Esempio n. 1
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        public void RemakeFlow()
        {
            //var sw = new Stopwatch(); sw.Start();

            // target tiles get a .flow of 0, tiles 1 square from target
            //    get a .flow of 1, tiles 2 out get a .flow of 2, etc...
            // So to navigate to a target tile, just pick a tile with less
            //    flow value than where you currently are.

            // tidy up values from previous runs
            SetToNines();

            // use myAi from here
            if (level > 0)             // don't do player flow yet
            {
                // which cubi are we doing this for?
                Cubi c = Harem.GetId(level);

                if (c.doJailBreak)
                {
                    c.myJbAi(c.TeaseDistance, this);
                }
                else
                {
                    c.myStdAi(c.TeaseDistance, this);
                }
            }

            // report time
            //Console.WriteLine("Finished this flow in " + sw.ElapsedMilliseconds + "ms.");
        }
Esempio n. 2
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        private void MainForm_Shown(object sender, EventArgs e)
        {
            // generate map
            Refs.p = new Player("The Protagonist", Color.Cyan);
            Refs.p.SetXY(32, 12);             // todo fix hardcoded numbers

            Refs.h = new Harem();

            Refs.m = new MazeGenerator().Create(65, 25);

            // draw initial map
            FlowMap.RemakeAllFlows();
            UpdateMap();
            GlowTest();
            HelpPopup();

            Player p = Refs.p;
            Cubi   c = Refs.h.roster[0];

            Announce("Welcome to the underworld. Look out, they're getting away!", p.myAlign, p.myColor);
            Announce("You'll never catch meeee!", c.myAlign, c.myColor);
            Announce("We'll see about that!", p.myAlign, p.myColor);
            Announce("Whee! *giggle*", c.myAlign, c.myColor);

            c = Refs.h.roster[1];
            Announce("Run, Master! *nyhha!*", c.myAlign, c.myColor);

            c = Refs.h.roster[2];
            Announce("Chase me Master! *hehe*", c.myAlign, c.myColor);

            Refs.p.UpdateInventory();
        }
Esempio n. 3
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        public List <Cubi> roster;        // secure this, use GetId() instead.

        public Harem()
        {
            roster = new List <Cubi>();
            Grimoire.Load("Beehive.grim");

            // todo fix hardcoded numbers
            // todo simple AI while we refactor flow stuff

            Cubi a = new Cubi(1);

            Grimoire.FillCubi(a);
            a.SetXY(33, 9);
            roster.Add(a);

            Cubi b = new Cubi(2);

            Grimoire.FillCubi(b);
            b.SetXY(34, 9);
            roster.Add(b);

            Cubi c = new Cubi(3);

            Grimoire.FillCubi(c);
            c.SetXY(35, 9);
            roster.Add(c);

            Cubi d = new Cubi(4);

            Grimoire.FillCubi(d);
            d.SetXY(34, 8);
            roster.Add(d);
        }
Esempio n. 4
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        public MainForm()
        {
            InitializeComponent();

            // generate map
            map = new MazeGenerator().Create(65, 25);

            p = new Player(this, map);
            p.SetXY(1, 1);
            s = new Cubi(this, map, p);
            //s.SetXY(65 - 2, 25 - 2);
            s.SetXY(4, 3);

            // draw map
            var bitMapMap = map.AsBitmap(p, s);

            // add to window
            MainBitmap.Image = bitMapMap;

            // init key handlers
            sw = new Stopwatch(); sw.Start();

            this.KeyPreview = true;

            eh = new PreviewKeyDownEventHandler(PreviewKeyDownHandler);
            this.PreviewKeyDown += eh;
        }
Esempio n. 5
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        public Bitmap AsBitmap(Player p, Cubi s)
        {
            Bitmap   bmp = new Bitmap((int)(800), (int)(400));
            Graphics gr  = Graphics.FromImage(bmp);

            // clear the canvas to dark
            Rectangle  pgRect     = new Rectangle(0, 0, bmp.Width, bmp.Height);
            SolidBrush solidBlack = new SolidBrush(Color.DarkSlateBlue);

            gr.FillRectangle(solidBlack, pgRect);

