Exemple #1
0
        public List <Vector> Evaluate(CosmicOwnership myShip, Ship ship, CosmicMap map)
        {
            if (ship.WeaponProductionStatus < 1)
            {
                return(new List <Vector>());
            }

            float shotRadius = ship.WeaponShot.Speed.Limit * ship.WeaponShot.Time.Limit;

            targetUnits.Clear();

            // Looking for enemies in range
            List <CosmicUnit> unitsInRange = map.Query(myShip.Position.X - shotRadius, myShip.Position.Y - shotRadius, myShip.Position.X + shotRadius, myShip.Position.Y + shotRadius);
            List <Vector>     shotOptions  = new List <Vector>();

            foreach (CosmicUnit unit in unitsInRange)
            {
                if (!(unit is CosmicShip) && !(unit is CosmicMissionTarget && unit.Team.Name == myShip.Team.Name))  //uncomment while playing
                {
                    continue;
                }

                targetUnits.Add(unit);

                if ((unit.Position - myShip.Position).Length <= shotRadius + unit.Radius)
                {
                    shotOptions.Add(new Vector(unit.Position));
                    Console.WriteLine("in range: " + unit.Name + " with move vector: " + unit.MoveVector);
                }
            }

            return(shotOptions);
        }
Exemple #2
0
        public Routing(Vector destination, CosmicMap map, CosmicOwnership routingShip)
        {
            directionList = new List <Vector>();
            closedList    = new List <RoutingPoint>();
            openList      = new List <RoutingPoint>();
            this.map      = map;


            ownShip          = routingShip;
            unitLength       = routingShip.Radius * 4;
            ownShip          = routingShip;
            minimumDistance  = routingShip.Radius * 4;
            destinationPoint = new RoutingPoint(destination, null, routingShip, 0);

            Vector rightVector = new Vector(1, 0);

            rightVector.Length = unitLength;
            directionList.Add(rightVector);

            Vector righttopVector = new Vector(1, 1);

            righttopVector.Length = unitLength * (float)Math.Sqrt(2);
            directionList.Add(righttopVector);

            Vector rightdownVector = new Vector(1, -1);

            rightdownVector.Length = unitLength * (float)Math.Sqrt(2);
            directionList.Add(rightdownVector);

            Vector leftVector = new Vector(-1, 0);

            leftVector.Length = unitLength;
            directionList.Add(leftVector);

            Vector lefttopVector = new Vector(-1, 1);

            lefttopVector.Length = unitLength * (float)Math.Sqrt(2);
            directionList.Add(lefttopVector);

            Vector leftdownVector = new Vector(-1, -1);

            leftdownVector.Length = unitLength * (float)Math.Sqrt(2);
            directionList.Add(leftdownVector);

            Vector topVector = new Vector(0, 1);

            topVector.Length = unitLength;
            directionList.Add(topVector);

            Vector downVector = new Vector(0, -1);

            downVector.Length = unitLength;
            directionList.Add(downVector);

            openList.Add(new RoutingPoint(routingShip.Position, null, routingShip, 0));
            openList.Sort();
        }
Exemple #3
0
        // instead of passing aimPoint, target ship can be passed
        public void Shoot(Ship ship, CosmicOwnership myShip, Vector aimPoint, Vector gravity)
        {
            Vector aimVector       = new Vector();
            Vector resultantVector = new Vector();

            CosmicUnit target = null;

            foreach (CosmicUnit targetShip in targetUnits)
            {
                if ((targetShip.Position - aimPoint).Length <= targetShip.Radius)
                {
                    target = targetShip;
                }
            }

            if (target == null)
            {
                Console.WriteLine("Cannot shoot! No target ship found");
                return;
            }

            // 1. Target vector
            aimVector = target.Position - myShip.Position;

            //Shooting is not from the ship center! 2 is distance between ship and weapon and 1 is a radius of bullet
            aimVector.Length += (ship.Radius + 2 + ship.WeaponSize - 30);
            float aimVectorTime = aimVector.Length / ship.WeaponShot.Speed.Limit;

            // 2. Adding target move vector
            resultantVector = aimVector + target.MoveVector * aimVectorTime;

            // 3. Add gravity compensation
            resultantVector -= gravity;

            // 4. Add myShip movement compensation
            resultantVector -= myShip.MoveVector;

            Console.WriteLine("Target: " + target.Name + " Target: " + target.Position);
            Console.WriteLine("Target move vector: " + target.MoveVector);
            Console.WriteLine("Gravity: " + gravity.X.ToString() + " " + gravity.Y.ToString());
            Console.WriteLine("myShip move vector " + myShip.MoveVector);
            Console.WriteLine("Weaponsize: " + ship.WeaponSize);

            int resultantVectorTime = (int)(resultantVector.Length / ship.WeaponShot.Speed.Limit);

            if (resultantVector.Length > ship.WeaponShot.Speed.Limit)
            {
                resultantVector.Length = ship.WeaponShot.Speed.Limit;
            }

            if (resultantVectorTime > ship.WeaponShot.Time.Limit)
            {
                resultantVectorTime = (int)ship.WeaponShot.Time.Limit;
            }

            ship.Shoot(resultantVector, resultantVectorTime);
        }
        public RoutingPoint(Vector point, RoutingPoint lastPoint, CosmicOwnership ownShip, float cost)
        {
            if (lastPoint != null)
            {
                Cost = cost + lastPoint.Cost;
            }

            Point     = point;
            LastPoint = lastPoint;
            ship      = ownShip;
        }