/// <summary>
    /// Sets all the tiles in a specified rectangle on this grid to the specified type.
    /// Note that lowerLeft and upperRight MUST have this relationship
    /// (for example, upperRight.y cannot be lower than lowerLeft.y),
    /// or I'm going to crash your program.
    /// If prioritize is false,
    /// this function will only mark tiles which are currently empty.
    /// Also, this function technically can mark single lines,
    /// but it's recommended that you use setTypeLine() instead for that.
    /// </summary>
    /// <param name="lowerLeft">Lower leftmost point of the desired rectangle</param>
    /// <param name="upperRight">Upper rightmost point of the desired rectangle</param>
    /// <param name="type">Tile type to set this rectangle to</param>
    /// <param name="prioritize">Whether this action should override existing non-empty tiles</param>
    public void setTypeRect(Coord2DObject lowerLeft, Coord2DObject upperRight,
                            TileObject.TileType type, bool prioritize)
    {
        assertBounds(lowerLeft); assertBounds(upperRight);

        Assert.IsTrue(lowerLeft.x <= upperRight.x && lowerLeft.y <= upperRight.y,
                      "Invalid argument order. "
                      + "lowerLeft should be " + upperRight.ToString()
                      + "and upperRight should be " + lowerLeft.ToString());

        // Just setTypeLine if they gave us a line instead of a rectangle
        if (lowerLeft.x == upperRight.x || lowerLeft.y == upperRight.y)
        {
            setTypeLine(lowerLeft, upperRight, type, prioritize);
            return;
        }

        // If we're here, then we're marking a non-line rectangle,
        // and the arguments were provided in correct order
        for (int thisY = lowerLeft.y; thisY <= upperRight.y; thisY++)
        {
            // Go row by row
            Coord2DObject thisRowLeft  = new Coord2DObject(lowerLeft.x, thisY);
            Coord2DObject thisRowRight = new Coord2DObject(upperRight.x, thisY);

            setTypeLine(thisRowLeft, thisRowRight, type, prioritize);
        }
    }
    /// <summary>
    /// Sets all the tiles in a specified line on this grid to the specified type.
    /// Note that point1 and point2 MUST lie on the same line
    /// (i.e. either their x coordinates are equal or their y coordinates are equal),
    /// or I'm going to crash your program.
    /// If prioritize is false,
    /// this function will only mark tiles which are currently empty.
    /// </summary>
    /// <param name="point1">An endpoint</param>
    /// <param name="point2">Another endpoint</param>
    /// <param name="type">Tile type to set this line to</param>
    /// <param name="prioritize">Whether this method should override existing non-empty tiles</param>
    public void setTypeLine(Coord2DObject point1, Coord2DObject point2,
                            TileObject.TileType type, bool prioritize)
    {
        assertBounds(point1); assertBounds(point2);

        Assert.raiseExceptions = true;
        Assert.IsTrue(point1.x == point2.x || point1.y == point2.y,
                      "point1 " + point1.ToString() + " and point2 " + point2.ToString() + " must lie on a straight line");

        if (point1.Equals(point2) &&
            (prioritize || getTile(point1).type == TileObject.TileType.EMPTY))
        {
            getTile(point1).type = type;
            return;
        }

        // If on the same row
        if (point1.y == point2.y)
        {
            // Iterate from least x to greater x,
            // whichever is which
            int biggerX  = (point1.x > point2.x ? point1.x : point2.x);
            int smallerX = (point1.x < point2.x ? point1.x : point2.x);

            for (int i = smallerX; i <= biggerX; i++)
            {
                TileObject thisTile = getTile(new Coord2DObject(i, point1.y));

                if (thisTile == null)
                {
                    Debug.Log("i is " + i + ", point1.y is " + point1.y);
                }

                if (prioritize || thisTile.type == TileObject.TileType.EMPTY)
                {
                    thisTile.type = type;
                }
            }
        }

