Example #1
0
        public bool Intersects(BaseObject o)
        {
            float angle = (float)Math.Atan2(o.CenterPoint.Y - CenterPoint.Y, o.CenterPoint.X - CenterPoint.X);
            Vector2 point = CenterPoint + new Vector2(Radius * (float)Math.Cos(angle), Radius * (float)Math.Sin(angle));
            //return o.Touches(point);

            return o.Touches(point) || Vector2.Distance(CenterPoint, o.CenterPoint) < Radius;// ||
            //((Math.Abs(centerPoint.X - o.X) < radius || Math.Abs(centerPoint.X - (o.X  + o.Width)) < radius) &&
            //(Math.Abs(centerPoint.Y - o.Y) < radius || Math.Abs(centerPoint.Y - (o.Y + o.Height)) < radius));
        }
Example #2
0
 public bool IsNearRotated(BaseObject r, float factor)
 {
     Rectangle inflatedRectangle = new Rectangle(X, Y, Width, Height);
     inflatedRectangle.Inflate((int)(Width * factor), (int)(Height * factor));
     return r.Intersects(inflatedRectangle);
 }
Example #3
0
 public virtual bool Intersects(BaseObject o)
 {
     return Rectangle.Intersects(o.Rectangle);
 }
Example #4
0
 public void AddPotentialCollision(BaseObject o)
 {
     //lock (PotentialCollisions)
     //{
     potentialCollisions.Add(o);
     //}
 }
Example #5
0
 public ScheduledStructureTargetedCommand(float scheduledTime, Structure structure, CommandButtonType commandType, BaseObject target, Vector2 point, bool queued)
     : base(scheduledTime, structure, commandType)
 {
     Target = target;
     Point = point;
     Queued = queued;
 }
Example #6
0
 public ScheduledUnitTargetedCommand(float scheduledTime, UnitCommand unitCommand, BaseObject target, bool queued)
     : base(scheduledTime, unitCommand, queued)
 {
     Target = target;
 }
Example #7
0
File: Rts.cs Project: nubington/rts
        public Rts(EventHandler callback, Lidgren.Network.NetPeer netpeer, short myTeam)
            : base(callback)
        {
            netPeer = netpeer;
            iAmServer = netPeer is NetServer;

            Game1.Game.DebugMonitor.Position = Direction.NorthEast;
            //Game1.Game.Graphics.SynchronizeWithVerticalRetrace = false;
            //Game1.Game.IsFixedTimeStep = false;
            //Game1.Game.Graphics.ApplyChanges();
            //GameTimer.Restart();

            //map = new Map(@"Content/map1.muh");
            map = new Map("C:\\rts maps\\map2.muh");
            pathFinder = new PathFinder(map);
            map.InstantiateMapResources();
            //Player.Me.Team = myTeam;
            Player.Me = Player.Players[myTeam];

            actualMapWidth = map.Width * map.TileSize;
            actualMapHeight = map.Height * map.TileSize;

            Unit.UnitCollisionSweeper.Thread.Suspend();
            Unit.UnitCollisionSweeper.Thread.Resume();
            Rts.pathFinder.ResumeThread();

            uiViewport = GraphicsDevice.Viewport;
            worldViewport = GraphicsDevice.Viewport;
            minimapViewport = new Viewport(minimapBorderSize, uiViewport.Height - minimapSize - minimapBorderSize, minimapSize, minimapSize);
            //minimapViewport = new Viewport(0, 0, minimapSize, minimapSize);
            worldViewport.Height -= (minimapSize + minimapBorderSize * 2);
            GraphicsDevice.Viewport = worldViewport;

            camera = new Camera();
            camera.Pos = new Vector2(worldViewport.Width / 2, worldViewport.Height / 2);

            button1 = new BaseObject(new Rectangle(10, 25, 25, 25));
            button2 = new BaseObject(new Rectangle(10, 52, 25, 25));
            button3 = new BaseObject(new Rectangle(10, 79, 25, 25));
            button4 = new BaseObject(new Rectangle(10, 106, 25, 25));
            button5 = new BaseObject(new Rectangle(10, 133, 25, 25));

