Exemple #1
0
		public  structures.pntWithDist[] findNearestCaseTo( int xo, int yo, int xDest, int yDest, byte terrain, byte player, bool tet, bool attacking )
		{
			Point dest = new Point( xDest, yDest );
			Point[] sqr = returnEmptySquare( xo, yo, 1 );
			bool[] valid = new bool[ sqr.Length ];
			int[] dist = new int[ sqr.Length ];
			byte[] order = new byte[ sqr.Length ];

			for ( int j = 0; j < sqr.Length; j ++ )
			{
				if ( sqr[ j ].X == xDest && sqr[ j ].Y == yDest )
				{
					structures.pntWithDist[] pwd = new xycv_ppc.structures.pntWithDist[ 1 ];
					pwd[ 0 ].X = sqr[ j ].X;
					pwd[ 0 ].Y = sqr[ j ].Y;
					pwd[ 0 ].dist = 0;

					return pwd;
				}

				if ( 
						( 
							Statistics.terrains[ game.grid[ sqr[ j ].X, sqr[ j ].Y ].type ].ew == terrain || 
							(
								game.grid[ sqr[ j ].X, sqr[ j ].Y ].city > 0 &&
								(
									game.grid[ sqr[ j ].X, sqr[ j ].Y ].territory - 1 == player ||
									game.playerList[ player ].foreignRelation[ game.grid[ sqr[ j ].X, sqr[ j ].Y ].territory - 1 ].politic == (byte)Form1.relationPolType.alliance ||
									game.playerList[ player ].foreignRelation[ game.grid[ sqr[ j ].X, sqr[ j ].Y ].territory - 1 ].politic == (byte)Form1.relationPolType.Protected ||
									game.playerList[ player ].foreignRelation[ game.grid[ sqr[ j ].X, sqr[ j ].Y ].territory - 1 ].politic == (byte)Form1.relationPolType.Protector
								)
							) ||
							game.grid[ sqr[ j ].X, sqr[ j ].Y ].river
						) && 
						( 
							game.grid[ sqr[ j ].X, sqr[ j ].Y ].territory - 1 == player || 
							game.grid[ sqr[ j ].X, sqr[ j ].Y ].territory == 0 || 
							game.playerList[ player ].foreignRelation[ game.grid[ sqr[ j ].X, sqr[ j ].Y ].territory - 1 ].politic == (byte)Form1.relationPolType.alliance ||
							game.playerList[ player ].foreignRelation[ game.grid[ sqr[ j ].X, sqr[ j ].Y ].territory - 1 ].politic == (byte)Form1.relationPolType.Protected ||
							game.playerList[ player ].foreignRelation[ game.grid[ sqr[ j ].X, sqr[ j ].Y ].territory - 1 ].politic == (byte)Form1.relationPolType.Protector ||
							(
								game.playerList[ player ].foreignRelation[ game.grid[ sqr[ j ].X, sqr[ j ].Y ].territory - 1 ].politic == (byte)Form1.relationPolType.war && 
								tet
							) ||
							(
								game.grid[ xo, yo ].territory - 1 != player &&
								(
									game.grid[ sqr[ j ].X, sqr[ j ].Y ].city == 0 || 
									attacking
								)
							)
						)
					)
				{ // valid case
					if ( 
						!game.radius.caseOccupiedByRelationType( sqr[ j ].X, sqr[ j ].Y, player, true, true, true, false, false, false )
						||
						(
							attacking &&
							!game.radius.caseOccupiedByRelationType( sqr[ j ].X, sqr[ j ].Y, player, false, true, true, false, false, false )
						)
						)
					{
						valid[ j ] = true;
						dist[ j ] = getDistWith( sqr[ j ], dest );
					}
				}
				else
				{ // invalid case
				}
			}

			byte validCases = 0;
			for ( int j = 0; j < sqr.Length; j ++ )
				if ( valid[ j ] )
					validCases ++;

			structures.pntWithDist[] retour = new structures.pntWithDist[ validCases ];
			for ( int j = 0, k = 0; j < sqr.Length; j ++ )
				if ( valid[ j ] )
				{
					retour[ k ].X = sqr[ j ].X;
					retour[ k ].Y = sqr[ j ].Y;
					retour[ k ].dist = dist[ j ];
					k ++;
				}

			bool mod = true;
			structures.pntWithDist buffer;

			while ( mod )
			{
				mod = false;

				for ( int j = 1; j < retour.Length; j ++ )
					if ( retour[ j ].dist < retour[ j - 1 ].dist )
					{
						buffer = retour[ j ];
						retour[ j ] = retour[ j - 1 ];
						retour[ j - 1 ] = buffer;
						mod = true;
					}
			}

			return retour;
		}
Exemple #2
0
	/*	public  System.Drawing.Point[] findWayTo1( byte player, Point ori, Point dest, byte terrain, bool attack )
		{
			if ( ori.X == -1 || ori.Y == -1 || dest.X == -1 || dest.Y == -1 )
				return new Point[ 1 ] { new Point( -1, -1 ) };

