Exemple #1
0
        public void Unit_Click(object sender, EventArgs e)
        {
            int    x, y;
            Button b = (Button)sender;

            x = b.Location.X / 20;
            y = b.Location.Y / 20;
            foreach (Unit u in units)
            {
                if (u is RangedUnit)
                {
                    RangedUnit ru = (RangedUnit)u;
                    if (ru.Xpos == x && ru.Ypos == y)
                    {
                        txtInfo.Text = "";
                        txtInfo.Text = ru.ToString();
                    }
                }
                else if (u is MeleeUnit)
                {
                    MeleeUnit mu = (MeleeUnit)u;
                    if (mu.Xpos == x && mu.Ypos == y)
                    {
                        txtInfo.Text = "";
                        txtInfo.Text = mu.ToString();
                    }
                }
                else if (u is WizardUnit)
                {
                    WizardUnit wu = (WizardUnit)u;
                    if (wu.Xpos == x && wu.Ypos == y)
                    {
                        txtInfo.Text = "";
                        txtInfo.Text = wu.ToString();
                    }
                }
            }
            foreach (Building bu in buildings)
            {
                if (bu is FactoryBuilding)
                {
                    FactoryBuilding fb = (FactoryBuilding)bu;
                    if (fb.Xpos == x && fb.Ypos == y)
                    {
                        txtInfo.Text = "";
                        txtInfo.Text = fb.ToString();
                    }
                }
                else if (bu is ResourceBuilding)
                {
                    ResourceBuilding rb = (ResourceBuilding)bu;
                    if (rb.Xpos == x && rb.Ypos == y)
                    {
                        txtInfo.Text = "";
                        txtInfo.Text = rb.ToString();
                    }                                                           //when a building is clicked, ToString is called
                }
            }
        }
        public int DistanceTo(Unit a, Unit b)
        {
            int distance = 0;

            if (a is MeleeUnit && b is MeleeUnit)
            {
                MeleeUnit start = (MeleeUnit)a;
                MeleeUnit end   = (MeleeUnit)b;
                distance = Math.Abs(start.Xpos - end.Xpos) + Math.Abs(start.Ypos - end.Ypos);
            }
            else if (a is RangedUnit && b is MeleeUnit)
            {
                RangedUnit start = (RangedUnit)a;
                MeleeUnit  end   = (MeleeUnit)b;
                distance = Math.Abs(start.Xpos - end.Xpos) + Math.Abs(start.Ypos - end.Ypos);
            }
            else if (a is RangedUnit && b is RangedUnit)
            {
                RangedUnit start = (RangedUnit)a;
                RangedUnit end   = (RangedUnit)b;
                distance = Math.Abs(start.Xpos - end.Xpos) + Math.Abs(start.Ypos - end.Ypos);
            }
            else if (a is MeleeUnit && b is RangedUnit)
            {
                MeleeUnit  start = (MeleeUnit)a;
                RangedUnit end   = (RangedUnit)b;
                distance = Math.Abs(start.Xpos - end.Xpos) + Math.Abs(start.Ypos - end.Ypos);
            }
            else if (a is MeleeUnit && b is WizardUnit)
            {
                MeleeUnit  start = (MeleeUnit)a;
                WizardUnit end   = (WizardUnit)b;
                distance = Math.Abs(start.Xpos - end.Xpos) + Math.Abs(start.Ypos - end.Ypos);
            }
            else if (a is RangedUnit && b is WizardUnit)
            {
                RangedUnit start = (RangedUnit)a;
                WizardUnit end   = (WizardUnit)b;
                distance = Math.Abs(start.Xpos - end.Xpos) + Math.Abs(start.Ypos - end.Ypos);
            }
            else if (a is WizardUnit && b is MeleeUnit)
            {
                WizardUnit start = (WizardUnit)a;
                MeleeUnit  end   = (MeleeUnit)b;
                distance = Math.Abs(start.Xpos - end.Xpos) + Math.Abs(start.Ypos - end.Ypos);
            }
            else if (a is WizardUnit && b is RangedUnit)
            {
                WizardUnit start = (WizardUnit)a;
                RangedUnit end   = (RangedUnit)b;
                distance = Math.Abs(start.Xpos - end.Xpos) + Math.Abs(start.Ypos - end.Ypos);
            }
            return(distance);
        }
Exemple #3
0
        public override (Unit, int) Closest(List <Unit> units)
        {
            int  shortest = 100;
            Unit closest  = this;

