public override void DoAction()
        {
            Player newPlayer = new Player(tank);
            PlayerJoinedEventArgs args = new PlayerJoinedEventArgs(newPlayer);

            Bot.InvokePlayerJoined(args);

            args.Dispose();
        }
Esempio n. 2
0
        /// <summary>
        /// Find the shortest path to the destination using the A* algorithm.
        /// </summary>
        /// <param name="map"></param>
        /// <param name="player"></param>
        /// <param name="destinationX">The destination x (in "pixels").</param>
        /// <param name="destinationY">The destination y (in "pixels").</param>
        /// <exception cref="InvalidOperationException">Thrown if the target destination
        /// is unreachable.</exception>
        public Path FindPath(Map map, Player player, int destinationX, int destinationY)
        {
            MinotaurPathfinder.Pathfinder pathfinder = new MinotaurPathfinder.Pathfinder(map);
            pathfinder.Pathfind(map, player, destinationX, destinationY);

            Path path = new Path();
            foreach (MinotaurPathfinder.MetaCompleteSquare square in pathfinder.FullPath())
            {
                path.AppendNode(new Node(square.X, square.Y));
            }

            pathfinder.Dispose();

            return path;
        }
Esempio n. 3
0
 /// <summary>
 /// Check if a player is in range of another player.
 /// </summary>
 /// <param name="player"></param>
 /// <returns></returns>
 public bool IsInRange(Player player)
 {
     MetaPlayer testPlayer = players[player.ID];
     return testPlayer.Player.IsInRangeOf(player);
 }
Esempio n. 4
0
        /// <summary>
        /// Add a player to the game. Does nothing if the player was already added.
        /// </summary>
        /// <param name="player">Player to add.</param>
        /// <param name="isLocalPlayer">True if the player is the bot.</param>
        public void AddPlayer(Player player, bool isLocalPlayer)
        {
            if (players.ContainsKey(player.ID))
            {
                // Do not add duplicates.
                return;
            }

            players[player.ID] = new MetaPlayer(player)
            {
                GoalAngle = player.Angle,
                IsLocalPlayer = isLocalPlayer
            };
        }
 public override void Dispose()
 {
     Player = null;
 }
 /// <summary>
 /// 
 /// </summary>
 /// <param name="player"></param>
 public PlayerOutOfRangeEventArgs(Player player)
 {
     Player = player;
 }
Esempio n. 7
0
        public void Pathfind(Map map, Player player, int destinationX, int destinationY)
        {
            /*
             *
             * Find path from hero to monster. First, get coordinates
             * of hero.
             *
             * */
            Point startingPoint = new Point((int)player.Position.x / 64, -(int)player.Position.y / 64);
            startingX = startingPoint.X;
            startingY = startingPoint.Y;
            this.destinationX = destinationX / 64;
            this.destinationY = (destinationY / 64);

            // Initialize path.
            for (int y = 0; y < map.Height; ++y)
            {
                for (int x = 0; x < map.Width; ++x)
                {
                    SquareContent content = SquareContent.Empty;
                    Tile tile = map.GetTile(x, y);
                    if (!tile.IsPassable)
                    {
                        content = SquareContent.Wall;
                    }
                    else if (x == startingX && y == startingY)
                    {
                        content = SquareContent.Starting;
                    }

                    _squares[x, y] = new CompleteSquare()
                    {
                        X = -1, Y = -1,
                        IsPath = false,
                        ContentCode = content,
                        DistanceSteps = 10000
                    };
                }
            }

            /*
             *
             * Hero starts at distance of 0.
             *
             * */
            _squares[startingPoint.X, startingPoint.Y].DistanceSteps = 0;

            while (true)
            {
                bool madeProgress = false;

                /*
                 *
                 * Look at each square on the board.
                 *
                 * */
                foreach (Point mainPoint in AllSquares())
                {
                    int x = mainPoint.X;
                    int y = mainPoint.Y;

                    /*
                     *
                     * If the square is open, look through valid moves given
                     * the coordinates of that square.
                     *
                     * */
                    Tile relevantTile = map.GetTile(x, y);
                    if (relevantTile.IsPassable)
                    {
                        int passHere = _squares[x, y].DistanceSteps;

                        foreach (Point movePoint in ValidMoves(x, y))
                        {
                            int newX = movePoint.X;
                            int newY = movePoint.Y;
                            int newPass = passHere + 1;

                            if (_squares[newX, newY].DistanceSteps > newPass)
                            {
                                _squares[newX, newY].DistanceSteps = newPass;
                                madeProgress = true;
                            }
                        }
                    }
                }
                if (!madeProgress)
                {
                    break;
                }
            }

