/// <summary>
 /// The constructor used to initiate the Victor Turner
 /// </summary>
 /// <param name="players">The players in the game</param>
 /// <param name="world">The world the game takes place in</param>
 public VictorTurner(GameInitializer gameInitializer)
 {
     this.gameInitializer = gameInitializer;
     this.players = gameInitializer.theWorld.players;
     this.world = gameInitializer.theWorld;
     this.humanControl = new WorldController(players[0],world);
     this.graphControl = GraphController.Instance;
 }
        /// <summary>
        /// Random generates a world of tiles and places the players
        /// spawnpoints. The same seeds generates the same world.
        /// 
        /// </summary>
        /// <param name="mapSeed">
        /// The seed that the random generater will use.</param>
        /// <returns>The newly initiated world</returns>
        public static World GenerateWorld(int mapSeed)
        {
            myLogger = LoggerFactory.GetLogger();

            Tile[,] tileMatrix = GenerateTileMatrixFromSeed(mapSeed);

            //Constructs a new world using the dimensions.
            World returWorld = new World(tileMatrix, mapSeed);

            return returWorld;
        }
        // Create
        public WorldController(Player p, World theWorld)
        {
            //Debugging
            finished = false;
            myLogger = LoggerFactory.GetLogger();
            myLogger.SetThreshold(LogLevel.TRACE);

            this.playerInControll = p;
            this.theWorld = theWorld;

            createGUIRegionGridAndScrollZone();
        }
Esempio n. 4
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        /// <summary>
        /// Generates a list of optimal building placements for connecting the two given points.
        /// </summary>
        /// <param name="resource"></param>
        /// <param name="sourcePosition"></param>
        /// <returns></returns>
        public static List<Vector2> GenerateBuildPathBetween(Vector2 p_source, Vector2 p_dest, World world)
        {
            Vector2 source = p_source;
            Vector2 dest = p_dest;

            List<Vector2> path = new List<Vector2>();
            do
            {
                source = Util.GetClosestPointFromList(dest, CreateMatrixFromInterval(BuildingController.GetValidBuildingInterval(source, world)));
                path.Add(source);
            } while (!WithinBuildRangeOf(source, dest, world));
            if (source != dest) //safeguard for double add
                path.Add(p_dest);

            return path;
        }
        private bool CreateGameObjects(int seed)
        {
            myLogger.Info("Generating world.");
            theWorld = WorldGenerator.GenerateWorld(seed);
            myLogger.Info("Done.");

            // Let all units belong to the world!
            Unit.SetWorld(theWorld);
            new SoundsController(theWorld);

            Random randomer = new Random(seed);

            myLogger.Info("Adding players.");
            Player human = new Player(Color.Blue, "John");
            theWorld.AddPlayer(human);

            List<Player> temp2 = new List<Player>();
            temp2.Add(human);
            AIPlayer ai = new AIPlayer(new AIView(theWorld),Color.Red);
            theWorld.AddPlayer(ai);

            human.Enemy = ai;
            ai.Enemy = human;

            myLogger.Info("Creating spawnpoints.");
            SpawnPoints(theWorld.players, theWorld.map.width, theWorld.map.height, randomer);

            myLogger.Info("Spawning units.");
            foreach(Player p in theWorld.players)
            {
                // We want 50 units!
                for(int i = 0; i < 10; i++)
                {
                    p.unitAcc.ProduceUnits();
                }
            }

            int xOffset = (Recellection.viewPort.Width/Globals.TILE_SIZE)/2;
            int yOffset = (Recellection.viewPort.Height/Globals.TILE_SIZE)/2;

            theWorld.LookingAt = new Point(
                (int)(theWorld.players[0].GetGraphs()[0].baseBuilding.position.X-xOffset),
                (int)(theWorld.players[0].GetGraphs()[0].baseBuilding.position.Y-yOffset));

            myLogger.Info("Setting lookingAt to X: " + theWorld.LookingAt.X + "  y: " + theWorld.LookingAt.Y);
            return true;
        }
Esempio n. 6
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        //############## Construction ##############//
        /// <summary>
        /// Constructor.
        /// </summary>
        /// <param name="p_world"></param>
        public AIView(World p_world)
        {
            log = Utility.Logger.LoggerFactory.GetLogger();
            //LoggerFactory.globalThreshold = LogLevel.FATAL;

            world = p_world;
            mapHeight = world.GetMap().map.GetLength(1);
            mapWidth = world.GetMap().map.GetLength(0);

            myBuildings = new List<Building>();

            opponents = world.players; //Remove the AI player when it has called RegisterPlayer

            friendlyPoints = new List<Vector2>();
            resourcePoints = new List<Vector2>();
            enemyPoints = new List<Vector2>();
        }
        public static void Initiate(World world)
        {
            if (Instance == null)
            {
                Instance = new WorldView();
            }
            Instance.World = world;
            world.lookingAtEvent += Instance.UpdateBg;
            world.lookingAtEvent += Instance.CreateCurrentView;
            Instance.CreateCurrentView(Instance, new Event<Point>(world.LookingAt, EventType.ALTER));
            Instance.alignViewport();

