コード例 #1
0
ファイル: Stockpile.cs プロジェクト: maroussil/dwarfcorp
 public Stockpile(Faction faction, IEnumerable<Voxel> voxels, RoomData data, ChunkManager chunks)
     : base(voxels, data, chunks)
 {
     Boxes = new List<Body>();
     faction.Stockpiles.Add(this);
     Faction = faction;
 }
コード例 #2
0
ファイル: Deer.cs プロジェクト: scorvi/dwarfcorp
 public Deer(string sprites, Vector3 position, ComponentManager manager, ChunkManager chunks, GraphicsDevice graphics, ContentManager content, string name)
     : base(new CreatureStats
         {
             Dexterity = 12,
             Constitution = 6,
             Strength = 3,
             Wisdom = 2,
             Charisma = 1,
             Intelligence = 3,
             Size = 3
         },
         "Herbivore",
         PlayState.PlanService,
         manager.Factions.Factions["Herbivore"],
         new Physics
         (
             "A Deer",
             manager.RootComponent,
             Matrix.CreateTranslation(position),
             new Vector3(0.3f, 0.3f, 0.3f),
             new Vector3(0, 0, 0),
             1.0f, 1.0f, 0.999f, 0.999f,
             new Vector3(0, -10, 0)
         ),
         chunks, graphics, content, name)
 {
     Initialize(new SpriteSheet(sprites));
 }
コード例 #3
0
ファイル: GameMaster.cs プロジェクト: scorvi/dwarfcorp
 public GameMaster(Faction faction, DwarfGame game, ComponentManager components, ChunkManager chunks, Camera camera, GraphicsDevice graphics, DwarfGUI gui)
 {
     Faction = faction;
     Initialize(game, components, chunks, camera, graphics, gui);
     VoxSelector.Selected += OnSelected;
     BodySelector.Selected += OnBodiesSelected;
     PlayState.Time.NewDay += Time_NewDay;
 }
コード例 #4
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ファイル: Dwarf.cs プロジェクト: scorvi/dwarfcorp
 public Dwarf(CreatureStats stats, string allies, PlanService planService, Faction faction,  string name, ChunkManager chunks, GraphicsDevice graphics, ContentManager content, EmployeeClass workerClass, Vector3 position)
     : base(stats, allies, planService, faction, 
     new Physics( "A Dwarf", PlayState.ComponentManager.RootComponent, Matrix.CreateTranslation(position), 
                 new Vector3(0.5f, 0.5f, 0.5f), new Vector3(0.0f, -0.25f, 0.0f), 1.0f, 1.0f, 0.999f, 0.999f, new Vector3(0, -10, 0)),
        chunks, graphics, content, name)
 {
     Initialize(workerClass);
 }
コード例 #5
0
ファイル: VoxelListener.cs プロジェクト: scorvi/dwarfcorp
 public VoxelListener(ComponentManager manager, GameComponent parent, ChunkManager chunkManager, Voxel vref)
     : base("VoxelListener", parent)
 {
     Chunk = vref.Chunk;
     VoxelID = new Point3(vref.GridPosition);
     Chunk.OnVoxelDestroyed += VoxelListener_OnVoxelDestroyed;
     ChunkID = Chunk.ID;
 }
コード例 #6
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ファイル: WaterManager.cs プロジェクト: scorvi/dwarfcorp
 public WaterManager(ChunkManager chunks)
 {
     Chunks = chunks;
     EvaporationLevel = 5;
     Splashes = new ConcurrentQueue<SplashType>();
     Transfers = new ConcurrentQueue<Transfer>();
     splashNoiseLimiter["splash2"] = new Timer(0.1f, false);
     splashNoiseLimiter["flame"] = new Timer(0.1f, false);
 }
コード例 #7
0
ファイル: Room.cs プロジェクト: scorvi/dwarfcorp
 public Room(bool designation, IEnumerable<Voxel> designations, RoomData data, ChunkManager chunks)
     : base(data.Name + " " + Counter, chunks)
 {
     RoomData = data;
     ReplacementType = VoxelLibrary.GetVoxelType(RoomData.FloorType);
     Chunks = chunks;
     Counter++;
     Designations = designations.ToList();
     IsBuilt = false;
 }
コード例 #8
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ファイル: Box.cs プロジェクト: scorvi/dwarfcorp
        public override void Render(DwarfTime gameTime, ChunkManager chunks, Camera camera, SpriteBatch spriteBatch, GraphicsDevice graphicsDevice, Effect effect, bool renderingForWater)
        {
            base.Render(gameTime, chunks, camera, spriteBatch, graphicsDevice, effect, renderingForWater);
            effect.Parameters["xTexture"].SetValue(Texture);
            effect.Parameters["xWorld"].SetValue(GlobalTransform);

