public override void RunEvent(EventManager callingEventManager) { if (!nextToRock) { if (seekingRock) { retryCounter++; focusElement.SetStatusMessage("Couldn't get to a Rock"); //keep a retry counter and retry up to 5 times if (retryCounter < retryAttempts) { EventHarvestRocks retryEvent = new EventHarvestRocks(associatedGame, associatedMap, associatedEventManager, focusElement, gameTime, repeating); retryEvent.retryCounter = retryCounter; callingEventManager.AddEvent(retryEvent); } //reset on success seekingRock = false; this.SetComplete(); } //check if next to Rock Vector2 testLocation = new Vector2(-1, -1); for (int i = 0; i < 4; i++) { if (i == 0) { testLocation = new Vector2(focusElement.getWorldPositionX() + 1, focusElement.getWorldPositionY()); } if (i == 1) { testLocation = new Vector2(focusElement.getWorldPositionX() - 1, focusElement.getWorldPositionY()); } if (i == 2) { testLocation = new Vector2(focusElement.getWorldPositionX(), focusElement.getWorldPositionY() + 1); } if (i == 3) { testLocation = new Vector2(focusElement.getWorldPositionX(), focusElement.getWorldPositionY() - 1); } if (associatedMap.TilePositionInBounds(testLocation)) { if (associatedMap.getOccupied(testLocation)) { if (associatedMap.getOccupyingElement(testLocation).GetElementName() == "Rock") { nextToRock = true; i = 4; } } } } if (nextToRock) { rockLocation.X = testLocation.X; rockLocation.Y = testLocation.Y; } //if not, find Rock else { seekingRock = true; Vector2 RockToTarget = associatedMap.FindNearest(focusElement.getWorldPositionVector(), "Rock"); //check if a real Rock was found if (RockToTarget.X == -1 && RockToTarget.Y == -1) { //couldn't find a Rock focusElement.SetStatusMessage("Can't see any Rocks!"); this.SetComplete(); } else { //move to Rock EventMoveTo movingEvent = new EventMoveTo(associatedGame, associatedMap, focusElement, RockToTarget, gameTime); if (focusElement.Moving()) { focusElement.ReplaceLinkedMovement(movingEvent); associatedEventManager.AddEvent(movingEvent); this.Suspend(movingEvent); } else { focusElement.LinkToMoveEvent(movingEvent); associatedEventManager.AddEvent(movingEvent); this.Suspend(movingEvent); } } } } if (nextToRock) { focusElement.SetStatusMessage("Getting ready to harvest Rock"); //hit Rock if (associatedMap.getOccupied(rockLocation)) { //success, reset retry counter retryCounter = 0; if (associatedMap.getOccupyingElement(rockLocation).GetElementName() == "Rock") { associatedMap.getOccupyingElement(rockLocation).UpdateCurrentHealth(5); if (associatedMap.getOccupyingElement(rockLocation).currentHealth <= 0) { //Rock is out of HP - generate the rock pile associatedMap.setOccupyingElement(rockLocation, new rockResourceElement(associatedGame, (int)rockLocation.X, (int)rockLocation.Y, (RockElement)associatedMap.getOccupyingElement(rockLocation))); if (repeating) { associatedEventManager.AddEvent(new EventHarvestRocks(associatedGame, associatedMap, associatedEventManager, focusElement, gameTime, true)); } this.SetComplete(); } } //it's likely someone else has mined it down already else { if (repeating) { associatedEventManager.AddEvent(new EventHarvestRocks(associatedGame, associatedMap, associatedEventManager, focusElement, gameTime, true)); } } } //this.SetComplete(); } }