            if (!contentLoaded)
            {
                pauseFont = Content.Load<SpriteFont>("spritefonts/pausefont");
                fpsFont = Content.Load<SpriteFont>("spritefonts/fpsfont");
                unitInfoUnitNameFont = Content.Load<SpriteFont>("spritefonts/UnitInfoUnitNameFont");
                unitInfoHpFont = Content.Load<SpriteFont>("spritefonts/UnitInfoHpFont");
                unitInfoKillCountFont = Content.Load<SpriteFont>("spritefonts/UnitInfoKillCountFont");
                resourceCountFont = Content.Load<SpriteFont>("spritefonts/ResourceCountFont");
                bigFont = Content.Load<SpriteFont>("spritefonts/BigMessage");
                //brownGuyTexture = Content.Load<Texture2D>("unit textures/browncircleguy");
                //brownGuySelectingTexture = Content.Load<Texture2D>("unit textures/browncircleguyselected2");
                //brownGuySelectedTexture = Content.Load<Texture2D>("unit textures/browncircleguyselecting2");
                greenTeamIndicatorTexture = Content.Load<Texture2D>("unit textures/green team indicator");
                redTeamIndicatorTexture = Content.Load<Texture2D>("unit textures/red team indicator");
                buttonTexture = Content.Load<Texture2D>("titlebutton1");
                moveCommandShrinkerTexture = Content.Load<Texture2D>("greencircle2");
                attackMoveCommandShrinkerTexture = Content.Load<Texture2D>("redcircle2");
                //normalCursorTexture = Content.Load<Texture2D>("greencursor2");
                //attackCommandCursorTexture = Content.Load<Texture2D>("crosshair");
                normalCursor = Util.LoadCustomCursor(@"Content/cursors/SC2-cursor.cur");
                attackCursor = Util.LoadCustomCursor(@"Content/cursors/SC2-target-none.cur");
                boulder1Texture = Content.Load<Texture2D>("boulder1");
                tree1Texture = Content.Load<Texture2D>("tree2");
                rallyFlagTexture = Content.Load<Texture2D>("redflag");
                redCircleTexture = Content.Load<Texture2D>("redcircle");
                transparentTexture = Content.Load<Texture2D>("transparent");
                transparentGrayTexture = Content.Load<Texture2D>("transparentgray");
                transparentBlackTexture = Content.Load<Texture2D>("transparentblack");
                whiteBoxTexture = Content.Load<Texture2D>("whitebox");
                cogWheelTexture = Content.Load<Texture2D>("cogwheel");
                rtsMusic = Content.Load<Song>("music/58 - Weapons Factory");
                errorSoundEffect = Content.Load<SoundEffect>("sounds/Error");
                //Unit.BulletTexture = Content.Load<Texture2D>("bullet");
                Unit.Explosion1Textures = Util.SplitTexture(Content.Load<Texture2D>("explosionsheet1"), 45, 45);
                Structure.Explosion1Textures = Util.SplitTexture(Content.Load<Texture2D>("explosionsheet1"), 45, 45);
                contentLoaded = true;
            }

            winForm = (Form)Form.FromHandle(Game1.Game.Window.Handle);
            //Cursor.Clip = new System.Drawing.Rectangle(winForm.Location, winForm.Size);
            winForm.Cursor = normalCursor;

            initializeMapTexture();
            initializeCommandCardArea();
            initializeSelectionInfoArea();
            line.Alpha = .75f;

            VisionUpdater = new VisionUpdater(map, Rts.pathFinder, Player.Me.Team);

            SelectBox.InitializeSelectBoxLine(GraphicsDevice, Color.Green);
            Initializeline(GraphicsDevice, Color.Yellow);

            minimapScreenIndicatorBoxLine = new PrimitiveLine(GraphicsDevice, 1);
            minimapScreenIndicatorBoxLine.Colour = Color.White;

            for (int i = 0; i < HotkeyGroups.Length; i++)
                HotkeyGroups[i] = new List<RtsObject>();

            MediaPlayer.Play(rtsMusic);
            MediaPlayer.Volume = MusicVolume;
            MediaPlayer.IsRepeating = true;

            /*new TownHall(map.StartingPoints[myTeam], myTeam);
            camera.Pos = new Vector2(map.StartingPoints[myTeam].X * map.TileSize, map.StartingPoints[myTeam].Y * map.TileSize);
            Player.Me.MaxSupply += StructureType.TownHall.Supply;*/
            initializeStartingPoints();

            //new Barracks(new Point(10, 14), 2);
            //new Roks(new Point(3, 3));
            //new Roks(new Point(3, 30));