            foreach(EffectPass pass in effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                Primitive.Render(graphicsDevice);
            }
        }
コード例 #9
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ファイル: AStarPlanner.cs プロジェクト: scorvi/dwarfcorp
        public static float GetDistance(Voxel a, Voxel b, Creature.MoveType action, ChunkManager chunks)
        {
            if(!b.IsEmpty)
            {
                return 100000;
            }
            else
            {
                float score = (a.Position - b.Position).LengthSquared() * ActionCost(action);

                return score;
            }
        }
コード例 #10
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ファイル: ChunkData.cs プロジェクト: maroussil/dwarfcorp
 public ChunkData(uint chunkSizeX, uint chunkSizeY, uint chunkSizeZ, float invCSX, float invCSY, float invCSZ, 
     Texture2D tilemap, Texture2D illumMap, ChunkManager chunkManager)
 {
     ChunkSizeX = chunkSizeX;
     ChunkSizeY = chunkSizeY;
     ChunkSizeZ = chunkSizeZ;
     InvCSX = invCSX;
     InvCSY = invCSY;
     InvCSZ = invCSZ;
     Tilemap = tilemap;
     IllumMap = illumMap;
     this.chunkManager = chunkManager;
 }
コード例 #11
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ファイル: AStarPlanner.cs プロジェクト: scorvi/dwarfcorp
        public static List<Creature.MoveAction> FindPath(CreatureMovement mover, Voxel start, GoalRegion goal, ChunkManager chunks, int maxExpansions)
        {
            List<Creature.MoveAction> p = new List<Creature.MoveAction>();
            bool success = Path(mover, start, goal, chunks, maxExpansions, ref p, false);

            if(success)
            {
                return p;
            }
            else
            {
                return null;
            }
        }
コード例 #12
0
ファイル: Room.cs プロジェクト: scorvi/dwarfcorp
        public Room(IEnumerable<Voxel> voxels, RoomData data, ChunkManager chunks)
            : base(data.Name + " " + Counter, chunks)
        {
            RoomData = data;
            ReplacementType = VoxelLibrary.GetVoxelType(RoomData.FloorType);
            Chunks = chunks;

            Designations = new List<Voxel>();
            Counter++;

            IsBuilt = true;
            foreach (Voxel voxel in voxels)
            {
                AddVoxel(voxel);
            }
        }
コード例 #13
0
ファイル: Bird.cs プロジェクト: scorvi/dwarfcorp
 // Creature base constructor
 public Bird(string sprites, Vector3 position, ComponentManager manager, ChunkManager chunks, GraphicsDevice graphics, ContentManager content, string name)
     : base(// Default stats
         new CreatureStats
         {
             Dexterity = 6,
             Constitution = 1,
             Strength = 1,
             Wisdom = 1,
             Charisma = 1,
             Intelligence = 1,
             Size = 0.25f,
             CanSleep = false
         },
         // Belongs to herbivore team
         "Herbivore",
         // Uses the default plan service
         PlayState.PlanService,
         // Belongs to the herbivore team
         manager.Factions.Factions["Herbivore"],
         // The physics component this creature belongs to
         new Physics
         (
             // It is called "bird"
             "A Bird", 
             // It's attached to the root component of the component manager
             manager.RootComponent, 
             // It is located at a position passed in as an argument
             Matrix.CreateTranslation(position), 
             // It has a size of 0.25 blocks
             new Vector3(0.25f, 0.25f, 0.25f),
             // Its bounding box is located in its center
             new Vector3(0.0f, 0.0f, 0.0f), 
             //It has a mass of 1, a moment of intertia of 1, and very small friction/restitution
             1.0f, 1.0f, 0.999f, 0.999f, 
             // It has a gravity of 10 blocks per second downward
             new Vector3(0, -10, 0)
         ),
         // All the rest of the arguments are passed in directly
         chunks, graphics, content, name)
 {
     // Called from constructor with appropriate sprite asset as a string
     Initialize(new SpriteSheet(sprites));
 }
コード例 #14
0
ファイル: Snake.cs プロジェクト: scorvi/dwarfcorp
 public Snake(string sprites, Vector3 position, ComponentManager manager, ChunkManager chunks, GraphicsDevice graphics, ContentManager content, string name)
     : base(new CreatureStats
         {
             Dexterity = 12,
             Constitution = 6,
             Strength = 3,
             Wisdom = 2,
             Charisma = 1,
             Intelligence = 3,
             Size = 3
         },
         "Herbivore",
         PlayState.PlanService,
         manager.Factions.Factions["Herbivore"],
         new Physics
         (
             "snake",
             manager.RootComponent,
             Matrix.CreateTranslation(position),
             new Vector3(1, .3f, .5f),
             new Vector3(0, 0, 0),
             1.0f, 1.0f, 0.999f, 0.999f,
             new Vector3(0, -10, 0)
         ),
         chunks, graphics, content, name)
 {
     Tail = new Physics[5];
     for (int i = 0; i < 5; ++i)
     {
         Tail[i] = new Physics
         (
             "snaketail",
             manager.RootComponent,
             Matrix.CreateTranslation(position),
             new Vector3(2, 1.5f, .7f),
             new Vector3(0, 0, 0),
             1.0f, 1.0f, 0.995f, 0.999f,
             new Vector3(0, -10, 0)
         );
     }
     Initialize(new SpriteSheet(sprites));
 }
コード例 #15
0
ファイル: VoxelSelector.cs プロジェクト: scorvi/dwarfcorp
 public VoxelSelector(Camera camera, GraphicsDevice graphics, ChunkManager chunks)
 {
     SelectionType = VoxelSelectionType.SelectEmpty;
     SelectionColor = Color.White;
     SelectionWidth = 0.1f;
     CurrentWidth = 0.08f;
     CurrentColor = Color.White;
     CameraController = camera;
     Graphics = graphics;
     Chunks = chunks;
     SelectionBuffer =
      new List<Voxel>();
     LeftPressed = LeftPressedCallback;
     RightPressed = RightPressedCallback;
     LeftReleased = LeftReleasedCallback;
     RightReleased = RightReleasedCallback;
     Selected = SelectedCallback;
     Enabled = true;
     DeleteColor = Color.Red;
     BoxYOffset = 0;
     LastMouseWheel = 0;
 }
コード例 #16
0
ファイル: Mesh.cs プロジェクト: NakedFury/dwarfcorp
        new public void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            base.Update(gameTime, chunks, camera);