            foreach (Unit u in units)
            {
                if (u is MeleeUnit && u != this)
                {
                    MeleeUnit otherMU  = (MeleeUnit)u;
                    int       distance = Math.Abs(this.Xpos - otherMU.Xpos) + Math.Abs(this.Ypos = otherMU.Ypos);
                    if (distance < shortest)
                    {
                        shortest = distance;;
                        closest  = otherMU;
                    }
                }
                else if (u is RangedUnit && u != this)
                {
                    RangedUnit otherRU  = (RangedUnit)u;
                    int        distance = Math.Abs(this.Xpos - otherRU.Xpos) + Math.Abs(this.Ypos - otherRU.Ypos);

                    if (distance < shortest)
                    {
                        shortest = distance;
                        closest  = otherRU;
                    }
                }
                else if (u is WizardUnit && u != this)
                {
                    WizardUnit otherWU  = (WizardUnit)u;
                    int        distance = Math.Abs(this.xpos - otherWU.Xpos) + Math.Abs(this.ypos - otherWU.Ypos);
                    if (distance < shortest)
                    {
                        shortest = distance;
                        closest  = otherWU;
                    }
                }
            }

            return(closest, shortest);
        }
Exemple #4
0
 public override void Combat(Unit attacker)
 {
     if (attacker is MeleeUnit)
     {
         Health = Health - ((MeleeUnit)attacker).Attack;         //if ATTACKER is MELEEUNIT, minus HEALTH by ATTACKER'S Attack
     }
     else if (attacker is RangedUnit)
     {
         RangedUnit ru = (RangedUnit)attacker;                   //if ATTACKER is RANGEDUNIT, minus HEALTH by ATTACKER'S ATTACK
         Health = Health - (ru.Attack - ru.Attackrange);         //HEALTH is minused by (ATTACK DAMAGE - The range they are at)
     }
     else if (attacker is WizardUnit)
     {
         WizardUnit wu = (WizardUnit)attacker;
         Health = Health - (wu.Attack - wu.Attackrange);
     }
     if (Health <= 0)
     {
         Death();
     }
 }
        public void Update(int x, int y, int temp)
        {
            for (int i = 0; i < map.Units.Count; i++)
            {
                if (map.Units[i] is MeleeUnit)
                {
                    MeleeUnit mu = (MeleeUnit)map.Units[i];
                    if (mu.Health <= mu.MaxHealth * 0.25)
                    {
                        mu.Move(r.Next(0, 4));
                    }
                    else
                    {
                        (Unit closest, int distanceTo) = mu.Closest(map.Units);

                        if (distanceTo <= mu.Attackrange)
                        {
                            mu.IsAttacking = true;
                            mu.Combat(closest);
                        }
                        else
                        {
                            if (closest is MeleeUnit)
                            {
                                MeleeUnit closestMu = (MeleeUnit)closest;
                                if (mu.Xpos > closestMu.Xpos)
                                {
                                    mu.Move(0);
                                }
                                else if (mu.Xpos < closestMu.Xpos)
                                {
                                    mu.Move(2);
                                }
                                else if (mu.Ypos > closestMu.Ypos)
                                {
                                    mu.Move(3);
                                }
                                else if (mu.Ypos < closestMu.Ypos)
                                {
                                    mu.Move(1);
                                }
                            }
                            else if (closest is RangedUnit)
                            {
                                RangedUnit closestRu = (RangedUnit)closest;
                                if (mu.Xpos > closestRu.Xpos)
                                {
                                    mu.Move(0);
                                }
                                else if (mu.Xpos < closestRu.Xpos)
                                {
                                    mu.Move(2);
                                }
                                else if (mu.Ypos > closestRu.Ypos)
                                {
                                    mu.Move(3);
                                }
                                else if (mu.Ypos < closestRu.Ypos)
                                {
                                    mu.Move(1);
                                }
                            }
                            else if (closest is WizardUnit)
                            {
                                WizardUnit closestwu = (WizardUnit)closest;
                                if (mu.Xpos > closestwu.Xpos)
                                {
                                    mu.Move(0);
                                }
                                else if (mu.Xpos < closestwu.Xpos)
                                {
                                    mu.Move(2);
                                }
                                else if (mu.Ypos > closestwu.Ypos)
                                {
                                    mu.Move(3);
                                }
                                else if (mu.Ypos < closestwu.Ypos)
                                {
                                    mu.Move(1);
                                }
                            }
                        }
                    }
                }
                else if (map.Units[i] is RangedUnit)
                {
                    RangedUnit ru = (RangedUnit)map.Units[i];

