コード例 #1
0
        private void GenerateActorsAndItemsOutside()
        {
            var bound = new BoundsInt(new Vector3Int(-2, -53, 0), new Vector3Int(19, 18, 1));

            for (int i = 0; i < 10; i++)
            {
                Vector2Int randomPosition = _rng.NextPosition(bound);
                if (_gridInfoProvider.IsWalkable(randomPosition))
                {
                    var actor = _rng.Choice(new[]
                    {
                        ActorType.Rogue,
                        ActorType.BruisedRat,
                        ActorType.BruisedRat,
                        ActorType.Rat,
                        ActorType.Rat,
                        ActorType.RatChiefBetter,
                        ActorType.RatChief,
                        ActorType.Dog,
                        ActorType.RatVeteran,
                    });
                    _entitySpawner.SpawnActor(actor, randomPosition);
                }
            }
            ItemDefinition recoverTailDefinition = Resources.Load <ItemDefinition>("PotionOfRecoverTail");

            _entitySpawner.SpawnItem(recoverTailDefinition, new Vector2Int(-3, -83));
            _entitySpawner.SpawnActor(ActorType.LastMonster, new Vector2Int(-2, -83));
            _entitySpawner.SpawnActor(ActorType.Basher, new Vector2Int(11, -64));
            _entitySpawner.SpawnActor(ActorType.RatChief, new Vector2Int(3, -87));
        }
コード例 #2
0
        /// <summary>
        /// It's assuming that from @from to to there are exactly two steps!
        /// </summary>
        public bool ClearWayExists(Vector2Int @from, Vector2Int to)
        {
            Func <float, bool> isIntegral = val => Math.Abs(val % 1) < .001f;

            float middleX = ((float)@from.x + to.x) / 2;
            float middleY = ((float)@from.y + to.y) / 2;

            int[] xsToCheck = isIntegral(middleX) ? new[] { (int)middleX } : new[] { Mathf.CeilToInt(middleX), Mathf.FloorToInt(middleX) };
            int[] ysToCheck = isIntegral(middleY) ? new[] { (int)middleY } : new[] { Mathf.CeilToInt(middleY), Mathf.FloorToInt(middleY) };

            foreach (int x in xsToCheck)
            {
                foreach (int y in ysToCheck)
                {
                    bool actorIsBlockingWay = _entityDetector.DetectActors(new Vector2Int(x, y)).Any();
                    bool wayIsWalkable      = _gridInfoProvider.IsWalkable(new Vector2Int(x, y));
                    if (wayIsWalkable && !actorIsBlockingWay)
                    {
                        return(true);
                    }
                }
            }

            return(false);
        }
コード例 #3
0
ファイル: Pathfinder.cs プロジェクト: azsdaja/7drl-2018
        private bool[][] CreateWalkabilityMatrix()
        {
            var walkabilityMatrix = new bool[_gridInfoProvider.XSize][];
            var nodePool          = new NodePool();

            for (int currentX = 0; currentX < _gridInfoProvider.XSize; currentX++)
            {
                walkabilityMatrix[currentX] = new bool[_gridInfoProvider.YSize];
                for (int currentY = 0; currentY < _gridInfoProvider.YSize; currentY++)
                {
                    Vector2Int positionToCheckForWall = NonZeroBasedPosition(new Vector2Int(currentX, currentY));
                    bool       isWalkable             = _gridInfoProvider.IsWalkable(positionToCheckForWall);
                    walkabilityMatrix[currentX][currentY] = isWalkable;
                    nodePool.SetNode(currentX, currentY, isWalkable);
                }
            }
            return(walkabilityMatrix);
        }
コード例 #4
0
ファイル: EntitySpawner.cs プロジェクト: azsdaja/7drl-2018
 private Vector2Int GetPositionToPlaceItem(Vector2Int position)
 {
     if (_entityDetector.DetectItems(position).Any())
     {
         List <Vector2Int> candidates = Vector2IntUtilities.Neighbours8(position);
         var candidatesFurther        = Vector2IntUtilities.Neighbours8(Vector2Int.zero)
                                        .Select(v => new Vector2Int(v.x * 2, v.y * 2))
                                        .Select(v => position + v);
         candidates.AddRange(candidatesFurther);
         foreach (Vector2Int neighbour in candidates)
         {
             if (_gridInfoProvider.IsWalkable(neighbour) && !_entityDetector.DetectItems(neighbour).Any())
             {
                 position = neighbour;
                 break;
             }
         }
     }
     return(position);
 }
コード例 #5
0
        private int GetEmptyPositionsAround(ActorData actorData)
        {
            int emptyPositions  = 8;
            var positionsAround = Vector2IntUtilities.Neighbours8(actorData.LogicalPosition);

