Esempio n. 1
0
        public static IGPos GetDesiredPosition(Direction dir, IGPos position)
        {
            switch (dir)
            {
            case Direction.UP:
            {
                return(new IGPos(position.X + 1, position.Y - 1, position.Layer));
            }

            case Direction.DOWN:
            {
                return(new IGPos(position.X - 1, position.Y + 1, position.Layer));
            }

            case Direction.LEFT:
            {
                return(new IGPos(position.X - 1, position.Y, position.Layer));
            }

            case Direction.RIGHT:
            {
                return(new IGPos(position.X + 1, position.Y, position.Layer));
            }
            }

            return(new IGPos(-1, -1, -1));
        }
Esempio n. 2
0
        public virtual Tile CanMove(Direction dir, IGPos pos)
        {
            if (CheckSkill("SKILL_MOVE") != null)
            {
                return(Level.CheckPlatform(Common.GetDesiredPosition(dir, pos), pos));
            }

            return(null);
        }
Esempio n. 3
0
        public Tile CanMove(Direction dir, Tile p)
        {
            if (CheckSkill("SKILL_MOVE") != null)
            {
                IGPos pos = new IGPos(p.x, p.y, p.layer);
                return(Level.CheckPlatform(Common.GetDesiredPosition(dir, pos), pos));
            }

            return(null);
        }
Esempio n. 4
0
        /// <summary>
        /// ctor
        /// </summary>
        public Entity()
        {
            r     = new Random();
            lives = 1;
            speed = 5;

            chasingTarget = new IGPos(0, 0, 0);

            Game.I.eventManager.OnTurnEnd += eventManager_OnTurnEnd;

            Skills = new List <ISkill>();

            InitGfx();
            AssignSkills();
        }
Esempio n. 5
0
        public Direction GetDirection(IGPos iGPos, Tile px)
        {
            if (iGPos.X + 1 == px.x && iGPos.Y - 1 == px.y)
            {
                return(Direction.UP);
            }
            if (iGPos.X - 1 == px.x && iGPos.Y + 1 == px.y)
            {
                return(Direction.DOWN);
            }
            if (iGPos.X - 1 == px.x && iGPos.Y == px.y)
            {
                return(Direction.LEFT);
            }
            if (iGPos.X + 1 == px.x && iGPos.Y == px.y)
            {
                return(Direction.RIGHT);
            }

            return(Direction.UP);
        }
Esempio n. 6
0
        /// <summary>
        /// Highlights the path.
        /// </summary>
        /// <returns>The path.</returns>
        /// <param name="from">From.</param>
        /// <param name="to">To.</param>
        public List <Tile> HighlightPath(IGPos from, IGPos to)
        {
            ClearHighlightedPath(highlightedPlatforms);

            List <Tile> pth = FindPath(from, to);

            if (pth != null)
            {
                foreach (var platform in pth)
                {
                    if (platform != null)
                    {
                        platform.isHighLighted = true;
                    }
                }
            }
            else
            {
                Console.WriteLine("Impossible to highlight path for: {0} at position {1}", type, position);
            }

            return(pth);
        }
Esempio n. 7
0
        public static Tile CheckPlatform(IGPos desiredPosition, IGPos position)
        {
            //search for platform on same layer
            Tile pTile = Game.I.level.GetPlatform(desiredPosition.X, desiredPosition.Y, position.Layer, true);

            if (pTile == null)
            {
                // search for platform on higher layer
                pTile = Game.I.level.GetPlatform(desiredPosition.X, desiredPosition.Y, position.Layer + 1, true);

                if (pTile == null)
                {
                    // search for platform on lower layer
                    pTile = Game.I.level.GetPlatform(desiredPosition.X, desiredPosition.Y, position.Layer - 1, true);
                }
            }

            if (pTile == null)
            {
                //we can have multiple elevators....
                List <Tile> pElevatorPlatforms = Game.I.level.GetElevators(desiredPosition.X, desiredPosition.Y);

                if ((pElevatorPlatforms != null) && (pElevatorPlatforms.Count > 0))
                {
                    //je to dostatecne blizko tomu co stojim?
                    Tile ppp = pElevatorPlatforms[0];
                    if (ppp.elevator.Current == position.Layer)
                    {
                        pTile = ppp;
                    }
                    if (ppp.elevator.Current + 1 == position.Layer)
                    {
                        pTile = ppp;
                    }
                    if (ppp.elevator.Current - 1 == position.Layer)
                    {
                        pTile = ppp;
                    }
                }
            }

            // if no platform we cannot simply go there
            if (pTile == null)
            {
                return(null);
            }

            //we have platform...

