Inheritance: PathfindingTest.Buildings.Building
 /// <summary>
 /// Creates a unit.
 /// </summary>
 /// <param name="playerID">The player ID.</param>
 /// <param name="serverID">Server ID.</param>
 /// <param name="type">The type of the unit.</param>
 public void CreateBuilding(int playerID, int serverID, int type, int byID)
 {
     Building building = null;
     Player p = Game1.GetInstance().GetPlayerByMultiplayerID(playerID);
     Engineer engineer = (Engineer)((UnitMultiplayerData)MultiplayerDataManager.GetInstance().GetDataByServerID(byID)).unit;
         switch (type)
         {
             case BuildingHeaders.TYPE_BARRACKS:
                 {
                     building = new Barracks(p, p.color);
                     break;
                 }
             case BuildingHeaders.TYPE_FACTORY:
                 {
                     building = new Factory(p, p.color);
                     break;
                 }
             case BuildingHeaders.TYPE_FORTRESS:
                 {
                     building = new Fortress(p, p.color);
                     break;
                 }
             case BuildingHeaders.TYPE_RESOURCES_GATHER:
                 {
                     building = new ResourceGather(p, p.color);
                     break;
                 }
         }
     building.constructedBy = engineer;
     building.multiplayerData.serverID = serverID;
 }
Exemple #2
0
        /// <summary>
        /// Used for creating units and buildings respectively.
        /// </summary>
        /// <param name="me">The MouseEvent to use</param>
        void MouseClickListener.OnMouseClick(MouseEvent me)
        {
            if (me.button == MouseEvent.MOUSE_BUTTON_1)
            //player.currentSelection != null
            //player.currentSelection.units.Count == 1 &&
            //player.currentSelection.units.ElementAt(0).type == Unit.UnitType.Engineer &&)
            {
                foreach (HUDObject o in objects)
                {
                    if (o.DefineRectangle().Contains(Mouse.GetState().X, Mouse.GetState().Y))
                    {
                        player.RemovePreviewBuildings();
                        Building b;
                        Unit u;

                        switch (o.type)
                        {
                            case HUDObject.Type.Resources:
                                b = new ResourceGather(this.player, this.color);
                                // Was false
                                Game1.GetInstance().IsMouseVisible = true;
                                break;

                            case HUDObject.Type.Barracks:
                                b = new Barracks(this.player, this.color);
                                // Was false
                                Game1.GetInstance().IsMouseVisible = true;
                                break;

                            case HUDObject.Type.Factory:
                                b = new Factory(this.player, this.color);
                                // Was false
                                Game1.GetInstance().IsMouseVisible = true;
                                break;

                            case HUDObject.Type.Fortress:
                                b = new Fortress(this.player, this.color);
                                // Was false
                                Game1.GetInstance().IsMouseVisible = true;
                                break;

                            case HUDObject.Type.Engineer:
                                foreach (Fortress building in player.buildingSelection.buildings)
                                {
                                    building.CreateUnit(Unit.Type.Engineer);
                                }
                                break;

                            case HUDObject.Type.Ranged:
                                foreach (Barracks building in player.buildingSelection.buildings)
                                {
                                    building.CreateUnit(Unit.Type.Ranged);
                                }
                                break;

                            case HUDObject.Type.Melee:
                                foreach (Barracks building in player.buildingSelection.buildings)
                                {
                                    building.CreateUnit(Unit.Type.Melee);
                                }
                                break;

                            case HUDObject.Type.Fast:
                                foreach (Barracks building in player.buildingSelection.buildings)
                                {
                                    building.CreateUnit(Unit.Type.Fast);
                                }
                                break;

                            default:
                                break;
                        }
                    }
                }

                foreach (HUDCommandObject co in commandObjects)
                {
                    if (co.DefineRectangle().Contains(Mouse.GetState().X, Mouse.GetState().Y))
                    {
                        switch (co.type)
                        {
                            case HUDCommandObject.Type.Repair:
                                if (!co.disabled)
                                {
                                    player.command = new Command(Game1.GetInstance().Content.Load<Texture2D>("HUD/Commands/HUDRepair"), this.player, Command.Type.Repair, Mouse.GetState().X, Mouse.GetState().Y, new Color(255, 187, 0, 255));
                                }
                                break;

