/// <summary> /// <para> /// Method used to command a creature to begin moving towards a specific location /// at a specific speed. The actual movement operation may take several turns, /// but is always initiated using this method. Your movement location should /// be within the world boundary and your movement speed should be less than or /// equal to your creature's Species.MaximumSpeed. /// </para> /// <para> /// Once called the creature will begin moving towards the specified point. This /// movement will continue until you issue a different BeginMoving command to your /// creature, it reaches its destination, or becomes blocked by something. Any /// calls to BeginMoving will clear out any previous calls, so care should be taken /// when issuing multi-part path movements. /// </para> /// <para> /// Once the movement is completed the MoveCompleted event will be fired and your /// event handler for this function will be called if you've provided one. The /// event handler will provide full information about the results of an attempted /// movement operation. /// </para> /// </summary> /// <param name="vector"> /// The MovementVector that determines the point you are moving to and how fast to move there. /// </param> /// <exception cref="System.ArgumentNullException"> /// Thrown if the vector parameter is null. /// </exception> /// <exception cref="OutOfBoundsException"> /// Thrown if the destination is outside of the world boundaries. /// </exception> /// <exception cref="TooFastException"> /// Thrown if the speed defined in the vector is greater than Species.MaximumSpeed. /// </exception> public void BeginMoving(MovementVector vector) { if (vector == null) { throw new ArgumentNullException("vector", "The argument 'vector' cannot be null"); } if (vector.Speed > State.AnimalSpecies.MaximumSpeed) { throw new TooFastException(); } if (vector.Destination.X > World.WorldWidth - 1 || vector.Destination.X < 0 || vector.Destination.Y > World.WorldHeight - 1 || vector.Destination.Y < 0) { throw new OutOfBoundsException(); } var actionID = GetNextActionID(); var action = new MoveToAction(ID, actionID, vector); lock (PendingActions) { PendingActions.SetMoveToAction(action); InProgressActions.SetMoveToAction(action); } }
/// <summary> /// <para> /// Clears any pending movement operations your creature might be performing. /// </para> /// </summary> public void StopMoving() { lock (PendingActions) { PendingActions.SetMoveToAction(null); InProgressActions.SetMoveToAction(null); } }
/// <summary> /// Helper function used to fire movement events. /// </summary> /// <param name="e">The movement event arguments.</param> /// <param name="clearOnly">Only clear the action, don't fire the event.</param> private void OnMoveCompleted(MoveCompletedEventArgs e, bool clearOnly) { if (InProgressActions.MoveToAction != null && e.ActionID == InProgressActions.MoveToAction.ActionID) { // the action is no longer in progress. If this is the most recent MoveToAction, // remove it since there is no action in progress now InProgressActions.SetMoveToAction(null); } if (!clearOnly && MoveCompleted != null) { MoveCompleted(this, e); } }