            // is it elevator? Can we get on?
            if (pTile.elevator != null)
            {
                if (pTile.elevator.Current == position.Layer)
                {
                    return(pTile);
                }
                if (pTile.elevator.Current == position.Layer - 1)
                {
                    return(pTile);
                }
                if (pTile.elevator.Current == position.Layer + 1)
                {
                    return(pTile);
                }
            }

            // is platform moving? Can we get on?
            if (pTile.moving != null)
            {
                if (!(pTile.moving.Current.X == desiredPosition.X &&
                      pTile.moving.Current.Y == desiredPosition.Y))
                {
                    //platform is somewhere else...we cannot get on.
                    return(null);
                }
            }

            // if we are here no other universal obstackle is in place
            return(pTile);
        }
Esempio n. 8
0
 public Tile GetPlatform(IGPos pos)
 {
     return(GetPlatform(pos.X, pos.Y, pos.Layer));
 }
Esempio n. 9
0
        /// <summary>
        /// Checks the surroundings.
        /// </summary>
        /// <returns>The surroundings.</returns>
        /// <param name="qTodo">Q todo.</param>
        /// <param name="qProcessed">Q processed.</param>
        /// <param name="to">To.</param>
        /// <param name="value">Value.</param>
        private int CheckSurroundings(Dictionary <int, List <Tile> > qTodo, Queue <Tuple <int, Tile> > qProcessed, IGPos to, int value)
        {
            //add new layer
            qTodo.Add(value + 1, new List <Tile>());

            // Dejme tomu, že se potřebujeme dostat z bodu S do bodu F. Do fronty tedy zapíšeme bod S a dáme mu hodnotu 0.
            // Fronta : [4;7]
            List <Tile> lp = qTodo[value];

            foreach (var platform in lp)
            {
                if (platform == null)
                {
                    Console.WriteLine("problem");
                }
                // mark as processed
                qProcessed.Enqueue(new Tuple <int, Tile>(value, platform));

                if (platform != null)
                {
                    platform.pathfindingValues[id] = value;

                    // Vyjmeme 1. bod ve frontě (tedy [4;7]) a pokud je v jednom ze 4 směrů volno,
                    // uděláme tam hodnotu o jednu větší, než je bod sám (bod S je nula, takže tam napíšeme jedničku).
                    // Já jsem si zvolil, že první udělám tu nahoře, pak nalevo, dole a poslední tu vpravo.
                    // Políčka, na které jsme položili jedničky, si zapíšeme do fronty.
                    // Fronta : [4;6][3;7][4;­8][5;7]

                    Tile pUp    = CanMove(Direction.UP, platform);
                    Tile pDown  = CanMove(Direction.DOWN, platform);
                    Tile pRight = CanMove(Direction.RIGHT, platform);
                    Tile pLeft  = CanMove(Direction.LEFT, platform);

                    Tile pSelected = null;
                    if ((pUp != null) && (pUp.GetPathFindingValue(id) == -1))
                    {
                        pUp.pathfindingValues[id] = value;
                        qTodo[value + 1].Add(pUp);
                        pSelected = pUp;
                        if (pSelected.x == to.X &&
                            pSelected.y == to.Y &&
                            pSelected.layer == to.Layer)
                        {
                            return(value);
                        }
                    }
                    if ((pDown != null) && (pDown.GetPathFindingValue(id) == -1))
                    {
                        pDown.pathfindingValues[id] = value;
                        qTodo[value + 1].Add(pDown);
                        pSelected = pDown;
                        if (pSelected.x == to.X &&
                            pSelected.y == to.Y &&
                            pSelected.layer == to.Layer)
                        {
                            return(value);
                        }
                    }
                    if ((pRight != null) && (pRight.GetPathFindingValue(id) == -1))
                    {
                        pRight.pathfindingValues[id] = value;

                        qTodo[value + 1].Add(pRight);

                        pSelected = pRight;
                        if (pSelected.x == to.X &&
                            pSelected.y == to.Y &&
                            pSelected.layer == to.Layer)
                        {
                            return(value);
                        }
                    }
                    if ((pLeft != null) && (pLeft.GetPathFindingValue(id) == -1))
                    {
                        pLeft.pathfindingValues[id] = value;

                        qTodo[value + 1].Add(pLeft);

                        pSelected = pLeft;
                        if (pSelected.x == to.X &&
                            pSelected.y == to.Y &&
                            pSelected.layer == to.Layer)
                        {
                            return(value);
                        }
                    }
                }
            }

