Esempio n. 1
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    bool CheckBuildingAt(int a, int b, int currx, int curry, WalkerData walker)
    {
        string str = map.GetBuildingNameAt(a, b);

        if (str.Contains("MapEntrance"))
        {
            return(true);
        }

        if (str.Contains("Ramp"))
        {
            return(map.GetBuildingAt(a, b).GetComponent <Road>().NeighborCondition(currx, curry));
        }

        if (map.IsRoadAt(a, b))
        {
            return(true);
        }

        string exception = walker.CanPassThrough;

        if (!string.IsNullOrEmpty(exception))
        {
            if (str.Contains(exception))
            {
                return(true);
            }
        }

        return(false);
    }
Esempio n. 2
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        public Actor Do(WalkerData data)
        {
            if (data.moveLenght < .1 && data.avgVelocity2D.Length() <= 1)
            {
                return(new IdleActor());
            }
            tilt += (data.moveVector.Z - tilt) * (float)data.ticker.dT * 100;
            if (data.moveLenght < .1)
            {
                tilt = 0;
            }

            var targetAngle  = tilt * .2f + (float)Math.Atan2(data.moveLenght > .1 ? 0 : data.gc.AlignedVelocity.Z, 50);
            var currentAngle = -data.gc.AvgGravity.X;


            var gravMult = (float)data.gc.GravityLength / Math.Abs(data.centerOfMassOffset.Y) * 2;
            var deltaVtoCompensateTilt = -(float)(Math.Sin(currentAngle + targetAngle) * gravMult);

            var deltaVtoCompensateAngularVelocity = Math.Cos(currentAngle) * data.gc.AvgAngularVelocity.X / data.centerOfMassOffset.Y;

            angleController.currentError = (targetAngle - currentAngle);
            angleController.Step((float)data.ticker.dT);
            var targetSpeed = data.gc.AlignedVelocity.Z + (float)Math.Atan2(angleController.output, 3) * 1000;

            foreach (var wheel in data.Wheels)
            {
                var power = angleController.output;
                wheel.SetHeight(-1);
                wheel.SetVelocity(27.777f, (float)power * .3f);
            }
            data.gc.Apply(targetAngle * 1.3f, 0, 0, (float)data.ticker.dT, true, true);
            return(this);
        }
Esempio n. 3
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    public Queue <Node> FindPath(Node start, Node end, WalkerData walker)
    {
        List <Node> ends = new List <Node>();

        ends.Add(end);

        return(FindPath(start, ends, walker));
    }
Esempio n. 4
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    public void Init(WalkerData data)
    {
        m_walkerData   = data;
        m_walkerConfig = GameManager.instance.walkerConfigs [m_walkerData.id];

        sprRender.sprite = m_walkerConfig.spr;

        InitWithLv(m_walkerData.lv);
    }
Esempio n. 5
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    bool WaterWalkerCanGoThrough(int a, int b, WalkerData walker)
    {
        //bridges will count as roadblocks
        //	they will allow all non-water walkers in
        //	and allow water walkers in depending on height
        if (map.IsBuildingAt(a, b) && !map.IsRoadAt(a, b))
        {
            return(false);
        }

        return(map.terrain[a, b] == (int)Terrain.Water);
    }
Esempio n. 6
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    public override void Load(ObjSave o)
    {
        base.Load(o);

        WalkerSave w = (WalkerSave)o;

        //retrieve origin and destination structures
        if (w.origin != null)
        {
            Origin = GameObject.Find(world.Map.GetBuildingNameAt(w.origin)).GetComponent <Structure>();
        }
        if (w.destination != null)
        {
            Destination = GameObject.Find(world.Map.GetBuildingNameAt(w.destination)).GetComponent <Structure>();
        }

        Stuck           = w.stuck;
        SpawnedFollower = w.SpawnedFollower;
        GoingOnRamp     = w.GoingOnRamp;

        Prevx       = w.prevx;
        Prevy       = w.prevy;
        LaborPoints = w.laborPoints;
        lifeTime    = w.lifeTime;
        yield       = w.yield;

        MovementDistance = w.movementDistance;