                            default:
                                break;
                        }
                    }
                }

                foreach (Building b in player.buildings)
                {
                    if (b.state == Building.State.Preview &&
                        !this.DefineRectangle().Contains(new Rectangle(me.location.X, me.location.Y, 1, 1)) &&
                        Game1.GetInstance().collision.CanPlace(b.DefineRectangle()))
                    {
                        Engineer temp = null;

                        foreach (Unit u in player.currentSelection.units)
                        {
                            if (u.type == Unit.Type.Engineer)
                            {
                                LinkedList<Point> path = u.CalculatePath(new Point(me.location.X, me.location.Y));
                                // Get the last point of the pathfinding result
                                Point lastPoint = path.ElementAt(path.Count - 1);
                                // Remove that point
                                path.RemoveLast();
                                // Add a point that is on the circle near the building, not inside the building!
                                Point targetPoint = new Point(0, 0);
                                if (path.Count == 0) targetPoint = new Point((int)u.x, (int)u.y);
                                else targetPoint = path.ElementAt(path.Count - 1);
                                // Move to the point around the circle of the building, but increase the radius a bit
                                // so we're not standing on the exact top of the building
                                path.AddLast(
                                    Util.GetPointOnCircle(lastPoint, b.GetCircleRadius() + u.texture.Width / 2,
                                    Util.GetHypoteneuseAngleDegrees(lastPoint, targetPoint)));
                                // Now that we know the point where we should move to
                                // Again calculate the path .. but now the proper way,
                                // we only needed to calculate the point.
                                u.MoveToQueue(path.Last.Value);

                                // Set the Engineer to link with the Building so construction won't start without an Engineer
                                // Since only one Engineer is needed, break aftwards
                                if (temp == null)
                                {
                                    temp = (Engineer)u;
                                    break;
                                }
                            }
                        }

                        b.PlaceBuilding(temp);
                    }
                }
            }
        }
Exemple #3
0
        /// <summary>
        /// Used for creating units and buildings respectively.
        /// </summary>
        /// <param name="me">The MouseEvent to use</param>
        void MouseClickListener.OnMouseClick(MouseEvent me)
        {
            MouseState state = Mouse.GetState();
            if (me.button == MouseEvent.MOUSE_BUTTON_1)
            {
                for (int i = 0; i < this.objects.Count(); i++)
                {
                    HUDObject o = this.objects.ElementAt(i);
                    if (o.DefineRectangle().Contains(state.X, state.Y))
                    {
                        player.RemovePreviewBuildings();
                        Building b;

                        switch (o.type)
                        {
                            case HUDObject.Type.Resources:
                                if (player.resources >= Building.GetCost(Building.Type.Resources))
                                {
                                    b = new ResourceGather(this.player, this.color);
                                    // Was false
                                    Game1.GetInstance().IsMouseVisible = true;
                                }
                                break;

                            case HUDObject.Type.Barracks:
                                if (player.resources >= Building.GetCost(Building.Type.Barracks))
                                {
                                    b = new Barracks(this.player, this.color);
                                    // Was false
                                    Game1.GetInstance().IsMouseVisible = true;
                                }
                                break;

                            case HUDObject.Type.Factory:
                                if (player.resources >= Building.GetCost(Building.Type.Factory))
                                {
                                    b = new Factory(this.player, this.color);
                                    // Was false
                                    Game1.GetInstance().IsMouseVisible = true;
                                }
                                break;

                            case HUDObject.Type.Sentry:
                                if (player.resources >= Building.GetCost(Building.Type.Sentry))
                                {
                                    b = new Sentry(this.player, this.color);
                                    // Was false
                                    Game1.GetInstance().IsMouseVisible = true;
                                }
                                break;