            Player.Me.Roks = 25;

            clampCameraToMap();

            initialHandShake();
        }
Example #8
0
File: Rts.cs Project: nubington/rts
        void initializeMapTexture()
        {
            // set minimap fields and create rectangle object
            minimapPosX = minimapBorderSize;
            minimapPosY = uiViewport.Height - minimapSize - minimapBorderSize;
            //minimapPosX = 0;
            //minimapPosY = 0;
            minimapToMapRatioX = (float)minimapSize / (map.Width * map.TileSize);
            minimapToMapRatioY = (float)minimapSize / (map.Height * map.TileSize);
            minimapToScreenRatioX = (float)minimapSize / worldViewport.Width;
            minimapToScreenRatioY = (float)minimapSize / worldViewport.Height;
            minimap = new Rectangle(minimapPosX, minimapPosY, minimapSize, minimapSize);
            //minimap = new Rectangle(0, 0, minimapSize, minimapSize);
            minimapScreenIndicatorBox = new BaseObject(new Rectangle(0, 0, (int)(worldViewport.Width * minimapToMapRatioX), (int)(worldViewport.Height * minimapToMapRatioY)));
            //fullMapTexture = new Texture2D(GraphicsDevice, map.Width * Map.TILESIZE, map.Height * Map.TILESIZE);
            //fullMapTexture = new RenderTarget2D(GraphicsDevice, map.Width * Map.TILESIZE, map.Height * Map.TILESIZE);

            // create full map texture from map tiles
            RenderTarget2D renderTarget = new RenderTarget2D(GraphicsDevice, map.Width * map.TileSize, map.Height * map.TileSize);
            GraphicsDevice.SetRenderTarget(renderTarget);
            GraphicsDevice.Clear(Color.Gray);
            SpriteBatch spriteBatch = new SpriteBatch(GraphicsDevice);
            spriteBatch.Begin();
            for (int x = 0; x < map.Width; x++)
            {
                for (int y = 0; y < map.Height; y++)
                {
                    MapTile tile = map.Tiles[y, x];

                    if (tile.Type == 0)
                        spriteBatch.Draw(ColorTexture.Gray, tile.Rectangle, Color.White);
                    else if (tile.Type == 1)
                        spriteBatch.Draw(boulder1Texture, tile.Rectangle, Color.White);
                    else if (tile.Type == 2)
                        spriteBatch.Draw(tree1Texture, tile.Rectangle, Color.White);
                }
            }
            spriteBatch.End();
            GraphicsDevice.SetRenderTarget(null);
            //fullMapTexture = (Texture2D)renderTarget;
            fullMapTexture = new Texture2D(GraphicsDevice, map.Width * map.TileSize, map.Height * map.TileSize);
            Color[] textureData = new Color[(map.Width * map.TileSize) * (map.Height * map.TileSize)];
            renderTarget.GetData<Color>(textureData);
            fullMapTexture.SetData<Color>(textureData);

            //renderTarget = null;
            //GC.Collect();
        }
Example #9
0
        private bool IsAxisCollision(BaseObject theRectangle, Vector2 aAxis)
        {
            //List<int> aRectangleAScalars = new List<int>();
            aRectangleAScalars.Clear();
            aRectangleAScalars.Add(GenerateScalar(theRectangle.UpperLeftCorner, aAxis));
            aRectangleAScalars.Add(GenerateScalar(theRectangle.UpperRightCorner, aAxis));
            aRectangleAScalars.Add(GenerateScalar(theRectangle.LowerLeftCorner, aAxis));
            aRectangleAScalars.Add(GenerateScalar(theRectangle.LowerRightCorner, aAxis));

            //List<int> aRectangleBScalars = new List<int>();
            aRectangleBScalars.Clear();
            aRectangleBScalars.Add(GenerateScalar(UpperLeftCorner, aAxis));
            aRectangleBScalars.Add(GenerateScalar(UpperRightCorner, aAxis));
            aRectangleBScalars.Add(GenerateScalar(LowerLeftCorner, aAxis));
            aRectangleBScalars.Add(GenerateScalar(LowerRightCorner, aAxis));

            int aRectangleAMinimum = aRectangleAScalars.Min();
            int aRectangleAMaximum = aRectangleAScalars.Max();
            int aRectangleBMinimum = aRectangleBScalars.Min();
            int aRectangleBMaximum = aRectangleBScalars.Max();

            if (aRectangleBMinimum <= aRectangleAMaximum && aRectangleBMaximum >= aRectangleAMaximum)
            {
                return true;
            }
            else if (aRectangleAMinimum <= aRectangleBMaximum && aRectangleAMaximum >= aRectangleBMaximum)
            {
                return true;
            }

            return false;
        }
Example #10
0
        public List <Vector2> FindPath(PathNode startNode, Vector2 endPoint, Unit unit, BaseObject target, bool avoidUnits)
        {
            // Only try to find a path if the start and end points are different.
            if (Vector2.Distance(startNode.Tile.CenterPoint, endPoint) <= Map.TileSize)
            {
                List <Vector2> list = new List <Vector2>();
                list.Add(endPoint);
                Cleanup();
                return(list);
            }