            foreach (Vector2Int position in positionsAround)
            {
                if (!_gridInfoProvider.IsWalkable(position) || _entityDetector.DetectActors(position).Any())
                {
                    --emptyPositions;
                }
            }
            return(emptyPositions);
        }
コード例 #6
0
ファイル: MoveAction.cs プロジェクト: azsdaja/7drl-2018
        public override IEnumerable <IActionEffect> Execute()
        {
            Vector2Int previousPosition = ActorData.LogicalPosition;
            Vector2Int newPosition      = previousPosition + Direction;

            if (_gridInfoProvider.IsWalkable(newPosition))
            {
                if (ActorData.ActorType == ActorType.Player && _gameContext.EnvironmentTilemap.HasTile(newPosition.ToVector3Int()))
                {
                    TileBase stairsDownTile = Resources.Load <TileBase>("Tiles/Environment/Stairs_down");
                    if (_gameContext.EnvironmentTilemap.GetTile(newPosition.ToVector3Int()) == stairsDownTile)
                    {
                        _textEffectPresenter.ShowTextEffect(ActorData.LogicalPosition, "Back down? Never!", Color.yellow);
                    }
                }
                if (_gameContext.BasherSteps == 0 && ActorData.ActorType == ActorType.Basher && Vector2IntUtilities.WalkDistance(ActorData.LogicalPosition,
                                                                                                                                 _gameContext.PlayerActor.ActorData.LogicalPosition) <= 5)
                {
                    _gameContext.BasherSteps = 1;
                    _uiConfig.BasherMessage.gameObject.SetActive(true);
                    _uiConfig.BasherMessage.SetMessage("Ha! So you didn't disappoint me! Finally I see you again, my rattish friend! As you might " +
                                                       "have guessed, that was me that sent you the key. I'll be happy to take you away from this scary place. But first " +
                                                       "we have to deal with one thing. You saved my life by attributing to yourself my deeds against the revolutionists. " +
                                                       "But this also made me feel like a lousy coward. My honour has been terribly undermined and I need to clean it. " +
                                                       "I challenge you to a duel! No magic, no eating, just me, you and steel. Prepare!");

                    IEnumerable <ActorData> friendsAndBuddies = _entityDetector.DetectActors(ActorData.LogicalPosition, 15)
                                                                .Where(a => a.ActorType == ActorType.Friend || a.ActorType == ActorType.Buddy);
                    foreach (var friendOrBuddy in friendsAndBuddies)
                    {
                        _deathHandler.HandleDeath(friendOrBuddy);
                    }
                }

                IActionEffect effect = ActionEffectFactory.CreateMoveEffect(ActorData, previousPosition);
                ActorData.LogicalPosition = newPosition;
                if (ActorData.CaughtActor != null)
                {
                    ActorData.CaughtActor.LogicalPosition = newPosition;
                }