private void PerformNextMove() { bool canContinue = true; //Check if we have successfully moved, otherwise reattempt is occupier is moving if ((int)currentPath[1].X == elementToMove.getWorldPositionX() && (int)currentPath[1].Y == elementToMove.getWorldPositionY()) { //remove that step currentPath.RemoveAt(0); } else { if (associatedMap.getOccupied(new Vector2(currentPath[1].X, currentPath[1].Y))) { if (associatedMap.getOccupyingElement(new Vector2(currentPath[1].X, currentPath[1].Y)).GetMovable()) { if (elementToMove.GetStuck()) { //already stuck, stop movement elementToMove.KillLinkedMovement(); this.ShutdownSmoothly(); } else { elementToMove.SetStuck(true); } elementToMove.SetStatusMessage("Someone is in my spot!"); this.ShutdownSmoothly(); //instead of kill canContinue = false; if (associatedMap.getOccupied(elementToMove.GetFinalDestination())) { if (!associatedMap.getOccupyingElement(elementToMove.GetFinalDestination()).Moving()) { reattemptCounter++; EventMoveTo reattempt = new EventMoveTo(associatedGame, associatedMap, elementToMove, associatedMap.FindNearest(originalDestination, "Empty"), this.gameTime); //transfer the calling event to the new event as we are giving up control reattempt.setCallingEvent(this.GetCallingEvent()); reattempt.SetReattemptCounter(reattemptCounter); reattempt.SetOriginalDestination(originalDestination); elementToMove.ReplaceLinkedMovement(reattempt); callingEventManager.AddEvent(reattempt); } else { reattemptCounter++; EventMoveTo reattempt = new EventMoveTo(associatedGame, associatedMap, elementToMove, destination, this.gameTime); //transfer the calling event to the new event as we are giving up control reattempt.setCallingEvent(this.GetCallingEvent()); reattempt.SetReattemptCounter(reattemptCounter); elementToMove.ReplaceLinkedMovement(reattempt); callingEventManager.AddEvent(reattempt); } } else { reattemptCounter++; EventMoveTo reattempt = new EventMoveTo(associatedGame, associatedMap, elementToMove, destination, this.gameTime); //transfer the calling event to the new event as we are giving up control reattempt.setCallingEvent(this.GetCallingEvent()); reattempt.SetReattemptCounter(reattemptCounter); elementToMove.ReplaceLinkedMovement(reattempt); callingEventManager.AddEvent(reattempt); } } } } if (canContinue) { Event nextMove = new EventMoveTo(associatedGame, associatedMap, elementToMove, currentPath[1], this.gameTime); callingEventManager.AddEvent(nextMove); //suspend until that move event ends this.Suspend(nextMove); } else { this.SetComplete(); } }
private void DevelopFlowMap() { if (nodeList.Count == 0) { //seed list elementToMove.SetStatusMessage("Looking for path"); MapNode newNode; newNode.nodeLocation = new Vector2(elementToMove.getWorldPositionX(), elementToMove.getWorldPositionY()); newNode.nodePreviousLocation = new Vector2(elementToMove.getWorldPositionX(), elementToMove.getWorldPositionY()); nodeList.Add(newNode); nextListTarget = 0; checkedMap[elementToMove.getWorldPositionX(), elementToMove.getWorldPositionY()] = true; //check to see if my end target is populated already, and if I should shift my target if (associatedMap.getOccupied(this.destination)) { if (associatedMap.getOccupyingElement(this.destination).Idle() || (associatedMap.getOccupyingElement(this.destination).GetStuck())) { this.destination = associatedMap.FindNearest(originalDestination, "Empty"); } } } else { //check if target was populated if (associatedMap.getOccupied(destination)) { if (associatedMap.getOccupyingElement(destination).GetMovable() && !associatedMap.getOccupyingElement(destination).Idle() && !associatedMap.getOccupyingElement(destination).GetStuck()) { nodeList.Clear(); } } //grow list if (nextListTarget >= nodeList.Count) { reattemptCounter++; EventMoveTo reattempt = new EventMoveTo(associatedGame, associatedMap, elementToMove, associatedMap.FindNearest(originalDestination, "Empty"), this.gameTime); //transfer the calling event to the new event as we are giving up control reattempt.setCallingEvent(this.GetCallingEvent()); reattempt.SetReattemptCounter(reattemptCounter); reattempt.SetOriginalDestination(originalDestination); elementToMove.ReplaceLinkedMovement(reattempt); this.SetComplete(); callingEventManager.AddEvent(reattempt); } else { //still nodes to check //check 4 cardinal