            // for safety
            if (value >= MAX)
            {
                return(value);
            }

            if (qTodo.Count != 0)
            {
                return(CheckSurroundings(qTodo, qProcessed, to, ++value));
            }



            // Opět vyjmeme 1. bod ve frontě ([4;6]) a systémem nahoru, doleva, dolů, doprava napíšeme do políček,
            // které jsou prázdné, číslo, které je zase o jednu větší, než to z fronty (takže 2). Body opět přidám do fronty.
            // Fronta : [3;7][4;8][5;­7][5;6]

            // Toto se stále opakuje...



            return(value);
        }
Esempio n. 10
0
        /// <summary>
        /// Finds the path.
        /// </summary>
        /// <returns>The path.</returns>
        /// <param name="from">From.</param>
        /// <param name="to">To.</param>
        public List <Tile> FindPath(IGPos from, IGPos to)
        {
            //
            // http://www.devbook.cz/algoritmus-sireni-do-sirky-vlna-hledani-cesty-v-bludisti

            Dictionary <int, List <Tile> > qTodo = new Dictionary <int, List <Tile> >();


            List <Tile> lp  = new List <Tile>();
            Tile        ppp = Game.I.level.GetPlatform(from);

            if (ppp == null)
            {
                return(null);
            }

            lp.Add(ppp);
            qTodo.Add(1, lp);

            //List<  t<int, List<Tile>> qTodo = new

            //Queue<Tuple<int, Tile>> qTodo = new Queue<Tuple<int, Tile>>();
            //qTodo.Enqueue(new Tuple<int, Tile>(0,Game.I.level.GetPlatform(from)));
            Queue <Tuple <int, Tile> > qProcessed = new Queue <Tuple <int, Tile> >();
            int depth    = 0;
            int maxValue = CheckSurroundings(qTodo, qProcessed, to, ++depth);

            List <Tuple <int, Tile> > processedList = qProcessed.ToList();
            List <Tile> lPlatformsOnPath            = new List <Tile>();

            lPlatformsOnPath.Add(Game.I.level.GetPlatform(to));

            // ...dokud není kolem políčka, které jsme sebrali z fronty, políčko F.
            // Teď je krásně vidět sestupně očíslovaná cesta od políčka F k políčku S.
            // Nyní stačí jen projít se od F k S technikou: jestli je nahoře nebo vlevo nebo dole nebo
            // vpravo číslo o jednu menší, než to, na kterém stojím. Čísla si ukládám obráceně do fronty,
            // abych měl souřadnici políčka F na konci.
            //
            // Tak a je to, ve frontě máme zapsanou cestu bod po bodu, jak se dostat od bodu S do bodu F.
            int processingValue = maxValue + 1;

            while (true)
            {
                processingValue--;
                Tile previousTile = lPlatformsOnPath[lPlatformsOnPath.Count - 1];

                if (previousTile != null)
                {
                    var xUp = (from i in processedList
                               where i.Item1 == processingValue &&
                               i.Item2.x == previousTile.x + 1 &&
                               i.Item2.y == previousTile.y - 1
                               select i
                               ).FirstOrDefault();



                    var xDown = (from i in processedList
                                 where i.Item1 == processingValue &&
                                 i.Item2.x == previousTile.x - 1 &&
                                 i.Item2.y == previousTile.y + 1
                                 select i
                                 ).FirstOrDefault();

                    var xLeft = (from i in processedList
                                 where i.Item1 == processingValue &&
                                 i.Item2.x == previousTile.x - 1 &&
                                 i.Item2.y == previousTile.y
                                 select i
                                 ).FirstOrDefault();

                    var xRight = (from i in processedList
                                  where i.Item1 == processingValue &&
                                  i.Item2.x == previousTile.x + 1 &&
                                  i.Item2.y == previousTile.y
                                  select i
                                  ).FirstOrDefault();

                    if (xUp != null)
                    {
                        lPlatformsOnPath.Add(xUp.Item2);
                    }
                    else if (xDown != null)
                    {
                        lPlatformsOnPath.Add(xDown.Item2);
                    }
                    else if (xLeft != null)
                    {
                        lPlatformsOnPath.Add(xLeft.Item2);
                    }
                    else if (xRight != null)
                    {
                        lPlatformsOnPath.Add(xRight.Item2);
                    }
                }

                if (processingValue == 0)
                {
                    break;
                }
            }

            return(lPlatformsOnPath);
        }