            HighlightPath();
        }
Esempio n. 8
0
 public MetaPlayer(Player player)
 {
     Player = player;
     GoalTileX = -1;
     GoalTileY = -1;
     SecondsUntilAngle = 0;
     SecondsUntilGoal = 0;
     InRange = false;
 }
Esempio n. 9
0
 /// <summary>
 /// Set a player's rotation data (who isn't the bot itself). This is done in a
 /// thread-safe way.
 /// </summary>
 /// <param name="player"></param>
 /// <param name="angle"></param>
 /// <param name="direction"></param>
 public void SetPlayerRotation(Player player, double angle,
     VTankObject.Direction direction)
 {
     player.Angle = angle;
     player.RotationDirection = direction;
 }
 public ProjectileHitEventArgs(Player victim, int damage, bool killingBlow)
 {
     Victim = victim;
     DamageDealt = damage;
     KillingBlow = killingBlow;
 }
 public PlayerRespawnEventArgs(Player player)
 {
     Player = player;
 }
 /// <summary>
 /// Creates event arguments about a player.
 /// </summary>
 /// <param name="playerID">The player's ID number.</param>
 public PlayerJoinedEventArgs(Player player)
 {
     Player = player;
 }
 /// <summary>
 /// 
 /// </summary>
 /// <param name="player"></param>
 public PlayerInRangeEventArgs(Player player)
 {
     Player = player;
 }
 /// <summary>
 /// 
 /// </summary>
 /// <param name="player"></param>
 public PlayerLeftEventArgs(Player player)
 {
     Player = player;
 }
Esempio n. 15
0
        /// <summary>
        /// Rotate [player] until he is facing [angleInRadians].
        /// </summary>
        /// <param name="player">Player to rotate.</param>
        /// <param name="angleInRadians">Angle to rotate to. This is not a theta value.</param>
        public void RotateTo(Player player, double angleInRadians)
        {
            MetaPlayer currentPlayer = players[player.ID];
            currentPlayer.GoalAngle = (angleInRadians) % (Math.PI * 2.0f);

            double currentAngle = player.Angle;

            double distance = 0;
            VTankObject.Direction result = ShortestDistance(currentAngle, angleInRadians, out distance);
            if (result == VTankObject.Direction.RIGHT)
            {
                player.RotationDirection = VTankObject.Direction.RIGHT;
            }
            else
            {
                player.RotationDirection = VTankObject.Direction.LEFT;
            }

            // Time = distance/velocity
            double timeInSeconds = Math.Abs(
                distance / (ANGULAR_VELOCITY * player.SpeedFactor));
            currentPlayer.SecondsUntilAngle = timeInSeconds;

            bot.GameServer.Rotate(currentAngle, player.RotationDirection);
        }
 public override void Dispose()
 {
     Victim = null;
 }
Esempio n. 17
0
 /// <summary>
 /// Set a player's movement data (who isn't the bot itself). This is done in a
 /// thread-safe way.
 /// </summary>
 /// <param name="player"></param>
 /// <param name="position"></param>
 /// <param name="direction"></param>
 public void SetPlayerMovement(Player player, VTankObject.Point position,
     VTankObject.Direction direction)
 {
     player.SetPosition(position);
     player.MovementDirection = direction;
 }
 /// <summary>
 /// 
 /// </summary>
 /// <param name="playerWhoFired"></param>
 /// <param name="projectile"></param>
 public ProjectileFiredEventArgs(Player playerWhoFired, Projectile projectile)
 {
     PlayerWhoFired = playerWhoFired;
     Projectile = projectile;
 }
Esempio n. 19
0
        /// <summary>
        /// Calculates how long it will take for the player to reach the target node.
        /// </summary>
        /// <param name="player"></param>
        /// <param name="node"></param>
        /// <returns></returns>
        private static double SecondsUntilNextNode(Player player, Node current, Node next)
        {
            int halfTile = Tile.TILE_SIZE_IN_PIXELS / 2;

            int x1 = (current.X * Tile.TILE_SIZE_IN_PIXELS) + halfTile;
            int x2 = (next.X    * Tile.TILE_SIZE_IN_PIXELS) + halfTile;
            int y1 = (current.Y * Tile.TILE_SIZE_IN_PIXELS) - halfTile;
            int y2 = (next.Y    * Tile.TILE_SIZE_IN_PIXELS) - halfTile;

            // Find distance to next point.
            double distance = Math.Sqrt(Math.Pow(y1 - y2, 2) + Math.Pow(x1 - x2, 2));

            // T = D / V
            double seconds = distance / (VELOCITY * player.SpeedFactor);
            return seconds;
        }
Esempio n. 20
0
 public static Path FindPath(Map map, Player player,
     int destinationPixelsX, int destinationPixelsY)
 {
     return Path.Optimize(
         Algorithm.FindPath(map, player, destinationPixelsX, destinationPixelsY));
 }
Esempio n. 21
0
        /// <summary>
        /// Refresh the player list.
        /// </summary>
        public void RefreshPlayerList()
        {
            Game.Reset();

            bool localPlayerFound = false;
            GameSession.Tank[] tanks = GameServer.GetPlayerList();
            for (int i = 0; i < tanks.Length; ++i)
            {
                bool isLocalPlayer = false;
                Player newPlayer = new Player(tanks[i]);
                if (newPlayer.Name.Equals(localTankName, StringComparison.CurrentCultureIgnoreCase))
                {
                    // Found local player.
                    Player = newPlayer;
                    isLocalPlayer = true;
                    localPlayerFound = true;
                }

                Game.AddPlayer(newPlayer, isLocalPlayer);
            }

            if (!localPlayerFound)
            {
                throw new Exception("Fatal error: Local player not found in player list.");
            }
        }
Esempio n. 22
0
        /// <summary>
        /// Check if this player is in range of another player. The range is an
        /// arbitrary radius around the tank.
        /// </summary>
        /// <param name="other">Other player.</param>
        /// <returns>True if this player is in range of another player.</returns>
        public bool IsInRangeOf(Player other)
        {
            double x1 = Position.x;
            double x2 = other.Position.x;
            double y1 = Position.y;
            double y2 = other.Position.y;

            distance = Math.Sqrt(Math.Pow(x2 - x1, 2) + Math.Pow(y2 - y1, 2));
            if (distance > Weapon.Projectile.Range)
            {
                return false;
            }

            return true;
        }