                yield return(effect);
            }
            else
            {
                IActionEffect effect = ActionEffectFactory.CreateBumpEffect(ActorData, newPosition);
                yield return(effect);
            }
        }
コード例 #7
0
        private IGameAction ResolveActionForAggresion(ActorData actorData)
        {
            if (_rng.Check(0.04f))
            {
                if (_gameContext.PlayerActor.ActorData.Health <= 0)
                {
                    if (_rng.Check(0.07f))
                    {
                        string text = _rng.Choice(new[] { "Ha, ha!", "I got him!", "I know my strength!", "Got what he deserved!",
                                                          "Guess what we'll cook for dinner..." });
                        _textEffectPresenter.ShowTextEffect(actorData.LogicalPosition, text);
                    }
                }
                else if (actorData.ActorType == ActorType.Dog && actorData.Team != Team.Beasts)
                {
                    string text = _rng.Choice(new[] { "Woof", "Wrrrr!" });
                    _textEffectPresenter.ShowTextEffect(actorData.LogicalPosition, text);
                }
                else if (actorData.ActorType == ActorType.LastMonster)
                {
                    var potential = new[] { "Whshsh!", "Rrrruv!" }.ToList();
                    if (!actorData.Entity.IsVisible)
                    {
                        potential.AddRange(new[] { "[THUD!]", "[THUD!]", "[THUD!]" });
                    }
                    string text = _rng.Choice(potential);
                    _textEffectPresenter.ShowTextEffect(actorData.LogicalPosition, text, text == "[THUD!]" ? Color.white
                                                : Color.magenta, true);
                }
                else if (actorData.ActorType == ActorType.Friend || actorData.ActorType == ActorType.Buddy)
                {
                    string text = _rng.Choice(new[] { "Ma-uluh, ruv!", "Suku bgeve lir...", "Alir tak rettenekopast!" });
                    _textEffectPresenter.ShowTextEffect(actorData.LogicalPosition, text, new Color(0.7f, 0.8f, 1f));
                }
                else if (actorData.ActorType != ActorType.Basher && actorData.ActorType != ActorType.LastMonster)
                {
                    string text = _rng.Choice(new[] { "Back to your ward!", "Squeak!", "You're mine!", "Comrades, help me!", "Aah!" });
                    _textEffectPresenter.ShowTextEffect(actorData.LogicalPosition, text);
                }
            }

            List <ActorData> enemiesClose = _entityDetector.DetectActors(actorData.LogicalPosition, actorData.VisionRayLength)
                                            .Where(a => a.Team != actorData.Team && a.Entity.IsVisible)
                                            .ToList();

            enemiesClose.Sort((first, second) =>
                              Vector2IntUtilities.WalkDistance(first.LogicalPosition, actorData.LogicalPosition)
                              .CompareTo(Vector2IntUtilities.WalkDistance(second.LogicalPosition, actorData.LogicalPosition))
                              );
            ActorData closestEnemy = enemiesClose.FirstOrDefault();

            if (closestEnemy != null)
            {
                Vector2Int toEnemy = closestEnemy.LogicalPosition - actorData.LogicalPosition;

                // mam nadzieje, ze zadziala
                if (Vector2IntUtilities.WalkDistance(closestEnemy.LogicalPosition, actorData.LogicalPosition) == 2)
                {                 // move towards player if possible and desired
                    bool possible = false;

                    Vector2Int?legalMove        = null;
                    Vector2Int directionToEnemy = Vector2IntUtilities.Normalized(toEnemy);
                    IEnumerable <Vector2Int> candidateMovesToEnemy = Vector2IntUtilities.GetCone(directionToEnemy)
                                                                     .Select(coneVector => coneVector - directionToEnemy)
                                                                     .Where(fixedConeVector => fixedConeVector != actorData.LogicalPosition);

                    IList <Vector2Int> candidateMovesShuffled = _rng.Shuffle(candidateMovesToEnemy);
                    foreach (var cand in candidateMovesShuffled)
                    {
                        if (!_entityDetector.DetectActors(actorData.LogicalPosition + cand).Any() &&
                            _gridInfoProvider.IsWalkable(actorData.LogicalPosition + cand))
                        {
                            legalMove = cand;
                            break;
                        }
                    }
                    if (legalMove.HasValue)
                    {
                        int closeCombatAdvantage = actorData.WeaponWeld.WeaponDefinition.CloseCombatModifier -
                                                   closestEnemy.WeaponWeld.WeaponDefinition.CloseCombatModifier;
                        if (closeCombatAdvantage < 0)
                        {
                            closeCombatAdvantage = 0;
                        }
                        float chanceToMove = .1f + 0.2f * closeCombatAdvantage;
                        if (_rng.Check(chanceToMove))
                        {
                            return(_actionFactory.CreateMoveAction(actorData, legalMove.Value));
                        }
                    }
                }