        Path         = w.path;
        VisitedSpots = w.visitedSpots;
        Direction    = w.direction;
        Order        = w.order;

        data       = w.data;
        PersonData = w.PersonData;

        Skin = PersonData != null?PersonData.skinColor.GetColor() : GetSkinColor();

        if (meshRenderer != null)
        {
            meshRenderer.material.color = Skin;
        }

        LoadFollower(w.follower);

        world.EnterSquare(this, X, Y);
    }
Esempio n. 7
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        public Actor Do(WalkerData data)
        {
            bool underControl = data.UnderControl;

            if (underControl && (data.moveLenght > .1 || data.avgVelocity2D.Length() >= 1 || Math.Abs(data.gc.AvgGravity.X) > .1))
            {
                return(new PendulumSegwayActor());
            }

            data.gc.Apply(0, 0, 0, (float)data.ticker.dT, true, true);
            foreach (var wheel in data.Wheels)
            {
                wheel.SetHeight(1);
                wheel.SetVelocity(0, 0);
            }
            return(this);
        }
Esempio n. 8
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    public WalkerSave(GameObject go) : base(go)
    {
        Walker w = go.GetComponent <Walker>();

        //save origin and destination as coordinates
        Structure o = w.Origin;

        if (o != null)
        {
            origin = new Node(o.X, o.Y);
        }
        Structure d = w.Destination;

        if (d != null)
        {
            destination = new Node(d.X, d.Y);
        }

        prevx       = w.Prevx;
        prevy       = w.Prevy;
        laborPoints = w.LaborPoints;
        lifeTime    = w.lifeTime;
        yield       = w.yield;

        movementDistance = w.MovementDistance;

        stuck           = w.Stuck;
        SpawnedFollower = w.SpawnedFollower;
        GoingOnRamp     = w.GoingOnRamp;

        direction = w.Direction;
        order     = w.Order;

        path         = w.Path;
        visitedSpots = w.VisitedSpots;
        skin         = new Float3d(w.Skin);

        data       = w.data;
        PersonData = w.PersonData;


        if (w.Follower != null)
        {
            follower = new WalkerSave(w.Follower.gameObject);
        }
    }
Esempio n. 9
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    public List <Node> Neighbors(Node current, WalkerData walker)
    {
        int currx = current.x;
        int curry = current.y;

        List <Node> neighbors = new List <Node>();

        //look at adjacent neighbors
        for (int dx = -1; dx <= 1; dx++)
        {
            for (int dy = -1; dy <= 1; dy++)
            {
                //don't do current tile
                if (dx == 0 && dy == 0)
                {
                    continue;
                }

                bool diagonal = dx != 0 && dy != 0;

                //don't do diagonal tiles if not traversable
                if (diagonal && !walker.CanGoDiagonal)
                {
                    continue;
                }

                int a = currx + dx;
                int b = curry + dy;

                //don't do diagonal if can't pass through one of the tiles adjacent
                if (diagonal && (!CanGoTo(a, curry, currx, curry, walker) || !CanGoTo(currx, b, currx, curry, walker)))
                {
                    continue;
                }


                if (CanGoTo(a, b, currx, curry, walker))
                {
                    neighbors.Add(new Node(a, b));
                }
            }
        }

        return(neighbors);
    }
Esempio n. 10
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    bool RoadWalkerCanGoThrough(int a, int b, int currx, int curry, WalkerData walker)
    {
        if (map.IsRoadblockAt(a, b))
        {
            //if this is a random walker, check if the roadblock will let them in
            if (walker.RandomWalker && !walker.ReturningHome)
            {
                return(map.GetBuildingAt(a, b).GetComponent <Roadblock>().AllowWalkerIn(walker));
            }

            //otherwise let them pass
            return(true);
        }

        //do not go through if there is a map entrance; we won't count these for roadwalker roads
        string target  = map.GetBuildingNameAt(a, b);
        string current = map.GetBuildingNameAt(currx, curry);

        if (!string.IsNullOrEmpty(target))
        {
            if (target.Contains("MapEntrance"))
            {
                return(false);
            }

