Esempio n. 1
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 public Tile(int x, int y, TSession session)
 {
     Session = session;
     X       = x;
     Y       = y;
     Heat    = new HeatInfo(this);
 }
Esempio n. 2
0
        public void TrapGoesOff()
        {
            this.Speak("Trap: " + (this.Trap.Humanize(LetterCasing.Title)) + "!");
            TSession session = this.Session;

            if (this.Trap == TrapId.Fireball)
            {
                this.Fireball(session);
                foreach (var neighbour in this.Neighbours)
                {
                    neighbour.Fireball(session);
                }
            }
            else if (this.Trap == TrapId.EmpoweredFireball)
            {
                this.Fireball(session);
                foreach (var neighbour in this.Neighbours)
                {
                    neighbour.Fireball(session);
                    foreach (var neighbour2 in neighbour.Neighbours)
                    {
                        neighbour2.Fireball(session);
                    }
                }
            }

            this.Trap = TrapId.NotTrapped;
        }
        private static void InitializeOpenSetIfNecessary(TSession map)
        {
            int totalSize = map.MapWidth * map.MapHeight;

            if (mapTotalSize < totalSize)
            {
                openSet      = new FastPriorityQueue <Tile>(totalSize);
                mapTotalSize = totalSize;
            }
        }
Esempio n. 4
0
 public Character(string name, bool isNpc, Illustration illustration, Vector2 position, TSession session)
 {
     Name           = name;
     NPCDescription = "Civilian";
     IsNPC          = isNpc;
     HP             = 10;
     MaxHP          = 10;
     Illustration   = illustration;
     Position       = position;
     this.Session   = session;
 }
Esempio n. 5
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 public void Fireball(TSession session)
 {
     Heat.StartHeavyFire();
     foreach (var chara in session.Characters)
     {
         if (chara.Occupies == this)
         {
             chara.TakeDamage(10);
         }
     }
 }
Esempio n. 6
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 private void SpawnPaladinHereIfAble(List <CharacterSheet> remainingPaladins, TSession session)
 {
     if (remainingPaladins.Count > 0)
     {
         var paladin = remainingPaladins[0];
         remainingPaladins.RemoveAt(0);
         session.Characters.Add(new Character(paladin.Name, false, paladin.Class == CharacterClass.Warrior ? Illustration.WarriorPaladin : Illustration.WaterPaladin,
                                              new Vector2(this.X, this.Y), session)
         {
             Sheet = paladin
         });
     }
 }
        public static LinkedList <Tile> AStar(Character who, Tile target, TSession map, PathfindingMode mode)
        {
            InitializeOpenSetIfNecessary(map);
            pathfindingSearchId++;
            Tile start = who.Occupies;

            if (target == null)
            {
                return(null);
            }
            Tile closestToTargetSoFar = start;

            openSet.Clear();
            int initH = Pathfinding.Heuristic(start, target);

            SetPathfindingInformation(start, pathfindingSearchId, false, 0, initH, null);
            openSet.Enqueue(start, initH);
            int closestToTargetHeuristicSoFar = initH;

            while (openSet.Count > 0)
            {
                Tile current = openSet.Dequeue();
                if (current == target)
                {
                    return(ReconstructPrettyPath(start, target));
                }
                current.Pathfinding_Closed = true;
                foreach (var neighbour in current.Neighbours) // TODO change to traversable neighbours
                {
//                    Tile neighbour = edge.Destination;
                    if (neighbour.Pathfinding_EncounteredDuringSearch == pathfindingSearchId &&
                        neighbour.Pathfinding_Closed)
                    {
                        continue;
                    }
                    if (neighbour.BlocksMovement)
                    {
                        continue;
                    }

                    if (neighbour.Pathfinding_EncounteredDuringSearch < pathfindingSearchId)
                    {
                        SetPathfindingInformation(neighbour, pathfindingSearchId, false, int.MaxValue, int.MaxValue, current);
                        openSet.Enqueue(neighbour, int.MaxValue);
                    }

                    int tentativeGScore = current.Pathfinding_G + (IsDiagonal(current, neighbour) ? 14 : 10);
                    if (tentativeGScore >= neighbour.Pathfinding_G)
                    {
                        continue;
                    }

                    neighbour.Pathfinding_Parent = current;
                    neighbour.Pathfinding_G      = tentativeGScore;
                    int heuristic = Heuristic(neighbour, target);
                    neighbour.Pathfinding_F = neighbour.Pathfinding_G + heuristic;
                    openSet.UpdatePriority(neighbour, neighbour.Pathfinding_F);
                    if (heuristic < closestToTargetHeuristicSoFar)
                    {
                        closestToTargetSoFar          = neighbour;
                        closestToTargetHeuristicSoFar = heuristic;
                    }
                }
            }

            if (mode == PathfindingMode.FindClosestIfDirectIsImpossible)
            {
                return(ReconstructPrettyPath(start, closestToTargetSoFar));
            }
            return(null);
        }
Esempio n. 8
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        public void AddIllustration(Illustration illus, TSession session, List <CharacterSheet> remainingPaladins)
        {
            switch (illus)
            {
            case Illustration.Grass:
                int r = R.Next(3);
                switch (r)
                {
                case 0: illus = Illustration.Grass2;
                    break;

                case 1:
                    illus = Illustration.Grass3;
                    break;
                }
                break;

            case Illustration.Chest:
            case Illustration.Chest2:
            case Illustration.Cobweb:
            case Illustration.Grave:
            case Illustration.Grave2:
            case Illustration.WoodenGrave:
            case Illustration.Rock:
            case Illustration.AutumnTree:
            case Illustration.Bush:
            case Illustration.Bag:
                BlocksMovement = true;
                break;

            case Illustration.BrownBrick:
            case Illustration.BrownDoor:
                BlocksLineOfSight = true;
                BlocksMovement    = true;
                break;

            case Illustration.BlueCivilian:
            case Illustration.GreenCivilian:
            case Illustration.PurpleCivilian:
                session.Characters.Add(new Character("Civilian " + RandomNameGenerator.Generate(), true, illus, new Vector2(this.X, this.Y), session));
                illus = Illustration.None;
                break;

            case Illustration.Ghoul:
                session.Characters.Add(new Character("Undead Ghoul", true, illus, new Vector2(this.X, this.Y), session)
                {
                    Hostile        = true,
                    NPCDescription = "Undead abomination",
                    HP             = 5,
                    MaxHP          = 5
                });
                illus = Illustration.None;
                break;

            case Illustration.WarriorPaladin:
                illus = Illustration.None;
                SpawnPaladinHereIfAble(remainingPaladins, session);
                break;

            case Illustration.Evac:
                session.EvacuationTile = this;
                break;

            case Illustration.Fire32:
                illus = Illustration.None;
                this.Heat.StartHeavyFire();
                break;
            }

            if (illus != Illustration.None)
            {
                this.Illustrations.Add(illus);
                ResetFuel();
            }
        }