            // frame the image with a black border
            Rectangle rc = new Rectangle(5, 5, bmp.Width - 10, bmp.Height - 10);

            gr.DrawRectangle(new Pen(Color.White, 4), rc);

            // add floor stuff
            Flow fl = new Flow(this, p, s);

            fl.RemakeFlow(p.loc);

            for (int x = 0; x < xLen; x++)
            {
                for (int y = 0; y < yLen; y++)
                {
                    var t = tiles[x, y];
                    AddChar(bmp, x, y, t.gly.ToString(), t.flow);
                }
            }

            AddChar(bmp, p.loc.X, p.loc.Y, "♂", 0);
            AddChar(bmp, s.loc.X, s.loc.Y, "☿", 0);

            return(bmp);
        }
Esempio n. 6
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        }         // end healwalls

        public bool Touching(Player p, Cubi s)
        {
            double a = Math.Pow(p.loc.X - s.loc.X, 2);
            double b = Math.Pow(p.loc.Y - s.loc.Y, 2);
            double c = Math.Sqrt(a + b);

            Console.WriteLine(c);
            return(c < 1.01);
        }
Esempio n. 7
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        public static void FillCubi(Cubi c)
        {
            string idStr = c.myIdNo.ToString();

            c.name    = GetValueString(idStr, "CubiName");
            c.glyph   = GetValueString(idStr, "CubiChar");
            c.myColor = GetValueColor(idStr, "CubiColor");
            c.myStdAi = GetValueStdAi(idStr, "CubiStdAi");
            c.myJbAi  = GetValueJbAi(idStr, "CubiJbAi");
            c.myHome  = GetValueHome(idStr, "CubiHome");
        }
Esempio n. 8
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        private void AnimateMobile(MapTile activeTile, Cubi c)
        {
            // todo animation code is a bit makeshift and needs to be cleaned up andmoved to Map.cs
            // todo not going to be the right color for anything but pillows...

            Refs.m.CubiSingleTileUpdate(c);
            Refs.mf.Refresh();

            Thread.Sleep(75);

            Refs.m.ResetTile(c.loc);
            Refs.mf.Refresh();
            // todo also fix nectar drops.
        }
Esempio n. 9
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        /// fun class for manually spanking a held cubi

        private int CaneHeld()
        {
            MapTile here    = Refs.m.TileByLoc(loc);
            Cubi    partner = Harem.GetId(heldCubiId);

            // todo different text on repeat spankings.
            Refs.mf.Announce("Time for discpline!", myAlign, myColor);
            Refs.mf.Announce("Yes! I mean no! I mean yes! Owwwww!", partner.myAlign, partner.myColor);

            partner.Spanked += 15;
            partner.AddHorny(5);

            Refs.mf.Announce("I think I'll stay put... for now.", partner.myAlign, partner.myColor);

            return(2);
        }
Esempio n. 10
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        /// fun class for f*****g a held cubi

        private int BoinkHeld()
        {
            MapTile here    = Refs.m.TileByLoc(loc);
            Cubi    partner = Harem.GetId(heldCubiId);

            AddHorny(5);
            partner.AddHorny(5);

            // todo consolidating o*****s.
            // todo more / better descriptions.
            int timepass = 0;

            if (GetHorny() > 15 && partner.GetHorny() > 15)             // cumming together
            {
                Refs.mf.Announce("Ohhh Yes! Yes! *splurt* (together)", partner.myAlign, partner.myColor);
                Refs.mf.Announce("Awwww yeah! *splurt* (together)", myAlign, myColor);
                timepass = 8;