                    (Unit closest, int distanceTo) = ru.Closest(map.Units);


                    if (distanceTo <= ru.Attackrange)
                    {
                        ru.isAttacking = true;
                        ru.Combat(closest);
                    }
                    else
                    {
                        if (closest is MeleeUnit)
                        {
                            MeleeUnit closestMu = (MeleeUnit)closest;
                            if (ru.Xpos > closestMu.Xpos)
                            {
                                ru.Move(0);
                            }
                            else if (ru.Xpos < closestMu.Xpos)
                            {
                                ru.Move(2);
                            }
                            else if (ru.Ypos > closestMu.Ypos)
                            {
                                ru.Move(3);
                            }
                            else if (ru.Ypos < closestMu.Ypos)
                            {
                                ru.Move(1);
                            }
                        }
                        else if (closest is RangedUnit)
                        {
                            RangedUnit closestRu = (RangedUnit)closest;
                            if (ru.Xpos > closestRu.Xpos)
                            {
                                ru.Move(0);
                            }
                            else if (ru.Xpos < closestRu.Xpos)
                            {
                                ru.Move(2);
                            }
                            else if (ru.Ypos > closestRu.Ypos)
                            {
                                ru.Move(3);
                            }
                            else if (ru.Ypos < closestRu.Ypos)
                            {
                                ru.Move(1);
                            }
                        }
                        else if (closest is WizardUnit)
                        {
                            WizardUnit closestwu = (WizardUnit)closest;
                            if (ru.Xpos > closestwu.Xpos)
                            {
                                ru.Move(0);
                            }
                            else if (ru.Xpos < closestwu.Xpos)
                            {
                                ru.Move(2);
                            }
                            else if (ru.Ypos > closestwu.Ypos)
                            {
                                ru.Move(3);
                            }
                            else if (ru.Ypos < closestwu.Ypos)
                            {
                                ru.Move(1);
                            }
                        }
                    }
                }
                else if (map.Units[i] is WizardUnit)
                {
                    WizardUnit wu = (WizardUnit)map.Units[i];

                    (Unit closest, int distanceto) = wu.Closest(map.Units);

                    if (distanceto <= wu.Attackrange)
                    {
                        wu.isAttacking = true;
                        wu.Combat(closest);
                    }
                    else
                    {
                        if (closest is MeleeUnit)
                        {
                            MeleeUnit closestmu = (MeleeUnit)closest;
                            if (wu.Xpos > closestmu.Xpos)
                            {
                                wu.Move(0);
                            }
                            else if (wu.Xpos < closestmu.Xpos)
                            {
                                wu.Move(2);
                            }
                            else if (wu.Ypos > closestmu.Ypos)
                            {
                                wu.Move(3);
                            }
                            else if (wu.Ypos < closestmu.Ypos)
                            {
                                wu.Move(1);
                            }
                        }
                        else if (closest is RangedUnit)
                        {
                            RangedUnit closestru = (RangedUnit)closest;
                            if (wu.Xpos > closestru.Xpos)
                            {
                                wu.Move(0);
                            }
                            else if (wu.Xpos < closestru.Xpos)
                            {
                                wu.Move(2);
                            }
                            else if (wu.Ypos > closestru.Ypos)
                            {
                                wu.Move(3);
                            }
                            else if (wu.Ypos < closestru.Ypos)
                            {
                                wu.Move(1);
                            }
                        }
                        else if (closest is WizardUnit)
                        {
                            WizardUnit closestwu = (WizardUnit)closest;
                            if (wu.Xpos > closestwu.Xpos)
                            {
                                wu.Move(0);
                            }
                            else if (wu.Xpos < closestwu.Xpos)
                            {
                                wu.Move(2);
                            }
                            else if (wu.Ypos > closestwu.Ypos)
                            {
                                wu.Move(3);
                            }
                            else if (wu.Ypos < closestwu.Ypos)
                            {
                                wu.Move(1);
                            }
                        }
                    }
                }