                            case HUDObject.Type.Fortress:
                                if (player.resources >= Building.GetCost(Building.Type.Fortress))
                                {
                                    b = new Fortress(this.player, this.color);
                                    // Was false
                                    Game1.GetInstance().IsMouseVisible = true;
                                }
                                break;

                            case HUDObject.Type.Engineer:
                                for (int k = 0; k < player.buildingSelection.buildings.Count(); k++)
                                {
                                    Building bu = player.buildingSelection.buildings.ElementAt(k);
                                    if (bu is Fortress)
                                    {
                                        Fortress building = (Fortress)bu;
                                        if (Keyboard.GetState().IsKeyDown(Keys.LeftShift) || Keyboard.GetState().IsKeyDown(Keys.RightShift))
                                        {
                                            for (int j = 0; j < 5; j++)
                                            {
                                                if (player.resources >= Unit.GetCost(Unit.Type.Engineer))
                                                {
                                                    building.CreateUnit(Unit.Type.Engineer);
                                                }
                                            }
                                        }
                                        else
                                        {
                                            if (player.resources >= Unit.GetCost(Unit.Type.Engineer))
                                            {
                                                building.CreateUnit(Unit.Type.Engineer);
                                            }
                                        }
                                    }
                                }
                                break;

                            case HUDObject.Type.Ranged:
                                for (int k = 0; k < player.buildingSelection.buildings.Count(); k++)
                                {
                                    Building bu = player.buildingSelection.buildings.ElementAt(k);
                                    if (bu is Barracks)
                                    {
                                        Barracks building = (Barracks)bu;
                                        if (Keyboard.GetState().IsKeyDown(Keys.LeftShift) || Keyboard.GetState().IsKeyDown(Keys.RightShift))
                                        {
                                            for (int j = 0; j < 5; j++)
                                            {
                                                if (player.resources >= Unit.GetCost(Unit.Type.Ranged))
                                                {
                                                    building.CreateUnit(Unit.Type.Ranged);
                                                }
                                            }
                                        }
                                        else
                                        {
                                            if (player.resources >= Unit.GetCost(Unit.Type.Ranged))
                                            {
                                                building.CreateUnit(Unit.Type.Ranged);
                                            }
                                        }
                                    }
                                }
                                break;

                            case HUDObject.Type.Melee:
                                for (int k = 0; k < player.buildingSelection.buildings.Count(); k++)
                                {
                                    Building bu = player.buildingSelection.buildings.ElementAt(k);
                                    if (bu is Barracks)
                                    {
                                        Barracks building = (Barracks)bu;
                                        if (Keyboard.GetState().IsKeyDown(Keys.LeftShift) || Keyboard.GetState().IsKeyDown(Keys.RightShift))
                                        {
                                            for (int j = 0; j < 5; j++)
                                            {
                                                if (player.resources >= Unit.GetCost(Unit.Type.Melee))
                                                {
                                                    building.CreateUnit(Unit.Type.Melee);
                                                }
                                            }
                                        }
                                        else
                                        {
                                            if (player.resources >= Unit.GetCost(Unit.Type.Melee))
                                            {
                                                building.CreateUnit(Unit.Type.Melee);
                                            }
                                        }
                                    }
                                }
                                break;

                            case HUDObject.Type.Fast:
                                for (int k = 0; k < player.buildingSelection.buildings.Count(); k++)
                                {
                                    Building bu = player.buildingSelection.buildings.ElementAt(k);
                                    if (bu is Barracks)
                                    {
                                        Barracks building = (Barracks)bu;
                                        if (Keyboard.GetState().IsKeyDown(Keys.LeftShift) || Keyboard.GetState().IsKeyDown(Keys.RightShift))
                                        {
                                            for (int j = 0; j < 5; j++)
                                            {
                                                if (player.resources >= Unit.GetCost(Unit.Type.Fast))
                                                {
                                                    building.CreateUnit(Unit.Type.Fast);
                                                }
                                            }
                                        }
                                        else
                                        {
                                            if (player.resources >= Unit.GetCost(Unit.Type.Fast))
                                            {
                                                building.CreateUnit(Unit.Type.Fast);
                                            }
                                        }
                                    }
                                }
                                break;