        // Else, they're on the same column
        else
        {
            // Iterate from least y to greatest y,
            // whichever is which
            int biggerY  = (point1.y > point2.y ? point1.y : point2.y);
            int smallerY = (point1.y < point2.y ? point1.y : point2.y);

            for (int i = smallerY; i <= biggerY; i++)
            {
                TileObject thisTile = getTile(new Coord2DObject(point1.x, i));

                if (prioritize || thisTile.type == TileObject.TileType.EMPTY)
                {
                    thisTile.type = type;
                }
            }
        }
    }
    /// <summary>
    /// Sets all the tiles in a specified line on this grid to the specified type.
    /// This overload adds the "thickness" parameter.
    /// A single straight line of Tiles is considered a row with layers = 0 (total thickness 1).
    /// layers = 1 surrounds the line on each side with additional rows, for a total thickness of 3.
    /// All other parameters remain the same as the other overload for this method,
    /// including that part about me crashing your program
    /// if point1 and point2 aren't on the same line.
    /// </summary>
    /// <param name="point1">An endpoint</param>
    /// <param name="point2">Another endpoint</param>
    /// <param name="type">Tile type to set this line to</param>
    /// <param name="layers">Number of layers on each side of this line</param>
    /// <param name="prioritize">Whether this method should override existing non-empty tiles</param>
    public void setTypeLine(Coord2DObject point1, Coord2DObject point2,
                            TileObject.TileType type, int layers, bool prioritize)
    {
        for (int thisLayer = 0; thisLayer <= layers; thisLayer++)
        {
            // Rows (horizontal)
            if (point1.y == point2.y)
            {
                // Do row on top, offset by thisLevel
                Coord2DObject point1Layered = new Coord2DObject(point1.x, point1.y + thisLayer);
                Coord2DObject point2Layered = new Coord2DObject(point2.x, point2.y + thisLayer);

                if (checkBounds(point1Layered) && checkBounds(point2Layered))
                {
                    setTypeLine(point1Layered, point2Layered, type, prioritize);
                }



                // Do row on bot, offset by thisLevel
                point1Layered = new Coord2DObject(point1.x, point1.y - thisLayer);
                point2Layered = new Coord2DObject(point2.x, point2.y - thisLayer);

                if (checkBounds(point1Layered) && checkBounds(point2Layered))
                {
                    setTypeLine(point1Layered, point2Layered, type, prioritize);
                }
            }

            // Columns (vertical)
            else if (point1.x == point2.x)
            {
                // Do column on left, offset by thisLevel
                Coord2DObject point1Layered = new Coord2DObject(point1.x - thisLayer, point1.y);
                Coord2DObject point2Layered = new Coord2DObject(point2.x - thisLayer, point2.y);

                if (checkBounds(point1Layered) && checkBounds(point2Layered))
                {
                    setTypeLine(point1Layered, point2Layered, type, prioritize);
                }

                // Do column on right, offset by thisLevel
                point1Layered = new Coord2DObject(point1.x + thisLayer, point1.y);
                point2Layered = new Coord2DObject(point2.x + thisLayer, point2.y);

                if (checkBounds(point1Layered) && checkBounds(point2Layered))
                {
                    setTypeLine(point1Layered, point2Layered, type, prioritize);
                }
            }

            else
            {
                Assert.IsTrue(false, "point1" + point1.ToString() + " and point2 " + point2.ToString() + " not on a line");
            }
        }
    }
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    /// <summary>
    /// Sets the type of tiles on this path.
    /// Should be used to either set a path as traversable,
    /// or to "erase" by setting them to empty (or something else!).
    /// Note that you must first set this object's path by giving it 2 or more joints,
    /// otherwise you're trying to draw an ill-defined path
    /// and I'm going to abort your program.
    /// </summary>
    /// <param name="type">Type that all tiles on this path should be set to</param>
    /// <param name="prioritize">True if should override non-empty tiles, false otherwise</param>
    public void setPathType(TileObject.TileType type, bool prioritize)
    {
        Assert.raiseExceptions = true;
        Assert.IsTrue(joints.Count >= 2,
                      "Not enough joints in this path, here are all joints: " + joints.ToString());

        Coord2DObject firstJoint = joints[0];

        IEnumerator <Coord2DObject> e = joints.GetEnumerator();

        while (e.MoveNext())
        {
            Coord2DObject secondJoint = e.Current;

            grid.setTypeLine(firstJoint, secondJoint, type, thickness, prioritize);

            // Slide first joint
            // (second joint is slid using the while-loop condition
            firstJoint = secondJoint;
        }
    }
    public void setTile(TileObject.TileType type, Coord2DObject location)
    {
        assertBounds(location);

        grid[location.x, location.y] = new TileObject(type, new Coord2DObject(location));
    }