                /*if(map.Buildings[i] is FactoryBuilding)
                 * {
                 *  FactoryBuilding fb = (FactoryBuilding)map.Buildings[i];
                 *  (Unit closest, int distanceTo) = fb.Closest(map.Units);
                 *
                 *  if(distanceTo <= 2)
                 *  {
                 *      fb.Combat(closest);
                 *  }
                 * }*/
            }
            map.Display(GBMap, x, y);
            roundnum++;
            int genspeed = 5;

            temp++;
            if (temp == genspeed)
            {
                fb.UnitProduce(genspeed);
            }
        }
Exemple #6
0
 public void Generate()
 {
     // int rng = r.Next(0, 2);
     for (int i = 0; i < numUnits; i++)
     {
         if (r.Next(0, 2) == 0)
         {
             MeleeUnit m = new MeleeUnit(r.Next(0, 20),
                                         r.Next(0, 20),
                                         100,
                                         1,
                                         20,
                                         (i % 2 == 0 ? 1 : 0),
                                         "M", "Grunt");
             units.Add(m);
         }
         else if (r.Next(0, 2) == 1)
         {
             RangedUnit ru = new RangedUnit(r.Next(0, 20),
                                            r.Next(0, 20),
                                            100,
                                            1,
                                            20,
                                            5,
                                            (i % 2 == 0 ? 1 : 0),
                                            "R", "Archer");
             units.Add(ru);
         }
         else
         {
             WizardUnit wu = new WizardUnit(r.Next(0, 20),
                                            r.Next(0, 20),
                                            100,
                                            1,
                                            20,
                                            10,
                                            (i % 2 == 0 ? 1 : 0),
                                            "W", "Wizard");
             units.Add(wu);
         }
     }
     for (int i = 0; i < numBuildings; i++)
     {
         if (r.Next(0, 2) == 0)
         {
             FactoryBuilding fb = new FactoryBuilding(r.Next(0, 20),
                                                      r.Next(0, 20),
                                                      200,
                                                      r.Next(0, 2),
                                                      "F");
             buildings.Add(fb);
         }
         else
         {
             ResourceBuilding rb = new ResourceBuilding(r.Next(0, 20),
                                                        r.Next(0, 20),
                                                        200,
                                                        r.Next(0, 2),
                                                        "RB");
             buildings.Add(rb);
         }
     }
 }
Exemple #7
0
 public void Display(GroupBox groupBox, int x, int y)     //int x and y are to determine size of grid
 {
     groupBox.Controls.Clear();
     groupBox.Size = new Size(x, y);
     foreach (Unit u in units)
     {
         Button b = new Button();
         if (u is MeleeUnit)
         {
             MeleeUnit mu = (MeleeUnit)u;
             b.Size     = new Size(20, 20);
             b.Location = new Point(mu.Xpos * 20, mu.Ypos * 20);
             b.Text     = mu.Symbol;
             if (mu.Faction == 0)
             {
                 b.ForeColor = Color.Red;
             }
             else
             {
                 b.ForeColor = Color.Green;
             }
         }                                                                   //MeleeUnit's spawn/display
         else if (u is RangedUnit)
         {
             RangedUnit ru = (RangedUnit)u;
             b.Size     = new Size(20, 20);
             b.Location = new Point(ru.Xpos * 20, ru.Ypos * 20);
             b.Text     = ru.Symbol;
             if (ru.Faction == 0)
             {
                 b.ForeColor = Color.Red;
             }
             else
             {
                 b.ForeColor = Color.Green;
             }
         }                                                                   //RangedUnit's spawn/display
         else if (u is WizardUnit)
         {
             WizardUnit wu = (WizardUnit)u;
             b.Size     = new Size(20, 20);
             b.Location = new Point(wu.Xpos * 20, wu.Ypos * 20);
             b.Text     = wu.Symbol;
             if (wu.Faction == 0)
             {
                 b.ForeColor = Color.Red;
             }
             else if (wu.Faction == 1)
             {
                 b.ForeColor = Color.Green;                          //wizards can belong on both teams as well as an independent team (as the brief didn't say it had to be only an independent team)
             }
             else if (wu.Faction == 2)
             {
                 b.ForeColor = Color.Aqua;                           //3rd team. Highly unlikely to spawn however unless max units on load is increased
             }
         }
         b.Click += Unit_Click;
         groupBox.Controls.Add(b);
     }
     foreach (Building bu in buildings)
     {
         Button b = new Button();
         if (bu is FactoryBuilding)
         {
             FactoryBuilding fb = (FactoryBuilding)bu;
             b.Size     = new Size(40, 40);
             b.Location = new Point(fb.Xpos * 40, fb.Ypos * 40);
             b.Text     = fb.Symbol;
             if (fb.Faction == 0)
             {
                 b.ForeColor = Color.Red;
             }
             else
             {
                 b.ForeColor = Color.Green;
             }
         }
         b.Click += Building_Click;
         groupBox.Controls.Add(b);
         groupBox.Controls.Add(b); groupBox.Controls.Add(b); groupBox.Controls.Add(b);
     }                                                               //all buildings spawn
 }