Esempio n. 1
0
 public static int GetTraversalCostWITHOUTJUMP(Being b, Tile t)
 {
     if (t.Inhabitant != null && t.Inhabitant.IsAlive)
     {
         if (t.Inhabitant.Team == b.Team)
         {
             return(t.TraverseCost);
         }
         else
         {
             return(-1);
         }
     }
     return(t.TraverseCost);
 }
Esempio n. 2
0
 public static int GetTraversalCost(Being b, Tile t1, Tile t2)
 {
     if (t2.Inhabitant != null && t2.Inhabitant.IsAlive)
     {
         if (t2.Inhabitant.Team == b.Team)
         {
             return(t2.TraverseCost);
         }
         else
         {
             return(-1);
         }
     }
     else if (t1 != null && t2.Height - t1.Height > b[StatType.Jump].Value)
     {
         return(-1);
     }
     return(t2.TraverseCost);
 }
Esempio n. 3
0
        private static Dictionary <Tile, int> GetLongJumps(Tile startT, Being b)           //shouldn't use dic just to return a series of paired values but f**k it
        {
            var rd = new Dictionary <Tile, int>();

            int  startMoveCost = GetTraversalCostWITHOUTJUMP(b, startT);
            Tile mid, dest;
            int  heightDelta;

            foreach (Cardinal c in Enum.GetValues(typeof(Cardinal)))
            {
                mid = startT.GetAdjacent(c);
                if (mid != null)
                {
                    dest = mid.GetAdjacent(c);
                }
                else
                {
                    continue;
                }

                if (dest != null && GetTraversalCostWITHOUTJUMP(b, dest) >= 0)
                {
                    heightDelta = mid.Height - startT.Height;
                    if (heightDelta <= 0 && dest.Height - startT.Height <= 0)                       //can't jump over or to higher tiles
                    {
                        int midTravCost  = GetTraversalCostWITHOUTJUMP(b, mid);
                        int jumpMoveCost = startMoveCost + GetTraversalCostWITHOUTJUMP(b, dest);

                        if ((midTravCost != -1 || false) &&                       //TODO this should account for heightDelta for jumping over opponents
                            (heightDelta <= -1 ||                             //TODO Being.MaxDownJump
                             midTravCost > startMoveCost))
                        {
                            rd.Add(dest, jumpMoveCost);
                        }
                    }
                }
            }

            return(rd);
        }
Esempio n. 4
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 public OverTimeApplier(Battle battle, Being target)
 {
     Target = target;
     battle.Add(this);
 }
Esempio n. 5
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        public static IEnumerable <Tile> GetPath(Tile start, Tile destination, Being b)             //TODO properly reuse code from 'GetTraversalArea' rather than copypasta
        {
            var accumTravCost = new Dictionary <Tile, int>();
            var prev          = new Dictionary <Tile, Tile>();
            var tilesByOrder  = new LinkedList <Tile>();

            accumTravCost.Add(start, 0);
            tilesByOrder.AddFirst(start);
            for (var node = tilesByOrder.First; node != null; ((Action)(() => { node = node.Next; tilesByOrder.RemoveFirst(); }))())
            {
                Tile current = node.Value;
                if (current == destination)
                {
                    break;
                }
                var jumps = GetLongJumps(current, b);

                foreach (var adjT in current.Adjacent.Concat(jumps.Keys))                   //work through tiles that can be reached from current
                {
                    int adjTravCost =
                        jumps.ContainsKey(adjT) ?
                        jumps[adjT] : GetTraversalCost(b, node.Value, adjT);

                    if (adjTravCost >= 0)                       //negative values exists as codes for obstacles
                    {
                        bool visited        = accumTravCost.ContainsKey(adjT);
                        int  _accumTravCost = accumTravCost[current] + adjTravCost;
                        if (!visited || _accumTravCost < accumTravCost[adjT])
                        {
                            accumTravCost[adjT] = _accumTravCost;

                            if (visited)
                            {
                                tilesByOrder.Remove(adjT);
                            }
                            var added = false;
                            for (var node2 = node.Next; node2 != null; node2 = node2.Next)
                            {
                                if (accumTravCost[node2.Value] >= _accumTravCost)
                                {
                                    added = true;
                                    tilesByOrder.AddBefore(node2, adjT);
                                    break;
                                }
                            }
                            if (!added)
                            {
                                tilesByOrder.AddLast(adjT);
                            }
                            prev[adjT] = current;
                        }
                    }
                }
            }
            var tindex = destination;
            var rList  = new List <Tile>();

            while (true)
            {
                rList.Add(tindex);
                if (tindex == start)
                {
                    break;
                }
                tindex = prev[tindex];
            }
            rList.Reverse();
            return(rList);
        }
Esempio n. 6
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 public TimedStatusEffect(Battle battle, Being target, Mod mod, StatSet ss, int EffectTime) : this(battle, target, new Mod[] { mod }, ss, EffectTime)
 {
 }
Esempio n. 7
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 public StatusEffect(Being target, IEnumerable <Mod> mods, IEnumerable <DamageOverTime> dots, StatSet ss)
 {
     Target = target;
     _mods.AddRange(mods);
     _dots.AddRange(dots);
 }
Esempio n. 8
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 public TimedStatusEffect(Battle battle, Being target, DamageOverTime DoT, StatSet ss, int EffectTime)
     : base(target, DoT, ss)
 {
     _Battle = battle;
     initStuff(EffectTime);
 }
Esempio n. 9
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 public TimedStatusEffect(Battle battle, Being target, IEnumerable <Mod> mods, StatSet ss, int EffectTime)
     : base(target, mods, ss)
 {
     _Battle = battle;
     initStuff(EffectTime);
 }
Esempio n. 10
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 public BeingAddedArgs(Being being)
 {
     Being = being;
 }
Esempio n. 11
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 private void RemoveB(Being being)
 {
     _Beings.Remove(being);
     being.MoveStarted -= OnBeingMoved;
 }