            //check whether we're about to go onto a ramp
            else if (target.Contains("Ramp"))
            {
                return(map.GetBuildingAt(a, b).GetComponent <Road>().NeighborCondition(currx, curry));
            }
        }
        if (!string.IsNullOrEmpty(current))             //not "else if" because this isn't mutually exclusive

        //check whether we're on a ramp right now
        {
            if (current.Contains("Ramp"))
            {
                return(map.GetBuildingAt(currx, curry).GetComponent <Road>().NeighborCondition(a, b));
            }
        }

        return(map.IsUnblockedRoadAt(a, b));
    }
Esempio n. 11
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    public bool CanGoTo(int a, int b, int currx, int curry, WalkerData walker)
    {
        //if out of bounds, can't go
        if (map.OutOfBounds(a, b))
        {
            return(false);
        }

        //if road-only walker, check for roadblocks
        if (walker.RoadWalker)
        {
            return(RoadWalkerCanGoThrough(a, b, currx, curry, walker));
        }

        //if water-only walker, check if on water
        else if (walker.WaterWalker)
        {
            return(WaterWalkerCanGoThrough(a, b, walker));
        }

        //otherwise check if there is a building
        else if (map.IsBuildingAt(a, b))
        {
            return(CheckBuildingAt(a, b, currx, curry, walker));
        }

        //check if we're on a ramp right now; not mutually exclusive with the above
        if (map.IsBuildingAt(currx, curry))
        {
            if (map.GetBuildingNameAt(currx, curry).Contains("Ramp"))
            {
                return(map.GetBuildingAt(currx, curry).GetComponent <Road>().NeighborCondition(a, b));
            }
        }

        if (map.elevation[a, b] != map.elevation[currx, curry])
        {
            return(false);
        }

        //return false if there's water
        return(map.terrain[a, b] != (int)Terrain.Water);
    }
Esempio n. 12
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    public bool TryInit(WalkerData data)
    {
        var controllers = new List <IMyShipController>();

        gridTerminalSystem.GetBlocksOfType(controllers, x => x.CanControlShip);
        var controllersUnderControl = controllers.Where(x => x.IsUnderControl || ((x as IMyRemoteControl)?.IsAutoPilotEnabled ?? false)).ToList();

        if (controllers.Count == 1)
        {
            data.currentController = controllers[0];
        }
        else if (controllersUnderControl.Any())
        {
            data.currentController = controllersUnderControl[0];
        }
        else
        {
            return(false);
        }

        var gyros = new List <IMyGyro>();

        gridTerminalSystem.GetBlocksOfType(gyros, x => x.CubeGrid.EntityId == data.currentController.CubeGrid.EntityId);
        data.gc = new GyroController(data.currentController, gyros);

        var connections = new List <IMyMechanicalConnectionBlock>();

        gridTerminalSystem.GetBlocksOfType(connections);
        data.gridNode = new GridNode(gridTerminalSystem, data.currentController, connections);

        var wheels = new List <IMyMotorSuspension>();

        gridTerminalSystem.GetBlocksOfType(wheels);

        data.Wheels = wheels.Select(w => new Wheel(w, data.gridNode)).ToList();

        data.wheelCenter = data.gridNode.GetAveragePosition(wheels);

        data.centerOfMass = data.gridNode.GetRelativePosition(data.currentController.CubeGrid.WorldToGridInteger(data.currentController.CenterOfMass));

        return(true);
    }
Esempio n. 13
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    public override void Activate()
    {
        base.Activate();

        if (string.IsNullOrEmpty(data.name))
        {
            data = WalkerDatabase.GetData(name);
        }

        if (this is Follower)
        {
            transform.SetParent(world.followers.transform);
        }

        else
        {
            //name = "WalkerFrom_" + Origin.name;
            //THIS MAY OR MAY NOT HAVE BEEN IMPORTANT
            transform.SetParent(world.walkers.transform);
        }


        X = (int)transform.position.x;
        Y = (int)transform.position.z;

        Prevx = X;
        Prevy = Y;

        MovementDistance = 1;
        Stuck            = true;

        VisitedSpots = new List <string>();