            //Color c1 = new Color(0xb2, 0xc9, 0x9f);
            //Color c2 = new Color(0x9f, 0xc4, 0xc9);
            Color c1 = Color.HotPink;//new Color(0xac, 0x33, 0x2d);
            Color c2 = Color.Crimson;//new Color(0xea, 0xe4, 0x7c);
            Instance.cMatrix = Instance.generateColorMatrix(c1, c2);
        }
        /// <summary>
        /// Create the list of tiles that the fromBuilding is surrounded with and the
        /// tile it is placed on.
        /// </summary>
        /// <param name="middleTile">The coordinates for the tile the fromBuilding is built on.</param>
        /// <param name="world">The world the fromBuilding is being built in.</param>
        /// <returns></returns>
        public static LinkedList<Tile> CreateControlZone(Vector2 middleTile, World world)
        {
            LinkedList<Tile> retur = new LinkedList<Tile>();

            //Iterate over the tiles that shall be added to the list
            for (int dx = -1; dx <= 1; dx++)
            {
                for (int dy = -1; dy <= 1; dy++)
                {
                    //The tile the fromBuilding is standing on shall be first in the
                    //linked list.
                    if (dx == 0 && dy == 0)
                    {
                        retur.AddFirst(world.GetMap().GetTile(dx + (int)middleTile.X, dy + (int)middleTile.Y));
                    }
                    //The other tiles shall be appended to the list
                    else
                    {
                        try
                        {
                            retur.AddLast(world.GetMap().GetTile(dx + (int)middleTile.X, dy + (int)middleTile.Y));
                        }
                        catch (IndexOutOfRangeException e)
                        {
                            logger.Error(e.Message);
                            //The fromBuilding is being built close to an edge
                            //the exception is not handled.
                        }
                    }
                }
            }
            return retur;
        }
Esempio n. 9
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 /// <summary>
 /// Returns the fromBuilding at the given coordinates provided that it is visible.
 /// </summary>
 /// <param name="point"></param>
 /// <param name="world"></param>
 /// <returns></returns>
 public static Building GetBuildingAt(Vector2 point, World world)
 {
     return GetTileAt(point, world).GetBuilding();
 }
 public void Init()
 {
     testWorld = WorldGenerator.GenerateWorld(0);
 }
Esempio n. 11
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        /// <summary>
        /// Checks if the given source building is within building range of dest.
        /// </summary>
        /// <param name="source"></param>
        /// <param name="dest"></param>
        /// <returns></returns>
        public static bool WithinBuildRangeOf(Vector2 source, Vector2 dest, World world)
        {
            List<Point> valid = BuildingController.GetValidBuildingInterval(dest, world);

            Point v1 = valid[0];
            Point v2 = valid[1];

            if ((int)source.X < v1.X || (int)source.X > v2.X || (int)source.Y < v1.Y || (int)source.Y > v2.Y)
            {
                return false;
            }
            return true;
        }
 /// <param name="worldInstance">A World instance used to calculate distance to objects</param>
 public SoundsController(World worldInstance)
 {
     theWorld = worldInstance;
 }
Esempio n. 13
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 /// <summary>
 /// Returns a valid build point randomly chosen from the given choices.
 /// </summary>
 /// <param name="list"></param>
 /// <param name="world"></param>
 /// <returns></returns>
 public static Vector2 GetRandomBuildPointFrom(List<Vector2> list, World world)
 {
     List<Vector2> valids = new List<Vector2>();
     for (int i = 0; i < list.Count; i++)
     {
         Vector2 temp = list[i];
         if (GetBuildingAt(temp, world) == null)
         { //The spot is free!
             valids.Add(temp);
         }
     }
     Random randomFactory = new Random();
     return valids[randomFactory.Next(valids.Count)];
 }
Esempio n. 14
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        /// <summary>
        /// Returns the Tile located in the given coordinates provided that it is visible.
        /// If it is not visible, null is returned.
        /// </summary>
        /// <param name="coords"></param>
        /// <param name="world"></param>
        /// <returns></returns>
        public static Tile GetTileAt(Vector2 coords, World world)
        {
            //log.Fatal("Accessing Tile at "+coords.X+","+coords.Y);
            Tile tempTile = world.GetMap().GetTile((int)coords.X, (int)coords.Y);

