Esempio n. 1
0
 public bool IsShorterThan(Path path)
 {
     if (GoalSameAsStart == true)
         return true;
     if (path.GoalSameAsStart == true)
         return false;
     if (PathPoints.Count <= path.PathPoints.Count)
         return true;
     return false;
 }
Esempio n. 2
0
        public void SetMovePath(Path path)
        {
            _prevMovePath = path;
            MovePath.Clear();

            for (int i = path.PathPoints.Count - 1; i >= 0; i--)
            {
                MovePath.Push(path.PathPoints[i]);
            }
        }
Esempio n. 3
0
        public bool start(int Sx, int Sy, int Gx, int Gy)
        {
            pathBuffer = new List<Point>();

            if ((Math.Abs(Sx - Gx) == 1 && Math.Abs(Sy - Gy) == 0) ||
                (Math.Abs(Sx - Gx) == 0 && Math.Abs(Sy - Gy) == 1) ||
                (Math.Abs(Sx - Gx) == 1 && Math.Abs(Sy - Gy) == 1) ||
                (Sx == Gx && Sy == Gy))
            {
                List<Point> p = new List<Point>();
                p.Add(new Point(Gx, Gy));
                Path = new Path(p);
                if (Sx == Gx && Sy == Gy)
                    Path.GoalSameAsStart = true;
                return true;
            }

            pathAvailable = false;

            goalX = Gx;
            goalY = Gy;

            startX = Sx;
            startY = Sy;

            openList.Clear();

            list.Clear();

            bool noPath = false;

            if ((Gx - 1 < 0 || _colMap[Gx - 1, Gy].tileType == TileInfo.TileType.Wall) &&
               (Gx + 1 > Width || _colMap[Gx + 1, Gy].tileType == TileInfo.TileType.Wall) &&
                (Gy - 1 < 0 || _colMap[Gx, Gy - 1].tileType == TileInfo.TileType.Wall) &&
                (Gy + 1 > Width || _colMap[Gx, Gy + 1].tileType == TileInfo.TileType.Wall))
                noPath = true;

            if (!(Sx == Gx && Sy == Gy) && _colMap[Gx, Gy].tileType != TileInfo.TileType.Wall && !noPath)
            {
                list.Add(new Point(Sx, Sy), new listitem(Sx, Sy));
                list.Add(new Point(Gx, Gy), new listitem(Gx, Gy));
                openList.Add(new listitem(Sx, Sy));

                setOpenOnLowestF(Sx, Sy, Gx, Gy);

                if (pathAvailable)
                {
                    makePath(Gx, Gy, Sx, Sy);
                }
                else if (_colMap[Gx, Gy].unitOnTile != null && _colMap[Gx, Gy].unitOnTile.isPlayer
                    && Math.Abs(goalX - startX) < 2 && Math.Abs(goalY - startY) <  2)
                {
                    // If the player is on the goal tile then return true so we can attack him
                    pathBuffer.Add(new Point(Gx, Gy));
                    return true;
                }

            }

            // TODO: Bug, det er lidt et problem at det her nogen gange sker
            if (pathBuffer.Count == 0)
            {

            }

            Path = new Path(pathBuffer);

            //Console.WriteLine(Path.ToString);
            return pathAvailable;
        }
Esempio n. 4
0
        public bool start(int Sx, int Sy, int Gx, int Gy)
        {
            Stopwatch s = new Stopwatch();
            s.Start();
            bool openUpGoal = false;
            pathBuffer = new List<Point>();

            if ((Math.Abs(Sx - Gx) == 1 && Math.Abs(Sy - Gy) == 0) ||
                (Math.Abs(Sx - Gx) == 0 && Math.Abs(Sy - Gy) == 1) ||
                (Math.Abs(Sx - Gx) == 1 && Math.Abs(Sy - Gy) == 1) ||
                (Sx == Gx && Sy == Gy))
            {
                List<Point> p = new List<Point>();
                p.Add(new Point(Gx, Gy));
                Path = new Path(p);
                if (Sx == Gx && Sy == Gy)
                    Path.GoalSameAsStart = true;
                return true;
            }

            pathAvailable = false;

            goalX = Gx;
            goalY = Gy;

            startX = Sx;
            startY = Sy;

            openList.Clear();

            list.Clear();

            bool noPath = false;

            if ((Gx - 1 < 0 || _colMap[Gx - 1, Gy].tileType == TileInfo.TileType.Wall) &&
               (Gx + 1 > Width || _colMap[Gx + 1, Gy].tileType == TileInfo.TileType.Wall) &&
                (Gy - 1 < 0 || _colMap[Gx, Gy - 1].tileType == TileInfo.TileType.Wall) &&
                (Gy + 1 > Width || _colMap[Gx, Gy + 1].tileType == TileInfo.TileType.Wall))
                noPath = true;

            if (_colMap[Gx, Gy].tileType == TileInfo.TileType.Wall)
            {
                openUpGoal = true;
                _colMap[Gx, Gy].tileType = TileInfo.TileType.Floor;
                //throw new Exception("Destination is a wall");
            }

            if (!(Sx == Gx && Sy == Gy) && _colMap[Gx, Gy].tileType != TileInfo.TileType.Wall && !noPath)
            {
                list.Add(new Point(Sx, Sy), new listitem(Sx, Sy));
                list.Add(new Point(Gx, Gy), new listitem(Gx, Gy));
                openList.Add(new listitem(Sx, Sy));

                setOpenOnLowestF(Sx, Sy, Gx, Gy);

                if (pathAvailable)
                {
                    makePath(Gx, Gy, Sx, Sy);
                }
                else if (_colMap[Gx, Gy].unitOnTile != null && _colMap[Gx, Gy].unitOnTile.isPlayer
                    && Math.Abs(goalX - startX) < 2 && Math.Abs(goalY - startY) <  2)
                {
                    // If the player is on the goal tile then return true so we can attack him
                    pathBuffer.Add(new Point(Gx, Gy));
                    return true;
                }

            }

            if (openUpGoal)
                _colMap[Gx, Gy].tileType = TileInfo.TileType.Wall;

            // TODO: Bug, det er lidt et problem at det her nogen gange sker
            if (pathBuffer.Count == 0)
            {

            }

            Path = new Path(pathBuffer);

            if (s.Elapsed.TotalMilliseconds >= 100)
                DwarfConsole.WriteLine("Path calculation time: " + s.Elapsed.TotalMilliseconds, ConsoleColor.Red);

            //Console.WriteLine(Path.ToString);
            return pathAvailable;
        }
Esempio n. 5
0
        private void StartMoving(Path path)
        {
            _movePath.Clear();

            for (int i = path.PathPoints.Count - 1; i >= 0; i--)
            {
                _movePath.Push(path.PathPoints[i]);
            }
        }