        Skin = PersonData != null?PersonData.skinColor.GetColor() : GetSkinColor();

        if (meshRenderer != null)
        {
            meshRenderer.material.color = Skin;
        }

        world.EnterSquare(this, X, Y);
    }
Esempio n. 14
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    private void LoadData()
    {
        datSaver  = new JsonDataSaver();
        datPlayer = new PlayerData();

        bool hadSaveFile = datSaver.Load(datPlayer);

        if (!hadSaveFile)
        {
            datPlayer.step = 1000;
            datPlayer.coin = 1000;
            datPlayer.lv   = 0;

            var datWalker = new WalkerData();
            datWalker.id = 0;
            datWalker.lv = 0;
            datPlayer.walkerDatas.Add(datWalker);

            datWalker    = new WalkerData();
            datWalker.id = 1;
            datWalker.lv = 0;
            datPlayer.walkerDatas.Add(datWalker);

            datWalker    = new WalkerData();
            datWalker.id = 2;
            datWalker.lv = 0;
            datPlayer.walkerDatas.Add(datWalker);

            datWalker    = new WalkerData();
            datWalker.id = 3;
            datWalker.lv = 0;
            datPlayer.walkerDatas.Add(datWalker);

            this.SavePlayerData();
        }
    }
Esempio n. 15
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 public virtual bool AllowWalkerIn(WalkerData w)
 {
     return(false);
 }
Esempio n. 16
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    public Queue <Node> FindPath(Node start, List <Node> ends, WalkerData walker)
    {
        Queue <Node> path = new Queue <Node>();

        if (ends.Count == 0)
        {
            return(path);
        }

        Dictionary <Node, float>   G_scores = new Dictionary <Node, float>();
        Dictionary <Node, Node>    nexts    = new Dictionary <Node, Node>();
        SimplePriorityQueue <Node> queue    = new SimplePriorityQueue <Node>();

        Node goal    = start;
        Node current = ends[0];

        //add each possible exit into the open set with a 0 g score
        foreach (Node n in ends)
        {
            current           = n;
            G_scores[current] = 0;
            nexts[current]    = null;
            queue.Enqueue(current, current.DistanceTo(goal, true));
        }

        //create path of nodes and array of visited nodes
        bool[,] visited = map.size.CreateArrayOfSize <bool>();

        //while there are unvisited nodes in the queue
        while (queue.Count != 0)
        {
            //pop from queue
            current = queue.Dequeue();

            //if current is goal, return the path
            if (current.Equals(goal))
            {
                for (Node c = current; c != null; c = nexts[c])
                {
                    path.Enqueue(c);
                }

                path.Dequeue();
                break;
            }

            //mark node as visited
            visited[current.x, current.y] = true;

            //check neighbors
            foreach (Node neighbor in Neighbors(current, walker))
            {
                //if already visited, do not proceed
                if (visited[neighbor.x, neighbor.y])
                {
                    continue;
                }

                //g is equal to node's gScore plus neighbor's tile cost (Shortest distance from start)
                //h is estimated distance from neighbor to goal (heuristic)
                //f is g + h (priority)
                float g = G_scores[current] + map.TileCost(neighbor);
                float h = neighbor.DistanceTo(goal, true);
                float f = g + h;

                //add sqrt(2) if neighbor is diagonal to current
                if (neighbor.IsDiagonalTo(current))
                {
                    g += Node.sqrt2 - 1;
                }

                //if open contains neighbor, only proceed if new gScore is shorter than current
                if (queue.Contains(neighbor))
                {
                    //if old distance is shorter than new, do not proceed
                    if (g > G_scores[neighbor])
                    {
                        continue;
                    }

                    //else remove from queue to be replaced by the new instance
                    else
                    {
                        queue.Remove(neighbor);
                    }
                }

                G_scores[neighbor] = g;
                nexts[neighbor]    = current;
                queue.Enqueue(neighbor, f);
            }
        }

        return(path);
    }
Esempio n. 17
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    public Queue <Node> FindPath(Node start, List <Node> ends, string name)
    {
        WalkerData walker = WalkerDatabase.GetData(name);

        return(FindPath(start, ends, walker));
    }