                            case HUDObject.Type.Heavy:
                                for (int k = 0; k < player.buildingSelection.buildings.Count(); k++)
                                {
                                    Building bu = player.buildingSelection.buildings.ElementAt(k);
                                    if (bu is Factory)
                                    {
                                        Factory building = (Factory)bu;
                                        if (Keyboard.GetState().IsKeyDown(Keys.LeftShift) || Keyboard.GetState().IsKeyDown(Keys.RightShift))
                                        {
                                            for (int j = 0; j < 5; j++)
                                            {
                                                if (player.resources >= Unit.GetCost(Unit.Type.HeavyMelee))
                                                {
                                                    building.CreateUnit(Unit.Type.HeavyMelee);
                                                }
                                            }
                                        }
                                        else
                                        {
                                            if (player.resources >= Unit.GetCost(Unit.Type.HeavyMelee))
                                            {
                                                building.CreateUnit(Unit.Type.HeavyMelee);
                                            }
                                        }
                                    }
                                }
                                break;

                            default:
                                break;
                        }
                    }
                }

                for (int i = 0; i < this.commandObjects.Count(); i++)
                {
                    HUDCommandObject co = this.commandObjects.ElementAt(i);
                    if (co.DefineRectangle().Contains(state.X, state.Y))
                    {
                        switch (co.type)
                        {
                            case HUDCommandObject.Type.Repair:
                                if (!co.disabled)
                                {
                                    player.command = new Command(TextureManager.GetInstance().GetTexture(HUDCommandObject.Type.Repair), this.player, Command.Type.Repair, state.X, state.Y, new Color(255, 187, 0, 255));
                                }
                                break;

                            case HUDCommandObject.Type.Attack:
                                if (!co.disabled)
                                {
                                    player.command = new Command(TextureManager.GetInstance().GetTexture(HUDCommandObject.Type.Attack), this.player, Command.Type.Attack, state.X, state.Y, new Color(255, 0, 12, 255));
                                }
                                break;

                            case HUDCommandObject.Type.Defend:
                                if (!co.disabled)
                                {
                                    player.command = new Command(TextureManager.GetInstance().GetTexture(HUDCommandObject.Type.Defend), this.player, Command.Type.Defend, state.X, state.Y, new Color(255, 125, 0, 255));
                                }
                                break;

                            case HUDCommandObject.Type.Move:
                                if (!co.disabled)
                                {
                                    player.command = new Command(TextureManager.GetInstance().GetTexture(HUDCommandObject.Type.Move), this.player, Command.Type.Move, state.X, state.Y, new Color(0, 100, 255, 255));
                                }
                                break;

                            case HUDCommandObject.Type.Stop:
                                if (!co.disabled)
                                {
                                    if (player.currentSelection != null)
                                    {
                                        for (int j = 0; j < player.currentSelection.units.Count(); j++)
                                        {
                                            Unit u = player.currentSelection.units.ElementAt(j);
                                            u.unitToDefend = null;
                                            u.unitToStalk = null;
                                            u.waypoints.Clear();
                                            u.SetJob(Unit.Job.Idle);
                                            u.hasToMove = false;
                                            u.buildingToDestroy = null;
                                        }
                                    }
                                }
                                break;

                            default:
                                break;
                        }
                    }
                }

                for (int i = 0; i < player.buildings.Count(); i++)
                {
                    Building b = player.buildings.ElementAt(i);
                    if (b.state == Building.State.Preview &&
                        !this.DefineRectangle().Contains(new Rectangle(me.location.X, me.location.Y, 1, 1)) &&
                        Game1.GetInstance().map.collisionMap.CanPlace(b.DefineRectangle()))
                    {
                        Engineer temp = null;
                        for (int j = 0; j < player.currentSelection.units.Count(); j++)
                        {
                            Unit u = player.currentSelection.units.ElementAt(j);