            /*int startPointY = (int)(startPoint.Y / Map.TILESIZE);
             * int startPointX = (int)(startPoint.X / Map.TILESIZE);
             *
             * if ((startPointY < 0 || startPointY >= Map.Height || startPointX < 0 || startPointX >= Map.Width)
             || (PathNodes[startPointY, startPointX] == null))
             || offset = Vector2.Zero;
             ||else
             || offset = startNode.Tile.CenterPoint - startPoint;*/

            Vector2  startPoint = startNode.Tile.CenterPoint;
            PathNode endNode    = PathNodes[(int)(endPoint.Y / Map.TileSize), (int)(endPoint.X / Map.TileSize)];

            currentUnit = unit;

            /////////////////////////////////////////////////////////////////////
            // Step 1 : Clear the Open and Closed Lists and reset each node’s F
            //          and G values in case they are still set from the last
            //          time we tried to find a path.
            /////////////////////////////////////////////////////////////////////
            ResetSearchNodes();

            /////////////////////////////////////////////////////////////////////
            // Step 2 : Set the start node’s G value to 0 and its F value to the
            //          estimated distance between the start node and goal node
            //          (this is where our H function comes in) and add it to the
            //          Open List.
            /////////////////////////////////////////////////////////////////////
            startNode.InOpenList = true;

            //if (!avoidUnits)
            //startNode.DistanceToGoal = HeuristicManhattan(startPoint, endPoint);
            //else
            startNode.DistanceToGoal    = HeuristicManhattan(startPoint, endPoint);
            startNode.DistanceTravelled = 0;

            OpenList.Add(startNode);
            CleanupList.Add(startNode);

            /////////////////////////////////////////////////////////////////////
            // Setp 3 : While there are still nodes to look at in the Open list :
            /////////////////////////////////////////////////////////////////////
            while (OpenList.Count > 0)
            {
                /////////////////////////////////////////////////////////////////
                // a) : Loop through the Open List and find the node that
                //      has the smallest F value.
                /////////////////////////////////////////////////////////////////
                PathNode currentNode = FindBestNode();
                //pathCount++;

                /////////////////////////////////////////////////////////////////
                // c) : If the Active Node is the goal node, we will
                //      find and return the final path.
                /////////////////////////////////////////////////////////////////
                //if (pathCount >= MaxPathSize)
                //{
                //    Cleanup();
                //    return FindFinalPath(startNode, currentNode, endPoint);
                //}
                if (currentNode == endNode)
                {
                    // Trace our path back to the start.
                    Cleanup();
                    return(FindFinalPath(startNode, currentNode, endPoint));
                }

                /////////////////////////////////////////////////////////////////
                // d) : Else, for each of the Active Node’s neighbours :
                /////////////////////////////////////////////////////////////////
                for (int i = 0; i < currentNode.Neighbors.Count; i++)
                {
                    PathNode neighbor = currentNode.Neighbors[i];

                    //////////////////////////////////////////////////
                    // i) : Make sure that the neighbouring node can
                    //      be walked across.
                    //////////////////////////////////////////////////
                    if (neighbor.Blocked)
                    {
                        if (target == null || neighbor.Blocker != target)
                        {
                            continue;
                        }
                    }
                    if (!neighbor.Tile.Walkable)
                    {
                        continue;
                    }
                    //if (avoidUnits && neighbor.UnitsContained.Count > 0)
                    //    continue;

                    //////////////////////////////////////////////////
                    // ii) Calculate a new G value for the neighbouring node.
                    //////////////////////////////////////////////////
                    float distanceTravelled;
                    if (currentNode.IsNeighborDiagonal[i])
                    {
                        if (avoidUnits)
                        {
                            distanceTravelled = currentNode.DistanceTravelled + 14;
                        }
                        else
                        {
                            continue;
                        }
                    }
                    else
                    {
                        distanceTravelled = currentNode.DistanceTravelled + 10;
                    }

                    // An estimate of the distance from this node to the end node.
                    float heuristic;
                    if (!avoidUnits)
                    {
                        heuristic = HeuristicManhattan(neighbor.Tile.CenterPoint, endPoint);
                    }
                    else
                    {
                        if (currentNode.IsNeighborDiagonal[i])
                        {
                            heuristic = HeuristicManhattan(neighbor.Tile.CenterPoint, endPoint) + (neighbor.UnitsContained.Count * 14);
                        }
                        else
                        {
                            heuristic = HeuristicManhattan(neighbor.Tile.CenterPoint, endPoint) + (neighbor.UnitsContained.Count * 10);
                        }
                    }