            ///* Uncomment when fog of war is properly implemented
            //if (tempTile.IsVisible(ai))
            //{
            //    return tempTile;
            //}

            return tempTile;
        }
        /// <summary>
        /// Add a fromBuilding to the source buildings owners graph, 
        /// the source fromBuilding will be used to find the correct graph.
        /// </summary>
        /// <param name="buildingType">The type of fromBuilding to build.</param>
        /// <param name="sourceBuilding">The fromBuilding used to build this fromBuilding.</param>
        /// <param name="targetCoordinate">The tile coordinates where the fromBuilding will be built.</param>
        /// <param name="world">The world to build the fromBuilding in.</param>
        public static bool AddBuilding(Globals.BuildingTypes buildingType,
            Building sourceBuilding, Vector2 targetCoordinate, World world, Player owner)
        {
            if (sourceBuilding != null && buildingType != Globals.BuildingTypes.Base && (Math.Abs(((int)sourceBuilding.position.X) - (int)targetCoordinate.X) > MAX_BUILDING_RANGE || (Math.Abs(((int)sourceBuilding.position.Y) - (int)targetCoordinate.Y) > MAX_BUILDING_RANGE)))
            {
                logger.Debug("Building position out of range");
                throw new BuildingOutOfRangeException();
            }
            uint price = owner.unitAcc.CalculateBuildingCostInflation(buildingType);
            if (sourceBuilding != null && (uint)sourceBuilding.CountUnits() < price)
            {
                logger.Debug("Building too expensive");
                return false;
            }

            logger.Info("Building a building at position "+targetCoordinate+" of "+buildingType+".");

            lock (owner.GetGraphs())
            {
                LinkedList<Tile> controlZone = CreateControlZone(targetCoordinate, world);
                //The Base building is handled in another way due to it's nature.
                if (buildingType == Globals.BuildingTypes.Base)
                {
                    logger.Trace("Adding a Base Building and also constructing a new graph");
                    BaseBuilding baseBuilding = new BaseBuilding("Base Buidling",
                    (int)targetCoordinate.X, (int)targetCoordinate.Y, owner, controlZone);

                    world.map.GetTile((int)targetCoordinate.X, (int)targetCoordinate.Y).SetBuilding(baseBuilding);

                    owner.AddGraph(GraphController.Instance.AddBaseBuilding(baseBuilding, sourceBuilding));
                }
                else
                {
                    //The other buildings constructs in similiar ways but they are constructed
                    //as the specified type.
                    Building newBuilding = null;
                    switch (buildingType)
                    {
                        case Globals.BuildingTypes.Aggressive:
                            logger.Trace("Building a new Aggressive building");
                            newBuilding = new AggressiveBuilding("Aggresive Building",
                                (int)targetCoordinate.X, (int)targetCoordinate.Y, owner,
                                GraphController.Instance.GetGraph(sourceBuilding).baseBuilding, controlZone);
                            break;
                        case Globals.BuildingTypes.Barrier:
                            logger.Trace("Building a new Barrier building");
                            newBuilding = new BarrierBuilding("Barrier Building",
                                (int)targetCoordinate.X, (int)targetCoordinate.Y, owner,
                                GraphController.Instance.GetGraph(sourceBuilding).baseBuilding, controlZone);
                            break;
                        case Globals.BuildingTypes.Resource:
                            logger.Trace("Building a new Resource building");
                            newBuilding = new ResourceBuilding("Resource Building",
                                (int)targetCoordinate.X, (int)targetCoordinate.Y, owner,
                                GraphController.Instance.GetGraph(sourceBuilding).baseBuilding, controlZone);
                            break;
                    }

                    world.map.GetTile((int)targetCoordinate.X, (int)targetCoordinate.Y).SetBuilding(newBuilding);
                    newBuilding.Parent = sourceBuilding;
                    GraphController.Instance.AddBuilding(sourceBuilding, newBuilding);
                }
                if (sourceBuilding != null && world.map.GetTile((int)targetCoordinate.X, (int)targetCoordinate.Y).GetBuilding() != null)
                {
                    logger.Info("The building has " + sourceBuilding.CountUnits() + " and the building costs " + price);
                    owner.unitAcc.DestroyUnits(sourceBuilding.units, (int)price);
                    logger.Info("The source building only got " + sourceBuilding.CountUnits() + " units left.");
                }
                else if (world.map.GetTile((int)targetCoordinate.X, (int)targetCoordinate.Y).GetBuilding() == null)
                {
                    throw new Exception("A building was not placed on the tile even though it should have been.");
                }

