
                    AIbtba   = enemyFavor;
                }
                else
                {
                    List <int>   amountOfCharsForEachGroup = new List <int>();
                    List <float> percentagesForEachGroup   = new List <float>();
                    int          totalChars = 0;
                    foreach (var item in gts.parentTS.targetGroups)
                    {
                        int tempCount = item.charactersInGroup.FindAll(c => c.IsAlive()).Count;
                        totalChars += tempCount;
                        amountOfCharsForEachGroup.Add(tempCount);
                    }

                    foreach (var item in amountOfCharsForEachGroup)
                    {
                        percentagesForEachGroup.Add(((float)item / (float)totalChars) * 100);
                    }

                    TurnSet targetGroup = null;
                    int     tempIndex   = 0;
                    while (targetGroup == null)
                    {
                        int randomNumber = GamePlayUtility.Randomize(0, 100);
                        if (percentagesForEachGroup[tempIndex] >= randomNumber)
                        {
                            targetGroup = targetGroups[tempIndex];
                        }
                        tempIndex++;
                        if (tempIndex > percentagesForEachGroup.Count)
                        {
                            targetGroup = targetGroups[0];
                        }
                    }

                    BaseCharacter randomCharacter = targetGroup.charactersInGroup.FindAll(c => c.IsAlive())[GamePlayUtility.Randomize(0, targetGroup.charactersInGroup.FindAll(c => c.IsAlive()).Count)];

                    allPossibleNodes = PathFinder.NewPathSearch(gts.character.position, randomCharacter.position + new Vector2(64, 0), playableMap);
                }
                if (allPossibleNodes != null)
                {
                    CombatProcessor.what = new List <Node>(allPossibleNodes);
                    var NodesWithinRange = MapListUtility.findEqualNodesToTileList(allPossibleNodes, gts.returnCompleteArea());
                    PathMoveHandler.Start(gts.character, NodesWithinRange);
                }

                //FinalizeEnemyRound();
            }

            if (gts != null && !PathMoveHandler.bIsBusy && bTest && !GameProcessor.bStartCombatZoom)
            {
                //THIS IS THE VERY LAST LINE BEFORE AN ENEMY HAS IT'S TURN COMPLETED
                if (!AIbtba.Equals(default(KeyValuePair <BasicTile, BasicAbility>)))
                {
                    if ((AIbtba.Key == null || AIbtba.Key.mapPosition.Location.ToVector2() == gts.character.position) && AIbtba.Value.abilityCanHitTargetInRange(gts.character, AITarget) && AIbtba.Value.IsAbilityAvailable(gts.character.trueSTATChart()))
                    {
                        FaceCharacterInCorrectDirection(gts.character, AITarget);

                        GameProcessor.StartBattleSoon(gts.character, AITarget, gts.character.AbilityList().IndexOf(AIbtba.Value));
                        //GameProcessor.StartBattleSoon(gts.character, AITarget, gts.character.AbilityList().IndexOf(gts.character.AbilityList().Find(ba => ba.abilityName.Equals(AIbtba.Value.abilityName))));
                    }
                    else
                    {
                        if (!currentEnemy.character.attackedAsAI)
                        {
                            LastDitchEffortAttack();
                        }
                        else
                        {
                            FinalizeEnemyRound();
                        }
                    }
                }
                else
                {
                    if (!currentEnemy.character.attackedAsAI)
                    {
                        LastDitchEffortAttack();
                    }
                    else
                    {
                        FinalizeEnemyRound();
                    }
                }
                //
            }
            else if (gts == null)
            {
                if (bPlayerTurnEnemyOverriden)
                {
                    bPlayerTurnEnemyOverriden = false;
                }
            }
        }