                    //////////////////////////////////////////////////
                    // iii) If the neighbouring node is not in either the Open
                    //      List or the Closed List :
                    //////////////////////////////////////////////////
                    if (!neighbor.InOpenList && !neighbor.InClosedList)
                    {
                        // (1) Set the neighbouring node’s G value to the G value
                        //     we just calculated.
                        if (avoidUnits)
                        {
                            if (currentNode.IsNeighborDiagonal[i])
                            {
                                neighbor.DistanceTravelled = distanceTravelled + (neighbor.UnitsContained.Count * 1400000);
                            }
                            else
                            {
                                neighbor.DistanceTravelled = distanceTravelled + (neighbor.UnitsContained.Count * 1000000);
                            }
                        }
                        else
                        {
                            neighbor.DistanceTravelled = distanceTravelled;
                        }
                        // (2) Set the neighbouring node’s F value to the new G value +
                        //     the estimated distance between the neighbouring node and
                        //     goal node.

                        // normal A*
                        neighbor.DistanceToGoal = neighbor.DistanceTravelled + heuristic;
                        // best-first
                        //neighbor.DistanceToGoal = heuristic;

                        // (3) Set the neighbouring node’s Parent property to point at the Active
                        //     Node.
                        neighbor.Parent = currentNode;
                        // (4) Add the neighbouring node to the Open List.
                        neighbor.InOpenList = true;
                        OpenList.Add(neighbor);
                        CleanupList.Add(neighbor);
                    }
                    //////////////////////////////////////////////////
                    // iv) Else if the neighbouring node is in either the Open
                    //     List or the Closed List :
                    //////////////////////////////////////////////////
                    else if (neighbor.InOpenList || neighbor.InClosedList)
                    {
                        // (1) If our new G value is less than the neighbouring
                        //     node’s G value, we basically do exactly the same
                        //     steps as if the nodes are not in the Open and
                        //     Closed Lists except we do not need to add this node
                        //     the Open List again.
                        if (neighbor.DistanceTravelled > distanceTravelled)
                        {
                            neighbor.DistanceTravelled = distanceTravelled;
                            neighbor.DistanceToGoal    = distanceTravelled + heuristic;
                            //neighbor.DistanceToGoal = heuristic;

                            neighbor.Parent = currentNode;
                        }
                    }
                }

                /////////////////////////////////////////////////////////////////
                // e) Remove the Active Node from the Open List and add it to the
                //    Closed List
                /////////////////////////////////////////////////////////////////
                //OpenList.Remove(currentNode);
                currentNode.InClosedList = true;
            }

            // No path could be found.
            List <Vector2> l = new List <Vector2>();

            l.Add(endPoint);
            Cleanup();
            return(l);
        }
Example #11
0
        public virtual bool Intersects(BaseObject theRectangle)
        {
            List<Vector2> aRectangleAxis = new List<Vector2>();
            aRectangleAxis.Add(UpperRightCorner - UpperLeftCorner);
            aRectangleAxis.Add(UpperRightCorner - LowerRightCorner);
            aRectangleAxis.Add(theRectangle.UpperLeftCorner - theRectangle.LowerLeftCorner);
            aRectangleAxis.Add(theRectangle.UpperLeftCorner - theRectangle.UpperRightCorner);

            foreach (Vector2 aAxis in aRectangleAxis)
            {
                if (!IsAxisCollision(theRectangle, aAxis))
                {
                    return false;
                }
            }

            return true;
        }
Example #12
0
 public bool Intersects(Rectangle theRectangle)
 {
     BaseObject o = new BaseObject(theRectangle, 0.0f);
     o.CalculateCorners();
     return Intersects(o);
 }
Example #13
0
        // one list of objects that collide with each other
        // divide calculation over multiple frames
        public void UpdatePotentialCollisionsDivided <T>(List <T> list) where T : BaseObject
        {
            if (persistentIndex == 0)
            {
                Util.SortByX(list);
                objects = new List <BaseObject>(list);
                pairs.Clear();
            }

            if (objects.Count == 0)
            {
                return;
            }

            int numberToDo;

            if (objects.Count <= SpreadDivisor)
            {
                numberToDo = objects.Count;
            }
            else
            {
                numberToDo = (int)(objects.Count / (float)SpreadDivisor + .5f);
            }

            int count = 0;

            for (; persistentIndex < objects.Count;) // persistentIndex++)
            {
                BaseObject object1 = objects[persistentIndex];