                SoundsController.playSound("buildingPlacement");
            }

            // Let's update the fog of war!
            /*
            for (int i = -3; i <= 3; i++)
            {
                for (int j = -3; j <= 3; j++)
                {
                    try
                    {
                        world.map.GetTile((int)targetCoordinate.X + j, (int)targetCoordinate.Y + i).MakeVisibleTo(owner);
                    }
                    catch(IndexOutOfRangeException e)
                    {
                    }
                }
            }
             */
            return true;
        }
Esempio n. 16
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        /// <summary>
        /// Generates a list of optimal building placements for connecting the two given points.
        /// </summary>
        /// <param name="resource"></param>
        /// <param name="sourcePosition"></param>
        /// <returns></returns>
        public static List <Vector2> GenerateBuildPathBetween(Vector2 p_source, Vector2 p_dest, World world)
        {
            Vector2 source = p_source;
            Vector2 dest   = p_dest;

            List <Vector2> path = new List <Vector2>();

            do
            {
                source = Util.GetClosestPointFromList(dest, CreateMatrixFromInterval(BuildingController.GetValidBuildingInterval(source, world)));
                path.Add(source);
            } while (!WithinBuildRangeOf(source, dest, world));
            if (source != dest) //safeguard for double add
            {
                path.Add(p_dest);
            }

            return(path);
        }
        private static void FindEnemy(Unit u, World.Map worldMap)
        {
            if (! u.IsAggressive)
            {
                return;
            }

            Tile t = worldMap.GetTile((int)u.position.X, (int)u.position.Y);

            // Search for units
            lock (t.GetUnits())
            {
                foreach (Unit ou in t.GetUnits(u.owner.Enemy))
                {
                    // Is he dead already?
                    if (ou.isDead)
                        continue;

                    // FIGHT TO THE DEATH!
                    u.TargetEntity = ou;
                    return;
                }
            }

            // Is there a building to kill?
            if (t.GetBuilding() != null && t.GetBuilding().owner != u.owner)
            {
                u.TargetEntity = t.GetBuilding();
                return;
            }
        }
Esempio n. 18
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 public static void SetWorld(World w)
 {
     Unit.world = w;
 }
        /// <summary>
        /// 
        /// </summary>
        /// <param name="player"></param>
        public static void ConstructBuilding(Player player, Tile constructTile, Building sourceBuilding, World theWorld)
        {
            logger.Trace("Constructing a building for a player");
            //TODO Somehow present a menu to the player, and then
            //use the information to ADD (not the document) the fromBuilding.

            MenuIcon baseCell = new MenuIcon(Language.Instance.GetString("BaseCell") +
                    " (" + player.unitAcc.CalculateBuildingCostInflation(Globals.BuildingTypes.Base)+")",
                    Recellection.textureMap.GetTexture(Globals.TextureTypes.BaseBuilding), Color.Black);

            MenuIcon resourceCell = new MenuIcon(Language.Instance.GetString("ResourceCell") +
                    " (" + player.unitAcc.CalculateBuildingCostInflation(Globals.BuildingTypes.Resource) + ")",
                    Recellection.textureMap.GetTexture(Globals.TextureTypes.ResourceBuilding), Color.Black);

            MenuIcon defensiveCell = new MenuIcon(Language.Instance.GetString("DefensiveCell") +
                    " (" + player.unitAcc.CalculateBuildingCostInflation(Globals.BuildingTypes.Barrier) + ")",
                    Recellection.textureMap.GetTexture(Globals.TextureTypes.BarrierBuilding), Color.Black);