                MainMap.SplurtNectar(here, partner.myIdNo);
                MainMap.SplurtNectar(here, myIndex: 0);

                partner.AddHorny(-10);
                AddHorny(-10);
            }
            else if (partner.GetHorny() > 15)             // partner only o****m
            {
                Refs.mf.Announce("Ohhh Yes! Yes! *splurt*", partner.myAlign, partner.myColor);
                timepass = 1;
                MainMap.SplurtNectar(here, partner.myIdNo);
                partner.AddHorny(-10);
            }
            else if (GetHorny() > 15)             // player only o****m
            {
                Refs.mf.Announce("Awwww yeah! *splurt*", myAlign, myColor);
                timepass = 5;
                MainMap.SplurtNectar(here, myIndex: 0);
                AddHorny(-10);
            }
            else             // nobody cums (yet)
            {
                Refs.mf.Announce("Loud boinking noises...", myAlign, myColor);
                timepass = 1;
            }

            return(timepass);
        }
Esempio n. 11
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 public Flow(Map mp, Player pl, Cubi cu)
 {
     m = mp; p = pl; c = cu;
 }
Esempio n. 12
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        // point update for animations
        public void CubiSingleTileUpdate(Cubi c)
        {
            Image img = Refs.mf.MainBitmap.Image;

            TileDraw.AddCharMobile(img, c);
        }
Esempio n. 13
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        /// player-throwing-a-cubi trajectory logic

        private void ThrowCubiMain(Loc vector)
        {
            // todo lots of duplication here
            Player p          = Refs.p;
            Cubi   cubiThrown = Harem.GetId(p.heldCubiId);

            Refs.mf.Announce("You throw " + cubiThrown.name + " through the air!", myAlign, myColor);
            Refs.mf.Announce("*flap* *flap* *flap*", cubiThrown.myAlign, cubiThrown.myColor);
            cubiThrown.beingCarried = false;
            p.heldCubiId            = 0;

            // determine release point of throw
            // todo check for hit on very first tile
            Loc     startloc   = Loc.AddPts(loc, vector);
            MapTile activeTile = Refs.m.TileByLoc(startloc);

            // if very first tile is a holding pent, they can fly right over
            Loc zero = new Loc(0, 0);

            if (CheckClearForThrown(zero, activeTile) == "pent")
            {
                // oops you threw from too close
                Refs.mf.Announce("*desperate flapping* That was close, just made it over!", cubiThrown.myAlign, cubiThrown.myColor);
            }

            // if the next tile is another cubi, throw short
            // todo consolidate long and short throws
            // todo need to prevent throwing a cubi while ones already directly next to you
            string moveClear = CheckClearForThrown(vector, activeTile);

            if (moveClear == "cubi")
            {
                MapTile victimTile = Refs.m.TileByLoc(Loc.AddPts(activeTile.loc, vector));
                Cubi    victim     = Refs.m.CubiAt(victimTile.loc);

                Refs.mf.Announce("Owf!", cubiThrown.myAlign, cubiThrown.myColor);
                victim.Spanked += 5;

                Refs.mf.Announce("Oof too!", cubiThrown.myAlign, cubiThrown.myColor);
                cubiThrown.Spanked += 5;                 // and a good time was had by both
            }
            else if (moveClear == "pent")
            {
                // we just overflew a pent so consider her flight path clear for now
                moveClear = "clear";
            }

            // todo refresh player square so she's not superimposed on player square

            while (moveClear == "clear")
            {
                // blip activeTile with cubi symbol
                cubiThrown.loc = activeTile.loc;
                AnimateMobile(activeTile, cubiThrown);

                // is the next tile clear?
                moveClear = CheckClearForThrown(vector, activeTile);

                // nope, it has a cubi in.
                if (moveClear == "cubi")
                {
                    MapTile victimTile = Refs.m.TileByLoc(Loc.AddPts(activeTile.loc, vector));
                    Cubi    victim     = Refs.m.CubiAt(victimTile.loc);

                    MapTileSet escapes = new MapTileSet();

                    if (IsVertical(vector))
                    {
                        escapes = victimTile.GetPossibleMoves(Dir.DodgeVertical);
                    }
                    else
                    {
                        escapes = victimTile.GetPossibleMoves(Dir.DodgeHorizontal);
                    }

                    if (escapes.Count > 0)
                    {
                        victim.loc = MainMap.RandomFromList(escapes).loc;
                        Refs.mf.Announce("Nyahhh missed me!", victim.myAlign, victim.myColor);
                        moveClear = "clear";
                    }
                    else
                    {
                        victim.Spanked += 5;
                        Refs.mf.Announce("Owwwww!", victim.myAlign, victim.myColor);
                    }