                for (int s = persistentIndex + 1; s < objects.Count; s++)
                {
                    BaseObject object2 = objects[s];

                    if (object2.RightBound < object1.LeftBound)
                    {
                        continue;
                    }

                    if (object2.LeftBound > object1.RightBound)
                    {
                        break;
                    }

                    if (object2.TopBound <= object1.BottomBound &&
                        object2.BottomBound >= object1.TopBound)
                    {
                        pairs.Add(new BaseObject[2] {
                            objects[persistentIndex], objects[s]
                        });
                    }
                }

                persistentIndex++;

                if (++count >= numberToDo && persistentIndex + numberToDo < objects.Count)
                {
                    return;
                }
            }

            persistentIndex = 0;

            foreach (BaseObject o in objects)
            {
                o.PotentialCollisions.Clear();
            }

            foreach (BaseObject[] pair in pairs)
            {
                if (Vector2.Distance(pair[0].CenterPoint, pair[1].CenterPoint) < (pair[0].GreaterOfWidthAndHeight + pair[1].GreaterOfWidthAndHeight) * .8f)
                {
                    pair[0].PotentialCollisions.Add(pair[1]);
                    pair[1].PotentialCollisions.Add(pair[0]);
                }
            }
        }
Example #14
0
File: Rts.cs Project: nubington/rts
        public Rts(EventHandler callback)
            : base(callback)
        {
            Game1.Game.DebugMonitor.Position = Direction.NorthEast;
            Game1.Game.IsMouseVisible = true;
            //Game1.Game.Graphics.SynchronizeWithVerticalRetrace = false;
            //Game1.Game.IsFixedTimeStep = false;
            //Game1.Game.Graphics.ApplyChanges();
            GameTimer.Restart();

            map = new Map(@"Content/map1.txt");
            Unit.Map = map;
            actualMapWidth = map.Width * map.TileSize;
            actualMapHeight = map.Height * map.TileSize;

            Unit.UnitCollisionSweeper.Thread.Suspend();
            Unit.UnitCollisionSweeper.Thread.Resume();
            Unit.PathFinder.ResumeThread();

            uiViewport = GraphicsDevice.Viewport;
            worldViewport = GraphicsDevice.Viewport;
            worldViewport.Height -= (minimapSize + minimapBorderSize * 2);
            GraphicsDevice.Viewport = worldViewport;

            camera = new Camera();
            camera.Pos = new Vector2(worldViewport.Width / 2, worldViewport.Height / 2);

            button1 = new BaseObject(new Rectangle(10, 25, 25, 25));
            button2 = new BaseObject(new Rectangle(10, 52, 25, 25));
            button3 = new BaseObject(new Rectangle(10, 79, 25, 25));
            button4 = new BaseObject(new Rectangle(10, 106, 25, 25));
            button5 = new BaseObject(new Rectangle(10, 133, 25, 25));

            if (!contentLoaded)
            {
                pauseFont = Content.Load<SpriteFont>("spritefonts/pausefont");
                fpsFont = Content.Load<SpriteFont>("spritefonts/fpsfont");
                unitInfoUnitNameFont = Content.Load<SpriteFont>("spritefonts/UnitInfoUnitNameFont");
                unitInfoHpFont = Content.Load<SpriteFont>("spritefonts/UnitInfoHpFont");
                unitInfoKillCountFont = Content.Load<SpriteFont>("spritefonts/UnitInfoKillCountFont");
                //brownGuyTexture = Content.Load<Texture2D>("unit textures/browncircleguy");
                //brownGuySelectingTexture = Content.Load<Texture2D>("unit textures/browncircleguyselected2");
                //brownGuySelectedTexture = Content.Load<Texture2D>("unit textures/browncircleguyselecting2");
                greenTeamIndicatorTexture = Content.Load<Texture2D>("unit textures/green team indicator");
                redTeamIndicatorTexture = Content.Load<Texture2D>("unit textures/red team indicator");
                buttonTexture = Content.Load<Texture2D>("titlebutton1");
                moveCommandTexture = Content.Load<Texture2D>("greencircle2");
                //normalCursorTexture = Content.Load<Texture2D>("greencursor2");
                //attackCommandCursorTexture = Content.Load<Texture2D>("crosshair");
                normalCursor = Util.LoadCustomCursor(@"Content/cursors/SC2-cursor.cur");
                attackCursor = Util.LoadCustomCursor(@"Content/cursors/SC2-target-none.cur");
                boulder1Texture = Content.Load<Texture2D>("boulder1");
                tree1Texture = Content.Load<Texture2D>("tree2");
                redCircleTexture = Content.Load<Texture2D>("redcircle");
                transparentTexture = Content.Load<Texture2D>("transparent");
                transparentGrayTexture = Content.Load<Texture2D>("transparentgray");
                transparentBlackTexture = Content.Load<Texture2D>("transparentblack");
                whiteBoxTexture = Content.Load<Texture2D>("whitebox");
                rtsMusic = Content.Load<Song>("sounds/crossingthosehills");
                //Unit.BulletTexture = Content.Load<Texture2D>("bullet");
                Unit.Explosion1Textures = Util.SplitTexture(Content.Load<Texture2D>("explosionsheet1"), 45, 45);
                contentLoaded = true;
            }

