Example #1
0
        // ReSharper disable once UnusedMethodReturnValue.Global
        public List <AShip> Retrieve(List <AShip> returnObjects, AShip ship)
        {
            var index = GetIndex(ship);

            if (index != -1 && mNodes[0] != null)
            {
                mNodes[index].Retrieve(returnObjects, ship);
            }
            returnObjects.AddRange(mObjects);

            return(returnObjects);
        }
Example #2
0
        /// <summary>
        /// Inserts the object to the correct Node.
        /// </summary>
        public void Insert(AShip ship)
        {
            if (mNodes[0] != null)
            {
                var index = GetIndex(ship);

                if (index != -1)
                {
                    mNodes[index].Insert(ship);

                    return;
                }
            }

            mObjects.Add(ship);

            if (mObjects.Count > MaxObjects && mLevel < MaxLevels)
            {
                if (mNodes[0] == null)
                {
                    Split();
                }

                var i = 0;
                while (i < mObjects.Count)
                {
                    var index = GetIndex(mObjects[i]);
                    if (index != -1)
                    {
                        mNodes[index].Insert(mObjects[i]);
                        mObjects.RemoveAt(i);
                    }
                    else
                    {
                        i++;
                    }
                }
            }
        }
Example #3
0
        /// <summary>
        /// Returns the index of the node, where the Ship is. -1 if its between 2 nodes.
        /// </summary>
        private int GetIndex(AShip ship)
        {
            int    index              = -1;
            double verticalMidpoint   = mBounds.X + (mBounds.Width / 2);
            double horizontalMidpoint = mBounds.Y + (mBounds.Height / 2);

            // Object can completely fit within the top quadrants
            bool topQuadrant = (ship.Position.Y < horizontalMidpoint && ship.Position.Y + ship.mShipTexture.Height < horizontalMidpoint);
            // Object can completely fit within the bottom quadrants
            bool bottomQuadrant = (ship.Position.Y > horizontalMidpoint);

            // Object can completely fit within the left quadrants
            if (ship.Position.X < verticalMidpoint && ship.Position.X + ship.mShipTexture.Width < verticalMidpoint)
            {
                if (topQuadrant)
                {
                    index = 1;
                }
                else if (bottomQuadrant)
                {
                    index = 2;
                }
            }
            // Object can completely fit within the right quadrants
            else if (ship.Position.X > verticalMidpoint)
            {
                if (topQuadrant)
                {
                    index = 0;
                }
                else if (bottomQuadrant)
                {
                    index = 3;
                }
            }

            return(index);
        }
Example #4
0
 public void Attack(AShip target)
 {
     CurrentBState = ShipBattleState.Attacking;
     TargetShip    = target;
 }
Example #5
0
 public void Attack(AShip targetShip)
 {
     TargetShip    = targetShip;
     CurrentBState = ShipBattleState.Attacking;
 }
Example #6
0
 public void Enter(AShip ship)
 {
     CurrentBState = ShipBattleState.Entering;
     TargetShip    = ship;
 }
Example #7
0
 /// <summary>
 /// Compares two ships by their distance to the fleets main position.
 /// </summary>
 private int CompareShipsByDistance(AShip ship1, AShip ship2)
 {
     return(Vector2.Distance(Position, ship1.Position) > Vector2.Distance(Position, ship2.Position) ? 1 : 0);
 }
Example #8
0
 public void Enter(AShip targetShip)
 {
     TargetShip    = targetShip;
     CurrentBState = ShipBattleState.Entering;
 }