                if (Vector2IntUtilities.IsOneStep(toEnemy) ||
                    (actorData.WeaponWeld.WeaponDefinition.AllowsFarCombat && Vector2IntUtilities.IsOneOrTwoSteps(toEnemy) &&
                     _clearWayBetweenTwoPointsDetector.ClearWayExists(actorData.LogicalPosition, closestEnemy.LogicalPosition)))
                {
                    IGameAction actionToPerform;

                    bool pushingIsPossible = actorData.AiTraits.Contains(AiTrait.Pusher) && Vector2IntUtilities.IsOneStep(toEnemy) &&
                                             _gridInfoProvider.IsWalkable(closestEnemy.LogicalPosition + toEnemy);
                    bool pushingIsDesired = false;
                    if (pushingIsPossible)
                    {
                        float pushingChanceScore = 0.08f;
                        if (actorData.WeaponWeld.WeaponDefinition.CloseCombatModifier < closestEnemy.WeaponWeld.WeaponDefinition.CloseCombatModifier)
                        {
                            pushingChanceScore += .25f;
                        }
                        if (!_gridInfoProvider.IsWalkable(closestEnemy.LogicalPosition + toEnemy + toEnemy))
                        {
                            pushingChanceScore += .2f;
                        }

                        if (_rng.Check(pushingChanceScore))
                        {
                            pushingIsDesired = true;
                        }
                    }

                    if (pushingIsPossible && pushingIsDesired)
                    {
                        actionToPerform = _actionFactory.CreatePushAction(actorData, closestEnemy);
                    }
                    else
                    {
                        bool isInGoodPosition = Vector2IntUtilities.IsOneStep(toEnemy) && actorData.WeaponWeld.WeaponDefinition.CloseCombatModifier
                                                > closestEnemy.WeaponWeld.WeaponDefinition.CloseCombatModifier;
                        if (Vector2IntUtilities.IsOneOrTwoSteps(toEnemy) && !isInGoodPosition)                        // && actorData.AiTraits.Contains(AiTrait.Careful)))
                        {
                            float chanceToStepBack = 0f;
                            float healthFactor     = (1 - actorData.HealthProgress) * .15f;
                            float swordsFactor     = (closestEnemy.Swords - actorData.Swords) * .15f;
                            chanceToStepBack = healthFactor + swordsFactor;
                            if (_rng.Check(chanceToStepBack))
                            {
                                Vector2Int directionFromEnemy = Vector2IntUtilities.Normalized(toEnemy) * -1;
                                IEnumerable <Vector2Int> positionsToStepBack = Vector2IntUtilities.GetCone(directionFromEnemy)
                                                                               .Select(coneVector => actorData.LogicalPosition + coneVector - directionFromEnemy)
                                                                               .Where(position => position != actorData.LogicalPosition);
                                foreach (var conePosition in positionsToStepBack)
                                {
                                    if (!_gridInfoProvider.IsWalkable(conePosition) ||
                                        _entityDetector.DetectEntities(conePosition).Any())
                                    {
                                        continue;
                                    }
                                    Vector2Int stepBackMoveVector = conePosition - actorData.LogicalPosition;
                                    return(_actionFactory.CreateMoveAction(actorData, stepBackMoveVector));
                                }
                            }
                        }

                        bool isDaringBlow = false;
                        if (actorData.Traits.Contains(Trait.DaringBlow) && actorData.Swords >= 2)
                        {
                            float daringBlowChance = actorData.AiTraits.Contains(AiTrait.Aggressive) ? .5f : .2f;
                            if (actorData.ActorType == ActorType.Basher)
                            {
                                daringBlowChance += .2f;
                            }
                            if (_rng.Check(daringBlowChance))
                            {
                                isDaringBlow = true;
                            }
                        }
                        actionToPerform = _actionFactory.CreateAttackAction(actorData, closestEnemy, isDaringBlow);
                    }
                    if (DateTime.UtcNow < closestEnemy.BlockedUntil)
                    {
                        actorData.StoredAction = actionToPerform;
                        actorData.BlockedUntil = closestEnemy.BlockedUntil;
                        return(null);
                    }
                    return(actionToPerform);
                }
                int        moveX      = toEnemy.x.CompareTo(0);
                int        moveY      = toEnemy.y.CompareTo(0);
                Vector2Int moveVector = new Vector2Int(moveX, moveY);

