Esempio n. 1
0
        /// <summary>
        /// Creates any combat events that will result in the launch.
        /// </summary>
        private void CreateCombatEvents()
        {
            // Create the combat event for arrival
            RftVector targetPosition = this._destination.GetTargetPosition(_source.GetCurrentPosition(), this._launchedSub.GetSpeed());
            GameTick  arrival        = this._launchTime.Advance((int)Math.Floor((targetPosition - _source.GetCurrentPosition()).Magnitude() / this._launchedSub.GetSpeed()));

            CombatEvent arriveCombat = new CombatEvent(this._launchedSub, this._destination, arrival, targetPosition);

            _combatEvents.Add(arriveCombat);
            Game.TimeMachine.AddEvent(arriveCombat);

            // Determine any combat events that may exist along the way.
            // First determine if any subs are on the same path.
            // Subs will only be on the same path if it is outpost to outpost
            if (this._destination.GetType().Equals(typeof(Outpost)) && this._source.GetType().Equals(typeof(Outpost)))
            {
                // Interpolate to launch time to determine combats!
                GameTick currentTick = Game.TimeMachine.GetCurrentTick();
                Game.TimeMachine.GoTo(this.GetTick());
                GameState interpolatedState = Game.TimeMachine.GetState();


                foreach (Sub sub in interpolatedState.getSubsOnPath((Outpost)this._source, (Outpost)this._destination))
                {
                    // Don't combat with yourself
                    if (sub == this.GetActiveSub())
                    {
                        continue;
                    }

                    // Determine if we combat it
                    if (sub.GetDirection() == this.GetActiveSub().GetDirection())
                    {
                        if (this.GetActiveSub().GetExpectedArrival() < sub.GetExpectedArrival())
                        {
                            // We can catch it. Determine when and create a combat event.
                        }
                    }
                    else
                    {
                        // Sub is moving towards us.
                        if (sub.GetOwner() != this.GetActiveSub().GetOwner())
                        {
                            // Combat will occur
                            // Determine when and create a combat event.

                            // Determine the number of ticks between the incoming sub & the launched sub.
                            int ticksBetweenSubs = sub.GetExpectedArrival() - this._launchTime;

                            // Determine the speed ratio as a number between 0-0.5
                            double speedRatio = (sub.GetSpeed() / this.GetActiveSub().GetSpeed()) - 0.5;

                            int ticksUntilCombat = (int)Math.Floor(speedRatio * ticksBetweenSubs);

                            // Determine collision position:
                            RftVector combatPosition = new RftVector(RftVector.Map, this.GetActiveSub().GetDirection() * ticksUntilCombat);

                            CombatEvent combatEvent = new CombatEvent(sub, this.GetActiveSub(), this._launchTime.Advance(ticksUntilCombat), combatPosition);
                            _combatEvents.Add(combatEvent);
                            Game.TimeMachine.AddEvent(combatEvent);
                        }
                    }
                }
                // Go back to the original point in time.
                Game.TimeMachine.GoTo(currentTick);
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Generates a set of outposts for one player based on the map generation configurations.
        /// </summary>
        /// <returns>A list of a single player's outposts</returns>
        public List <Outpost> GeneratePlayerOutposts()
        {
            // List of a player's outposts.
            List <Outpost> playerOutposts = new List <Outpost>();

            // setup variables
            double    direction;
            double    distance;
            bool      usableLocation = true;
            int       x, y, idx;
            RftVector vectorDistance;
            RftVector currentOutpostPosition;
            Outpost   currentOutpost, otherOutpost;

            // Loop to generate outposts until the number of generated outposts is valid
            while (playerOutposts.Count < this.Configuration.OutpostsPerPlayer + this.Configuration.DormantsPerPlayer)
            {
                // calculate the new outposts location within allowable raidius
                distance  = this.RandomGenerator.NextDouble() * (this.Configuration.MaxiumumOutpostDistance - this.Configuration.MinimumOutpostDistance) + this.Configuration.MinimumOutpostDistance;
                direction = this.RandomGenerator.NextDouble() * Math.PI * 2;  // In radians

                // Determine the type of outpost that is generated
                OutpostType[] validTypes =
                {
                    OutpostType.Factory,
                    OutpostType.Generator,
                    OutpostType.Watchtower,
                };
                OutpostType type = validTypes[this.RandomGenerator.NextRand(0, 3)];

                //convert distance & direction into vector X and Y
                x = Convert.ToInt32(Math.Cos(direction) * distance);
                y = Convert.ToInt32(Math.Sin(direction) * distance);
                currentOutpostPosition = new RftVector(map, x, y);

                usableLocation = true;
                // Determine if the generated location is too close to another outpost
                for (idx = 0; idx < playerOutposts.Count & usableLocation; idx++)
                {
                    // Get the X and Y pos to find distance
                    otherOutpost   = playerOutposts[idx];
                    vectorDistance = otherOutpost.GetCurrentPosition() - currentOutpostPosition;

                    //ensure that the new location is not too close to other outposts
                    if (vectorDistance.Magnitude() < this.Configuration.MinimumOutpostDistance)
                    {
                        usableLocation = false;
                    }
                }

                // If the location is not too close to another outpost, add the outpost to the list.
                if (usableLocation || playerOutposts.Count == 0)
                {
                    currentOutpost      = new Outpost(generator.GetNextId(), currentOutpostPosition, type);
                    currentOutpost.Name = this.NameGenerator.GetRandomName();
                    playerOutposts.Add(currentOutpost);
                }
            }

            // Return list of generated outposts.
            return(playerOutposts);
        }