            winForm = (Form)Form.FromHandle(Game1.Game.Window.Handle);
            winForm.Cursor = normalCursor;

            VisionUpdater = new VisionUpdater(map, Unit.PathFinder, myTeam);

            initializeMapTexture();
            initializeCommandCardArea();
            initializeSelectionInfoArea();

            SelectBox.InitializeSelectBoxLine(GraphicsDevice, Color.Green);
            InitializeSelectionRingLine(GraphicsDevice, Color.Yellow);

            minimapScreenIndicatorBoxLine = new PrimitiveLine(GraphicsDevice, 1);
            minimapScreenIndicatorBoxLine.Colour = Color.White;

            for (int i = 0; i < HotkeyGroups.Length; i++)
                HotkeyGroups[i] = new List<RtsObject>();

            MediaPlayer.Play(rtsMusic);
            MediaPlayer.Volume = .25f;
            MediaPlayer.IsRepeating = true;
        }
Example #15
0
        public List<Vector2> FindPath(PathNode startNode, Vector2 endPoint, Unit unit, BaseObject target, bool avoidUnits)
        {
            // Only try to find a path if the start and end points are different.
            if (Vector2.Distance(startNode.Tile.CenterPoint, endPoint) <= Map.TileSize)
            {
                List<Vector2> list = new List<Vector2>();
                list.Add(endPoint);
                Cleanup();
                return list;
            }

            /*int startPointY = (int)(startPoint.Y / Map.TILESIZE);
            int startPointX = (int)(startPoint.X / Map.TILESIZE);

            if ((startPointY < 0 || startPointY >= Map.Height || startPointX < 0 || startPointX >= Map.Width)
                || (PathNodes[startPointY, startPointX] == null))
                offset = Vector2.Zero;
            else
                offset = startNode.Tile.CenterPoint - startPoint;*/

            Vector2 startPoint = startNode.Tile.CenterPoint;
            PathNode endNode = PathNodes[(int)(endPoint.Y / Map.TileSize), (int)(endPoint.X / Map.TileSize)];
            currentUnit = unit;

            /////////////////////////////////////////////////////////////////////
            // Step 1 : Clear the Open and Closed Lists and reset each node’s F
            //          and G values in case they are still set from the last
            //          time we tried to find a path.
            /////////////////////////////////////////////////////////////////////
            ResetSearchNodes();

            /////////////////////////////////////////////////////////////////////
            // Step 2 : Set the start node’s G value to 0 and its F value to the
            //          estimated distance between the start node and goal node
            //          (this is where our H function comes in) and add it to the
            //          Open List.
            /////////////////////////////////////////////////////////////////////
            startNode.InOpenList = true;

            //if (!avoidUnits)
                //startNode.DistanceToGoal = HeuristicManhattan(startPoint, endPoint);
            //else
                startNode.DistanceToGoal = HeuristicManhattan(startPoint, endPoint);
            startNode.DistanceTravelled = 0;

            OpenList.Add(startNode);
            CleanupList.Add(startNode);

            /////////////////////////////////////////////////////////////////////
            // Setp 3 : While there are still nodes to look at in the Open list :
            /////////////////////////////////////////////////////////////////////
            while (OpenList.Count > 0)
            {
                /////////////////////////////////////////////////////////////////
                // a) : Loop through the Open List and find the node that
                //      has the smallest F value.
                /////////////////////////////////////////////////////////////////
                PathNode currentNode = FindBestNode();
                //pathCount++;

                /////////////////////////////////////////////////////////////////
                // c) : If the Active Node is the goal node, we will
                //      find and return the final path.
                /////////////////////////////////////////////////////////////////
                //if (pathCount >= MaxPathSize)
                //{
                //    Cleanup();
                //    return FindFinalPath(startNode, currentNode, endPoint);
                //}
                if (currentNode == endNode)
                {
                    // Trace our path back to the start.
                    Cleanup();
                    return FindFinalPath(startNode, currentNode, endPoint);
                }