            MenuIcon aggressiveCell = new MenuIcon(Language.Instance.GetString("AggressiveCell") +
                    " (" + player.unitAcc.CalculateBuildingCostInflation(Globals.BuildingTypes.Aggressive) + ")",
                    Recellection.textureMap.GetTexture(Globals.TextureTypes.AggressiveBuilding), Color.Black);
            MenuIcon cancel = new MenuIcon(Language.Instance.GetString("Cancel"),
                    Recellection.textureMap.GetTexture(Globals.TextureTypes.No));
            List<MenuIcon> menuIcons = new List<MenuIcon>();
            menuIcons.Add(baseCell);
            menuIcons.Add(resourceCell);
            menuIcons.Add(defensiveCell);
            menuIcons.Add(aggressiveCell);
            menuIcons.Add(cancel);
            Menu ConstructBuildingMenu = new Menu(Globals.MenuLayout.NineMatrix, menuIcons, Language.Instance.GetString("ChooseBuilding"), Color.Black);
            MenuController.LoadMenu(ConstructBuildingMenu);
            Recellection.CurrentState = MenuView.Instance;
            Globals.BuildingTypes building;

            MenuIcon choosenMenu = MenuController.GetInput();
            Recellection.CurrentState = WorldView.Instance;
            MenuController.UnloadMenu();
            if (choosenMenu.Equals(baseCell))
            {
                building = Globals.BuildingTypes.Base;
            }
            else if (choosenMenu.Equals(resourceCell))
            {
                building = Globals.BuildingTypes.Resource;
            }
            else if (choosenMenu.Equals(defensiveCell))
            {
                building = Globals.BuildingTypes.Barrier;
            }
            else if (choosenMenu.Equals(aggressiveCell))
            {
                building = Globals.BuildingTypes.Aggressive;
            }
            else
            {
                return;
            }

            // If we have selected a tile, and we can place a building at the selected tile...
            try
            {
                if (!AddBuilding(building, sourceBuilding,
                        constructTile.position, theWorld, player))
                {
                    //SoundsController.playSound("Denied");
                }
            }
            catch (BuildingOutOfRangeException bore)
            {
                throw bore;
            }
        }
Esempio n. 20
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 /// <summary>
 /// Returns the fromBuilding at the given coordinates provided that it is visible.
 /// </summary>
 /// <param name="point"></param>
 /// <param name="world"></param>
 /// <returns></returns>
 public static Building GetBuildingAt(Vector2 point, World world)
 {
     return(GetTileAt(point, world).GetBuilding());
 }
Esempio n. 21
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 //############## Utility functions ##############//
 /// <summary>
 /// Checks whether or not there is a Resource Point at the given coordinates.
 /// Overloaded function, also works with a tile.
 /// </summary>
 /// <param name="current"></param>
 /// <returns></returns>
 internal bool ContainsResourcePoint(Vector2 current, World world)
 {
     Tile tempTile = Util.GetTileAt(current, world);
     return ContainsResourcePoint(tempTile);
 }
        /// <summary>
        /// Returns two points with the interval of wich the building can be built in.
        /// The points is returned inclusively, both points are valid coordinates. 
        /// </summary>
        /// <param name="sourceBuildingPosition"></param>
        /// <param name="world"></param>
        /// <returns>First in the list is the upperLeft point and the last is the lowerRight point.</returns>
        public static List<Point> GetValidBuildingInterval(Vector2 sourceBuildingPosition, World world)
        {
            List<Point> retur = new List<Point>(2);
            Point upperLeft = new Point(
                (int)MathHelper.Clamp(sourceBuildingPosition.X - MAX_BUILDING_RANGE, 1, world.GetMap().width-2),
                (int)MathHelper.Clamp(sourceBuildingPosition.Y - MAX_BUILDING_RANGE, 1, world.GetMap().height-2));
            Point lowerRight = new Point(
                (int)MathHelper.Clamp(sourceBuildingPosition.X + MAX_BUILDING_RANGE, 1, world.GetMap().width-2),
                (int)MathHelper.Clamp(sourceBuildingPosition.Y + MAX_BUILDING_RANGE, 1, world.GetMap().height-2));

            retur.Add(upperLeft);
            retur.Add(lowerRight);

            return retur;
        }
        /// <summary>
        /// Call the update method on each unit causing them to move towards their baseEntity.
        /// If the unit has arrived to its baseEntity, it will recieve new orders. If it was previously
        /// travelling to a fromBuilding, it will be joined with that fromBuilding upon arrival.
        /// </summary>
        /// <param name="units">The set of units to be updated</param>
        /// <param name="systemTime">The time passed since something</param>
        public static void Update(IEnumerable<Unit> units, int systemTime, World.Map worldMap)
        {
            lock (units)
            {
                foreach (Unit u in units)
                {
                    // Try to find enemies for this unit!
                    FindEnemy(u, worldMap);

                    // Update position
                    u.Update(systemTime);
                }

                RemoveDeadUnits();
            }
        }