/// <summary>
        /// Draws the unit. It is assumed spriteBatch.begin() has already been called.
        /// </summary>
        /// <param name="spriteBatch"></param>
        public void Draw(Unit unit, SpriteBatch spriteBatch)
        {
            Texture2D texture = null;
              Color color = Color.White;

              switch (unit.type)
              {
            case UnitType.Melee:
              texture = Sprites.melee;
              break;
            case UnitType.Range:
              texture = Sprites.range;
              break;
            case UnitType.Healer:
              texture = Sprites.healer;
              break;
              }

              if (unit.selected)
            color = Color.Yellow;

              Rectangle srcRect = new Rectangle(0, 0, texture.Width, texture.Height);
              spriteBatch.Draw(texture, unit.dstRect, srcRect, color);
        }
            /// <summary>
            /// A* Pathfinding. Returns a path in grid units as a Point Stack
            /// </summary>
            /// <param name="unit"></param>
            /// <param name="destination"></param>
            /// <returns></returns>
            public Stack<Point> GetWaypoints(Unit unit, Point destination)
            {
                Node[,] map = mapNodes;

                // Open/Closed List
                //List<Node> openList = new List<Node>();
                //List<Node> closedList = new List<Node>();
                HashSet<Node> openHashSet = new HashSet<Node>();
                HashSet<Node> closedHashSet = new HashSet<Node>();

                // Gets Origin Coords
                Point origin = FindUnit(unit);

                // Reset Values & Calc Heuristics
                foreach (Node n in map)
                {
                  n.ResetValues();
                  n.h = n.CalcHeuristic(destination);
                }

                Node neighbour = null;
                Node current = map[origin.X, origin.Y];
                bool pathFound = false;
                double newF, lowestF;

                while (!pathFound)
                {
                  closedHashSet.Add(current);
                  openHashSet.Remove(current);

                  for (int x = -1; x <= 1; x++)
                  {
                for (int y = -1; y <= 1; y++)
                {
                  if (!(x == 0 && y == 0))
                  {
                int nx = current.position.X + x;
                int ny = current.position.Y + y;

                try
                {
                  // Check if it's within the bounds
                  if (nx < 0 || nx >= width || ny < 0 || ny >= height)
                    continue;

                  // Get Neighbour
                  neighbour = map[nx, ny];

                  // Check if solid
                  if (neighbour.solid)
                    closedHashSet.Add(neighbour);

                  if (!closedHashSet.Contains(neighbour))
                  {
                    // Is it the destination
                    if (neighbour.position.Equals(destination))
                      pathFound = true;

                    // Add it to the open list
                    if (!openHashSet.Contains(neighbour))
                      openHashSet.Add(neighbour);

                    neighbour.g = getMovementValue(neighbour, current, x, y);
                    newF = getFValue(neighbour);
                    setParent(neighbour, current, newF);
                  }
                }
                catch (Exception e)
                {
                  Game1.Trace(this, e.Message);
                }
                  }
                }
                  }

                  lowestF = INFINITY;

                  foreach (Node n in openHashSet)
                  {
                if (n.f < lowestF)
                {
                  lowestF = n.f;
                  current = n;
                }
                  }

                  if (openHashSet.Count == 0)
                break;
                }

                if (pathFound)
                  return TraceBack(map[destination.X, destination.Y]);

                return new Stack<Point>();
            }
 internal void SetUnit(Unit unit_)
 {
     unit = unit_;
 }
 internal void RemoveUnit()
 {
     unit = null;
 }
            /// <summary>
            /// Updates the map with the units.
            /// </summary>
            /// <param name="unit"></param>
            /// <returns>If space is taken up by something other than itself, then return true.
            /// The purpose is so that it can find a new location to stand.</returns>
            internal void UpdateUnitOnMap(Unit unit)
            {
                int cx = (int)Math.Round((double)unit.dstRect.X / GameController.TILE_SIZE);
                int cy = (int)Math.Round((double)unit.dstRect.Y / GameController.TILE_SIZE);

                if (cx < 0 || cy < 0 || cx > GameController.MAP_WIDTH || cy > GameController.MAP_HEIGHT)
                  return;

                Node node = mapNodes[cx, cy];