                    // if it had a cubi, it could have moved revealing a holding pent
                    // so let's scan again
                    moveClear = CheckClearForThrown(vector, activeTile);
                }

                if (moveClear == "pent")
                {
                    // move one more tile
                    activeTile = Refs.m.TileByLoc(Loc.AddPts(vector, activeTile.loc));

                    Refs.mf.Announce("Eep! I'm caught!", cubiThrown.myAlign, cubiThrown.myColor);
                }

                // just a wall. stop here.
                if (moveClear == "wall")
                {
                    Refs.mf.Announce("You didn't hit anything interesting.", myAlign, myColor);
                }

                // it's clear, so move activeTile up and iterate
                if (moveClear == "clear")
                {
                    activeTile = Refs.m.TileByLoc(Loc.AddPts(vector, activeTile.loc));
                }
            }

            // deposit cubi here
            cubiThrown.loc = activeTile.loc;

            Refs.mf.UpdateMap();
        }
Esempio n. 14
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        /// player-throwing-pillow trajectory logic

        private void ThrowPillowMain(Loc vector)
        {
            Refs.mf.Announce("You throw a pillow!", myAlign, myColor);

            // can't throw without pillow!
            if (heldPillows <= 0)
            {
                return;
            }
            else
            {
                heldPillows--; UpdateInventory();
            }

            // determine release point of throw
            // todo check for hit on very first tile -- where to put pillow?
            Loc     startloc    = Loc.AddPts(this.loc, vector);
            MapTile activeTile  = Refs.m.TileByLoc(startloc);
            string  pillowGlyph = "O";

            // if the next tile now is a lover, extra spank stun!
            // todo consolidate long and short throws
            string moveClear = CheckClearForThrown(vector, activeTile);

            if (moveClear == "cubi")
            {
                MapTile victimTile = Refs.m.TileByLoc(Loc.AddPts(activeTile.loc, vector));
                Cubi    victim     = Refs.m.CubiAt(victimTile.loc);

                Refs.mf.Announce("POINT BLANK PILLOW SPANK!", myAlign, myColor);
                victim.Spanked += 5;
                Refs.mf.Announce("oww! *moan*", victim.myAlign, victim.myColor);
            }

            while (moveClear == "clear")
            {
                // blip activeTile with pillow symbol
                AnimatePillow(activeTile, pillowGlyph);

                // is the next tile clear?
                moveClear = CheckClearForThrown(vector, activeTile);

                // nope, it has a cubi in.
                if (moveClear == "cubi")
                {
                    MapTile victimTile = Refs.m.TileByLoc(Loc.AddPts(activeTile.loc, vector));
                    Cubi    victim     = Refs.m.CubiAt(victimTile.loc);

                    MapTileSet escapes = new MapTileSet();

                    if (IsVertical(vector))
                    {
                        escapes = victimTile.GetPossibleMoves(Dir.DodgeVertical);
                    }
                    else
                    {
                        escapes = victimTile.GetPossibleMoves(Dir.DodgeHorizontal);
                    }

                    if (escapes.Count > 0)
                    {
                        victim.loc = MainMap.RandomFromList(escapes).loc;
                        Refs.mf.Announce("Nyahhh missed me!", victim.myAlign, victim.myColor);
                        moveClear = "clear";
                    }
                    else
                    {
                        victim.Spanked += 5;
                        Refs.mf.Announce("Owwwww!", victim.myAlign, victim.myColor);
                    }
                }

                // just a wall. stop here.
                if (moveClear == "wall")
                {
                    Refs.mf.Announce("You didn't hit anything interesting.", myAlign, myColor);
                }

                // it's clear, so move activeTile up and iterate
                if (moveClear == "clear")
                {
                    activeTile = Refs.m.TileByLoc(Loc.AddPts(vector, activeTile.loc));
                }
            }
            // leave pillow on ground to form new obstruction
            activeTile.clear = false;
            Refs.m.HealWalls();

            Refs.mf.UpdateMap();
        }