                Func <Vector2Int, bool> isWalkableAndFree = position =>
                                                            _gridInfoProvider.IsWalkable(position) &&
                                                            !_entityDetector.DetectActors(position).Any();

                if (!isWalkableAndFree(actorData.LogicalPosition + moveVector))
                {
                    Vector2Int?finalMoveVector = null;
                    Vector2Int alternativeMoveVector1;
                    Vector2Int alternativeMoveVector2;

                    // trying to find best alternative vectors to move
                    if (moveVector.x == 0)
                    {
                        alternativeMoveVector1 = new Vector2Int(+1, moveVector.y);
                        alternativeMoveVector2 = new Vector2Int(-1, moveVector.y);
                    }
                    else if (moveVector.y == 0)
                    {
                        alternativeMoveVector1 = new Vector2Int(moveVector.x, -1);
                        alternativeMoveVector2 = new Vector2Int(moveVector.x, +1);
                    }
                    else
                    {
                        alternativeMoveVector1 = new Vector2Int(moveVector.x, 0);
                        alternativeMoveVector2 = new Vector2Int(0, moveVector.y);
                    }

                    if (isWalkableAndFree(actorData.LogicalPosition + alternativeMoveVector1))
                    {
                        finalMoveVector = alternativeMoveVector1;
                    }
                    else if (isWalkableAndFree(actorData.LogicalPosition + alternativeMoveVector2))
                    {
                        finalMoveVector = alternativeMoveVector2;
                    }
                    if (finalMoveVector.HasValue)
                    {
                        return(_actionFactory.CreateMoveAction(actorData, finalMoveVector.Value));
                    }
                    return(_actionFactory.CreatePassAction(actorData));
                }
                return(_actionFactory.CreateMoveAction(actorData, moveVector));
            }
            else if (actorData.Team == Team.Beasts)
            {
                ActorData playerClose = _entityDetector.DetectActors(actorData.LogicalPosition, actorData.VisionRayLength).FirstOrDefault(
                    f => f != actorData && f.ActorType == ActorType.Player);
                if (playerClose != null)
                {
                    Vector2Int toFriend          = playerClose.LogicalPosition - actorData.LogicalPosition;
                    Vector2Int directionToFriend = Vector2IntUtilities.Normalized(toFriend);
                    Vector2Int legalMove         = new Vector2Int();

                    IEnumerable <Vector2Int> candidateMovesToFriend = Vector2IntUtilities.GetCone(directionToFriend)
                                                                      .Select(coneVector => coneVector - directionToFriend)
                                                                      .Where(fixedConeVector => fixedConeVector != actorData.LogicalPosition);

                    IList <Vector2Int> candidateMovesShuffled = _rng.Shuffle(candidateMovesToFriend);
                    foreach (var cand in candidateMovesShuffled)
                    {
                        if (!_entityDetector.DetectActors(actorData.LogicalPosition + cand).Any() &&
                            _gridInfoProvider.IsWalkable(actorData.LogicalPosition + cand))
                        {
                            legalMove = cand;
                            break;
                        }
                    }

                    Vector2Int moveVector = legalMove;
                    if (!_entityDetector.DetectActors(actorData.LogicalPosition + moveVector).Any())
                    {
                        return(_actionFactory.CreateMoveAction(actorData, moveVector));
                    }
                }
                return(_actionFactory.CreatePassAction(actorData));
            }
            if (Vector2IntUtilities.WalkDistance(actorData.LogicalPosition, _gameContext.PlayerActor.ActorData.LogicalPosition) < 15 &&
                _gameContext.PlayerActor.ActorData.Health > 0 && actorData.ActorType != ActorType.Basher)
            {
                Vector2Int?farReachablePoint = GetFarReachablePoint(actorData);
                if (farReachablePoint.HasValue)
                {
                    Vector2Int moveVector = Vector2IntUtilities.Normalized(farReachablePoint.Value - actorData.LogicalPosition);
                    return(_actionFactory.CreateMoveAction(actorData, moveVector));
                }
            }
            return(_actionFactory.CreatePassAction(actorData));
        }