                /////////////////////////////////////////////////////////////////
                // d) : Else, for each of the Active Node’s neighbours :
                /////////////////////////////////////////////////////////////////
                for (int i = 0; i < currentNode.Neighbors.Count; i++)
                {
                    PathNode neighbor = currentNode.Neighbors[i];

                    //////////////////////////////////////////////////
                    // i) : Make sure that the neighbouring node can
                    //      be walked across.
                    //////////////////////////////////////////////////
                    if (neighbor.Blocked)
                    {
                        if (target == null || neighbor.Blocker != target)
                            continue;
                    }
                    if (!neighbor.Tile.Walkable)
                        continue;
                    //if (avoidUnits && neighbor.UnitsContained.Count > 0)
                    //    continue;

                    //////////////////////////////////////////////////
                    // ii) Calculate a new G value for the neighbouring node.
                    //////////////////////////////////////////////////
                    float distanceTravelled;
                    if (currentNode.IsNeighborDiagonal[i])
                    {
                        if (avoidUnits)
                            distanceTravelled = currentNode.DistanceTravelled + 14;
                        else
                            continue;
                    }
                    else
                        distanceTravelled = currentNode.DistanceTravelled + 10;

                    // An estimate of the distance from this node to the end node.
                    float heuristic;
                    if (!avoidUnits)
                        heuristic = HeuristicManhattan(neighbor.Tile.CenterPoint, endPoint);
                    else
                    {
                        if (currentNode.IsNeighborDiagonal[i])
                            heuristic = HeuristicManhattan(neighbor.Tile.CenterPoint, endPoint) + (neighbor.UnitsContained.Count * 14);
                        else
                            heuristic = HeuristicManhattan(neighbor.Tile.CenterPoint, endPoint) + (neighbor.UnitsContained.Count * 10);
                    }

                    //////////////////////////////////////////////////
                    // iii) If the neighbouring node is not in either the Open
                    //      List or the Closed List :
                    //////////////////////////////////////////////////
                    if (!neighbor.InOpenList && !neighbor.InClosedList)
                    {
                        // (1) Set the neighbouring node’s G value to the G value
                        //     we just calculated.
                        if (avoidUnits)
                        {
                            if (currentNode.IsNeighborDiagonal[i])
                                neighbor.DistanceTravelled = distanceTravelled + (neighbor.UnitsContained.Count * 1400000);
                            else
                                neighbor.DistanceTravelled = distanceTravelled + (neighbor.UnitsContained.Count * 1000000);
                        }
                        else
                            neighbor.DistanceTravelled = distanceTravelled;
                        // (2) Set the neighbouring node’s F value to the new G value +
                        //     the estimated distance between the neighbouring node and
                        //     goal node.

                        // normal A*
                        neighbor.DistanceToGoal = neighbor.DistanceTravelled + heuristic;
                        // best-first
                        //neighbor.DistanceToGoal = heuristic;

                        // (3) Set the neighbouring node’s Parent property to point at the Active
                        //     Node.
                        neighbor.Parent = currentNode;
                        // (4) Add the neighbouring node to the Open List.
                        neighbor.InOpenList = true;
                        OpenList.Add(neighbor);
                        CleanupList.Add(neighbor);
                    }
                    //////////////////////////////////////////////////
                    // iv) Else if the neighbouring node is in either the Open
                    //     List or the Closed List :
                    //////////////////////////////////////////////////
                    else if (neighbor.InOpenList || neighbor.InClosedList)
                    {
                        // (1) If our new G value is less than the neighbouring
                        //     node’s G value, we basically do exactly the same
                        //     steps as if the nodes are not in the Open and
                        //     Closed Lists except we do not need to add this node
                        //     the Open List again.
                        if (neighbor.DistanceTravelled > distanceTravelled)
                        {
                            neighbor.DistanceTravelled = distanceTravelled;
                            neighbor.DistanceToGoal = distanceTravelled + heuristic;
                            //neighbor.DistanceToGoal = heuristic;

                            neighbor.Parent = currentNode;
                        }
                    }
                }

                /////////////////////////////////////////////////////////////////
                // e) Remove the Active Node from the Open List and add it to the
                //    Closed List
                /////////////////////////////////////////////////////////////////
                //OpenList.Remove(currentNode);
                currentNode.InClosedList = true;
            }

            // No path could be found.
            List<Vector2> l = new List<Vector2>();
            l.Add(endPoint);
            Cleanup();
            return l;
        }