                            if (u.type == Unit.Type.Engineer)
                            {
                                Point p = new Point((int)(b.x + (b.texture.Width / 2)), (int)(b.y + (b.texture.Height / 2)));

                                // Add a point that is on the circle near the building, not inside the building!
                                Point targetPoint = new Point(0, 0);
                                if (u.waypoints.Count() == 0) targetPoint = new Point((int)u.x, (int)u.y);
                                else targetPoint = u.waypoints.ElementAt(u.waypoints.Count() - 1);
                                // Move to the point around the circle of the building, but increase the radius a bit
                                // so we're not standing on the exact top of the building
                                u.MoveToQueue(
                                    Util.GetPointOnCircle(p, b.GetCircleRadius() + u.texture.Width / 2,
                                    Util.GetHypoteneuseAngleDegrees(p, targetPoint)));

                                // Set the Engineer to link with the Building so construction won't start without an Engineer
                                // Since only one Engineer is needed, break aftwards
                                if (temp == null)
                                {
                                    temp = (Engineer)u;
                                    break;
                                }
                            }
                        }

                        b.PlaceBuilding(temp);
                    }
                }
            }
        }
Exemple #4
0
        void MouseClickListener.OnMouseClick(MouseEvent me)
        {
            if (me.button == MouseEvent.MOUSE_BUTTON_1 &&
                player.currentSelection != null &&
                //player.currentSelection.units.Count == 1 &&
                //player.currentSelection.units.ElementAt(0).type == Unit.UnitType.Engineer &&
                loadForEngineer)
            {
                if (drawResourcesText || drawBarracksText || drawFactoryText || drawFortressText)
                {
                    Console.Out.WriteLine("Previewing a building!");
                    player.RemovePreviewBuildings();
                    Building b;

                    if (drawResourcesText)
                    {
                        b = new ResourceGather(this.player, this.color);
                    }
                    else if (drawBarracksText)
                    {
                        b = new Barracks(this.player, this.color);
                    }
                    else if (drawFactoryText)
                    {
                        b = new Factory(this.player, this.color);
                    }
                    else if (drawFortressText)
                    {
                        b = new Fortress(this.player, this.color);
                    }
                    Console.Out.WriteLine("Creating a building");
                    // player.buildings.AddLast(b);
                }

                foreach (Building b in player.buildings)
                {
                    if (b.state == Building.BuildState.Preview &&
                        !this.DefineRectangle().Contains(new Rectangle(me.location.X, me.location.Y, 1, 1)) &&
                        Game1.GetInstance().collision.CanPlace(b.DefineRectangle()))
                    {
                        Engineer temp = null;

                        foreach (Unit u in player.currentSelection.units)
                        {
                            if (u.type == Unit.UnitType.Engineer)
                            {
                                u.MoveToNow(new Point(me.location.X, me.location.Y));
                                // Get the last point of the pathfinding result
                                Point lastPoint = u.waypoints.ElementAt(u.waypoints.Count - 1);
                                // Remove that point
                                u.waypoints.RemoveLast();
                                // Add a point that is on the circle near the building, not inside the building!
                                Point targetPoint = new Point(0, 0);
                                if (u.waypoints.Count == 0) targetPoint = new Point((int)u.x, (int)u.y);
                                else targetPoint = u.waypoints.ElementAt(u.waypoints.Count - 1);
                                // Move to the point around the circle of the building, but increase the radius a bit
                                // so we're not standing on the exact top of the building
                                u.waypoints.AddLast(
                                    Util.GetPointOnCircle(lastPoint, b.GetCircleRadius() + u.texture.Width / 2,
                                    Util.GetHypoteneuseAngleDegrees(lastPoint, targetPoint)));

                                // Set the Engineer to link with the Building
                                // so construction won't start without an Engineer
                                // Since only one Engineer is needed, break aftwards
                                if (temp == null)
                                {
                                    temp = (Engineer) u;
                                    break;
                                }
                            }
                        }

                        b.PlaceBuilding(temp);
                    }
                }
            }
        }