directions for (int i = 0; i < 4; i++) { Vector2 newNodeLocation = new Vector2(nodeList[nextListTarget].nodeLocation.X, nodeList[nextListTarget].nodeLocation.Y); if (i == 0 && newNodeLocation.Y > 0) { newNodeLocation.Y--; //North } if (i == 1 && newNodeLocation.X < associatedMap.getNumberTilesX() - 1) { newNodeLocation.X++; //East } if (i == 2 && newNodeLocation.Y < associatedMap.getNumberTilesY() - 1) { newNodeLocation.Y++; //South } if (i == 3 && newNodeLocation.X > 0) { newNodeLocation.X--; //West } //if they are already checked - ignore if (checkedMap[(int)newNodeLocation.X, (int)newNodeLocation.Y] == false) { checkedMap[(int)newNodeLocation.X, (int)newNodeLocation.Y] = true; //if they are already occupied - ignore if (!associatedMap.getOccupied(newNodeLocation)) { //at this point it is safe to assume this is a usable node and add it to the list MapNode nodeToAdd; nodeToAdd.nodeLocation = newNodeLocation; nodeToAdd.nodePreviousLocation = new Vector2(nodeList[nextListTarget].nodeLocation.X, nodeList[nextListTarget].nodeLocation.Y); nodeList.Add(nodeToAdd); //If this new point was our destination - complete this step if (nodeToAdd.nodeLocation.Equals(destination)) { elementToMove.SetStatusMessage("Found Path"); flowMapProduced = true; //start next step i = 4; //exit for loop } } } } //increment next list target for next cycle nextListTarget++; } } }
public override void RunEvent(EventManager callingEventManager) { if (!nextToTree) { if (seekingTree) { focusElement.SetStatusMessage("Couldn't get to a tree"); //reset on success seekingTree = false; this.SetComplete(); } else { //check if next to tree Vector2 testLocation = new Vector2(-1, -1); for (int i = 0; i < 4; i++) { if (i == 0) { testLocation = new Vector2(focusElement.getWorldPositionX() + 1, focusElement.getWorldPositionY()); } if (i == 1) { testLocation = new Vector2(focusElement.getWorldPositionX() - 1, focusElement.getWorldPositionY()); } if (i == 2) { testLocation = new Vector2(focusElement.getWorldPositionX(), focusElement.getWorldPositionY() + 1); } if (i == 3) { testLocation = new Vector2(focusElement.getWorldPositionX(), focusElement.getWorldPositionY() - 1); } if (associatedMap.checkOccupied(testLocation, "Tree")) { nextToTree = true; treeLocation.X = testLocation.X; treeLocation.Y = testLocation.Y; } } } //if not, find tree if (!nextToTree) { seekingTree = true; Vector2 treeToTarget = associatedMap.FindNearestPathable(focusElement.getWorldPositionVector(), "Tree", true); //check if a real tree was found if (treeToTarget.X == -1 && treeToTarget.Y == -1) { //couldn't find a tree focusElement.SetStatusMessage("Can't see any trees!"); this.SetComplete(); } else { EventMoveTo movingEvent = new EventMoveTo(associatedGame, associatedMap, focusElement, treeToTarget, gameTime); if (focusElement.Moving()) { focusElement.ReplaceLinkedMovement(movingEvent); associatedEventManager.AddEvent(movingEvent); this.Suspend(movingEvent); } else { focusElement.LinkToMoveEvent(movingEvent); associatedEventManager.AddEvent(movingEvent); this.Suspend(movingEvent); } } } } else { focusElement.SetStatusMessage("Getting ready to harvest tree"); //hit tree if (associatedMap.getOccupied(treeLocation)) { //success, reset retry counter if (associatedMap.getOccupyingElement(treeLocation).GetElementName() == "Tree") { associatedMap.getOccupyingElement(treeLocation).UpdateCurrentHealth(1); if (associatedMap.getOccupyingElement(treeLocation).currentHealth <= 0) { //Tree is out of HP - generate the logs associatedMap.setOccupyingElement(treeLocation, new woodResourceElement(associatedGame, (int)treeLocation.X, (int)treeLocation.Y, (treeElement)associatedMap.getOccupyingElement(treeLocation))); this.SetComplete(); } } else { this.SetComplete(); } } else { this.SetComplete(); } } }