			Point[] pnt1 = new Point[ game.width * game.height ]; 
			int pos = 0; 
			int indOri = 0, indDest = 0; 

			byte[] pols = returnRelationTypeList( !attack, true, true, false, false, false ); 

			if ( terrain == 1 ) 
			{ 
				for ( int x = 0; x < game.width; x ++ )
					for ( int y = 0; y < game.height; y ++ )
					{
						if ( ori.X == x && ori.Y == y )
						{
							pnt1[ pos ] = new Point( x, y ); 
							indOri = pos; 
							pos ++; 
						}
						else if ( dest.X == x && dest.Y == y )
						{
							pnt1[ pos ] = new Point( x, y ); 
							indDest = pos; 
							pos ++; 
						}
						else if ( 
							game.grid[ x, y ].continent == game.grid[ xo, yo ].continent &&
							(
							game.grid[ x, y ].territory - 1 == player ||
							game.grid[ x, y ].territory == 0 ||
							game.playerList[ player ].foreignRelation[ game.grid[ x, y ].territory - 1 ].politic == (byte)Form1.relationPolType.alliance ||
							game.playerList[ player ].foreignRelation[ game.grid[ x, y ].territory - 1 ].politic == (byte)Form1.relationPolType.Protected ||
							game.playerList[ player ].foreignRelation[ game.grid[ x, y ].territory - 1 ].politic == (byte)Form1.relationPolType.Protector
							) &&
							!caseOccupiedByRelationType( x, y, player, pols )
							)
						{
							pnt1[ pos ] = new Point( x, y ); 
							pos ++; 
						}
					}
			}
			else
			{
				for ( int x = 0; x < game.width; x ++ )
					for ( int y = 0; y < game.height; y ++ )
						if ( ori.X == x && ori.Y == y )
						{
							pnt1[ pos ] = new Point( x, y ); 
							indOri = pos; 
							pos ++; 
						}
						else if ( dest.X == x && dest.Y == y )
						{
							pnt1[ pos ] = new Point( x, y ); 
							indDest = pos; 
							pos ++; 
						}
						else if ( 
							game.grid[ x, y ].continent == 0 || 
							(
							game.grid[ x, y ].city > 0 &&
							(
							game.grid[ x, y ].territory - 1 == player ||
							game.playerList[ player ].foreignRelation[ game.grid[ x, y ].territory - 1 ].politic == (byte)Form1.relationPolType.alliance ||
							game.playerList[ player ].foreignRelation[ game.grid[ x, y ].territory - 1 ].politic == (byte)Form1.relationPolType.Protected ||
							game.playerList[ player ].foreignRelation[ game.grid[ x, y ].territory - 1 ].politic == (byte)Form1.relationPolType.Protector
							)
							) &&
							!caseOccupiedByRelationType( x, y, player, pols )
							)
						{
							pnt1[ pos ] = new Point( x, y ); 
							pos ++; 
						}
			}

			Point[] pnt = new Point[ pos ]; 
			int[] order = new int[ pos ]; 
			int[] cost = new int[ pos ]; 
			int[] totalCost = new int[ pos ]; 
			bool[,] inRange = new bool[ pos, pos ];

			for ( int i = 0; i < pos; i ++ )
			{
				order[ i ] = 10000; 

				for ( int j = i + 1; j < pos; j ++ )
					if ( isNextTo( pnt[ i ], pnt[ j ] ) )
					{
						inRange[ i, j ] = true;
						inRange[ j, i ] = true;
					}
			}

			order[ indOri ] = 0;
			cost[ indOri ] = 0;

			Point[] way;
			bool allOverBestFound = false;
			int bestCost = 30000;

			bool mod = true;
			for ( int rad = 1; mod; rad ++ )
			{
				mod = false; 
				allOverBestFound = true; 

				for ( int i = 0; i < pos; i ++ )
					if ( order[ i ] == rad - 1 && i != indDest )
						for ( int j = 0; j < pos; j ++ )
							if ( inRange[ i, j ] && order[ j ] == 1000 )
							{
								order[ j ] = rad; 
								prevPnt[ j ] = i; 
								mod = true;

								cost[ j ] = cost[ i ] + 1;

								if ( j == indDest && cost[ j ] < bestCost ) 
								{ // yeah 
									way = new Point[ rad ]; 
									int[] wayInt = new int[ rad ]; 
									way[ way.Length - 1 ] = dest; 
									wayInt[ way.Length - 1 ] = j; 
									bestCost = cost[ j ];

									for ( int c = way.Length - 1; c > 0; c -- ) 
									{
										wayInt[ c - 1 ] = prevPnt[ wayInt[ c ] - 1 ]; 
										way[ c - 1 ] = new Point( 
											game.playerList[ player ].cityList[ prevPnt[ wayInt[ c ] - 1 ] ].X, 
											game.playerList[ player ].cityList[ prevPnt[ wayInt[ c ] - 1 ] ].Y 
											); 
									}

								} 

								if ( cost[ j ] < bestCost )
									allOverBestFound = false;
							}

				if ( !allOverBestFound )
					return bestWay;

