Esempio n. 1
0
        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();
            }
        }
Esempio n. 2
0
        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();
            }
        }
Esempio n. 3
0
 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();
                }
            }
        }