                // Is space available, then add to location
                if (IsSpaceEmpty(unit))
                {
                  Point unitLocation = FindUnit(unit);

                  // Remove from previous location
                  if (unitLocation.X >= 0)
                mapNodes[unitLocation.X, unitLocation.Y].RemoveUnit();

                  // Add to actual location
                  node.SetUnit(unit);
                }
            }
            /// <summary>
            /// Checks to see if the space is occupied by another unit.
            /// Space with a Unit is NOT available.
            /// </summary>
            /// <param name="unit"></param>
            /// <returns></returns>
            internal bool IsSpaceEmpty(Unit unit)
            {
                int cx = (int)Math.Round((double)unit.dstRect.X / GameController.TILE_SIZE);
                int cy = (int)Math.Round((double)unit.dstRect.Y / GameController.TILE_SIZE);

                if (cx < 0 || cy < 0)
                  return true;

                Node node = mapNodes[cx, cy];

                if (node.HasUnit())
                  return false;

                return true;
            }
            internal bool IsOnAnotherUnit(Unit unit)
            {
                int cx = (int)Math.Round((double)unit.dstRect.X / GameController.TILE_SIZE);
                int cy = (int)Math.Round((double)unit.dstRect.Y / GameController.TILE_SIZE);

                if (cx < 0 || cy < 0 || cx > GameController.MAP_WIDTH || cy > GameController.MAP_HEIGHT)
                  return false;

                Unit target = mapNodes[cx, cy].unit;

                if (target == null)
                  return false;

                if (target.Equals(unit))
                  return false;

                return true;
            }
            /// <summary>
            /// Finds a unit on the map and returns the coordinates.
            /// </summary>
            /// <param name="unit_"></param>
            /// <returns></returns>
            internal Point FindUnit(Unit unit_)
            {
                for (int x = 0; x < width; x++)
                  for (int y = 0; y < height; y++)
                if (mapNodes[x, y].unit != null && mapNodes[x, y].unit.Equals(unit_))
                  return new Point(x, y);

                return new Point(-1, -1);
            }
            internal Point FindNearestSpace(Unit unit)
            {
                int cx = (int)Math.Round((double)unit.position.X / GameController.TILE_SIZE);
                int cy = (int)Math.Round((double)unit.position.Y / GameController.TILE_SIZE);

                return FindNearestSpace(cx, cy, unit);
            }
            /// <summary>
            /// Searches around the chosen coordinates for an empty space.
            /// </summary>
            /// <param name="x_"></param>
            /// <param name="y_"></param>
            /// <returns></returns>
            internal Point FindNearestSpace(int x_, int y_, Unit unitSelf = null)
            {
                if (x_ < 0 || y_ < 0)
                {
                  Game1.Trace(this, "Invalid Point");
                  return new Point(-1, -1);
                }

                int range = 1;
                int rangeMax = GameController.MAP_WIDTH;
                bool found = false;

                do
                {
                  for (int x = -range; x <= range; x++)
                  {
                for (int y = -range; y <= range; y++)
                {
                  if (!(x == 0 && y == 0))
                  {
                int a = x_ + x;
                int b = y_ + y;

                if (a >= 0
                  && a < width
                  && b >= 0
                  && b < height)
                {
                  Unit unit = mapNodes[a, b].unit;

                  if (unitSelf != null && unit != null)
                    if (unit.Equals(unitSelf))
                      return new Point(a, b);

                  if (unit == null)
                    return new Point(a, b);
                }
                  }
                }
                  }

                  range++;
                  if (range > rangeMax)
                found = true;
                } while (!found);

                return new Point(-1, -1);
            }
            /// <summary>
            /// Finds the unit in the map. If it exists, returns true.
            /// </summary>
            /// <param name="unit_"></param>
            /// <returns></returns>
            internal bool ContainsUnit(Unit unit_)
            {
                for (int x = 0; x < width; x++)
                  for (int y = 0; y < height; y++)
                if (mapNodes[x, y].unit != null && mapNodes[x, y].unit.Equals(unit_))
                  return true;

                return false;
            }
Exemple #12
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 public void ClearTarget()
 {
     targetUnit = null;
 }
Exemple #13
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 public void Attack(Unit enemyUnit)
 {
     state = UnitState.Attacking;
       targetUnit = enemyUnit;
 }