			}

			return new Point[] { new Point( -1, -1 ) };	
		}*/
		#endregion

#region findWayTo 2

		public  System.Drawing.Point[] findWayTo2( int xo, int yo, int xDest, int yDest, byte terrain, byte player, bool attack/*, bool tet*/ )
		{
			if ( xo == -1 || yo == -1 || xDest == -1 || yDest == -1 )
				return new Point[ 1 ] { new Point( -1, -1 ) };

			/*
			if ( game.grid[ xo, yo ].continent != game.grid[ xDest, yDest ].continent )
				return new Point[ 1 ] { new Point( -1, -1 ) };
			*/
			
			if ( 
				game.grid[ xo, yo ].continent != game.grid[ xDest, yDest ].continent && 
				game.grid[ xo, yo ].continent != 0 &&
				game.grid[ xDest, yDest ].continent != 0 
				)
				return new Point[ 1 ] { new Point( -1, -1 ) };

			if ( xo == xDest && yo == yDest )
				return new Point[ 1 ] { new Point( -2, -2 ) };

			Point[] wayPnts = new Point[ 100 ];
		//	Radius radius = new Radius();
			int complexity = 0;
			int[,] order = new int[ game.width, game.height ];
			structures.pntWithDist[][][] pwd = new structures.pntWithDist[ game.width ][][];

			for ( int i = 0; i < game.width; i ++ )
				pwd[ i ] = new structures.pntWithDist[ game.height ][];
			
			wayPnts[ 0 ] = new Point( xo, yo );
			
			pwd[ xo ][ yo ] = findNearestCaseTo(		
				xo,		
				yo,		
				xDest,		
				yDest,		
				terrain,
				player,
				attack, //tet
				attack
				);

			if ( pwd[ xo ][ yo ].Length > 0 )
			{
				if ( pwd[ xo ][ yo ][ 0 ].dist == 0 )
				{
					Point[] wayPnts1 = new Point[ 1 ];
					wayPnts1[ 0 ] = new Point( xDest, yDest );
					return wayPnts1;
				}
			}
			else
				return new Point[ 1 ] { new Point( -1, -1 ) };

			for ( int i = 1; i < 100; i++ )
			{
				if ( pwd[ wayPnts[ i - 1 ].X ][ wayPnts[ i - 1 ].Y ] == null )
				{
					pwd[ wayPnts[ i - 1 ].X ][ wayPnts[ i - 1 ].Y ] = findNearestCaseTo(		
						wayPnts[ i - 1 ].X,		
						wayPnts[ i - 1 ].Y,		
						xDest,		
						yDest,		
						terrain,
						player,
						true, //tet
						attack
						);

					for ( int k = 0; k < pwd[ wayPnts[ i - 1 ].X ][ wayPnts[ i - 1 ].Y ].Length; k ++ )
						if ( pwd[ wayPnts[ i - 1 ].X ][ wayPnts[ i - 1 ].Y ][ k ].dist == 0 )
						{
							Point[] wayPnts1 = new Point[ i ]; 

							for ( int j = 0; j < wayPnts1.Length - 1 ; j ++ ) 
								wayPnts1[ j ] = wayPnts[ j + 1 ]; 

							wayPnts1[ wayPnts1.Length - 1 ] = new Point( xDest, yDest ); 
							return wayPnts1; 
						}
				}

				if ( pwd[ wayPnts[ i - 1 ].X ][ wayPnts[ i - 1 ].Y ].Length <= order[ wayPnts[ i - 1 ].X, wayPnts[ i - 1 ].Y ] )
					return new Point[] { new Point( -1, -1 ) };	

				wayPnts[ i ].X = pwd[ wayPnts[ i - 1 ].X ][ wayPnts[ i - 1 ].Y ][ order[ wayPnts[ i - 1 ].X, wayPnts[ i - 1 ].Y ] ].X;
				wayPnts[ i ].Y = pwd[ wayPnts[ i - 1 ].X ][ wayPnts[ i - 1 ].Y ][ order[ wayPnts[ i - 1 ].X, wayPnts[ i - 1 ].Y ] ].Y;

				for ( int k = 0; k < i; k ++ )
					if ( wayPnts[ i ] == wayPnts[ k ] )
					{
						if ( i - 2 != k )
						{
							order[ wayPnts[ i - 1 ].X, wayPnts[ i - 1 ].Y ] ++;
							i = k;
						}

						bool found = false; 
						while ( !found ) 
						{ 
							i --;
							if ( i < 0 )
								return new Point[] { new Point( -1, -1 ) };	

							order[ wayPnts[ i ].X, wayPnts[ i ].Y ] ++; // i + 1 - 1
							if ( order[ wayPnts[ i ].X, wayPnts[ i ].Y ] < pwd[ wayPnts[ i ].X ][ wayPnts[ i ].Y ].Length )		
								found = true; // ne dépasse pas la limite
						} 
						break; 
					} 

				complexity ++;
				if ( complexity > 2000 )
					return new Point[] { new Point( -1, -1 ) };
			}			
				
			return new Point[] { new Point( -1, -1 ) };		
		}