            if (Instance != null && (HasMoved || firstIter || Instance.Color != Tint))
            {
                Instance.Color                = Tint;
                Instance.Transform            = GlobalTransform;
                Instance.SelectionBufferColor = GetGlobalIDColor();
                firstIter = false;
            }

            if (checkHeight)
            {
                checkHeight = false;
            }

            if (IsVisible != instanceVisible)
            {
                SetVisible(IsVisible);
            }
        }
コード例 #17
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        public void RemoveGameObject(GameComponent GameObject, BoundingBox LastBounds)
        {
            var minChunkID = GlobalVoxelCoordinate.FromVector3(LastBounds.Min).GetGlobalChunkCoordinate(); // Todo: Clamp to actual world size.
            var maxChunkID = GlobalVoxelCoordinate.FromVector3(LastBounds.Max).GetGlobalChunkCoordinate();

            for (var x = minChunkID.X; x <= maxChunkID.X; ++x)
            {
                for (var y = minChunkID.Y; y <= maxChunkID.Y; ++y)
                {
                    for (var z = minChunkID.Z; z <= maxChunkID.Z; ++z)
                    {
                        var coord = new GlobalChunkCoordinate(x, y, z);
                        if (ChunkManager.CheckBounds(coord))
                        {
                            var chunk = ChunkManager.GetChunk(coord);
                            lock (chunk)
                                chunk.Components.Remove(GameObject);
                        }
                    }
                }
            }
        }
コード例 #18
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        public override void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            if (MathFunctions.HasNan(Position))
            {
                Die();
            }

            IsAboveCullPlane = GlobalTransform.Translation.Y - GetBoundingBox().Extents().Y > (chunks.ChunkData.MaxViewingLevel + 5);
            if (DrawScreenRect)
            {
                Drawer2D.DrawRect(GetScreenRect(camera), Color.Transparent, Color.White, 1);
            }

            if (DrawBoundingBox)
            {
                Drawer3D.DrawBox(BoundingBox, Color.White, 0.02f);
                Drawer3D.DrawBox(GetRotatedBoundingBox(), Color.Red, 0.02f);
            }

            if (DrawReservation && IsReserved)
            {
                Drawer3D.DrawBox(BoundingBox, Color.White, 0.02f);
            }

            if (AnimationQueue.Count > 0)
            {
                MotionAnimation anim = AnimationQueue[0];
                anim.Update(gameTime);

                LocalTransform = anim.GetTransform();

                if (anim.IsDone())
                {
                    AnimationQueue.RemoveAt(0);
                }
            }

            base.Update(gameTime, chunks, camera);
        }
コード例 #19
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        public void AddGameObject(GameComponent GameObject, BoundingBox LastBounds)
        {
            var minChunkID = GlobalVoxelCoordinate.FromVector3(LastBounds.Min).GetGlobalChunkCoordinate();
            var maxChunkID = GlobalVoxelCoordinate.FromVector3(LastBounds.Max).GetGlobalChunkCoordinate();

            for (var x = minChunkID.X; x <= maxChunkID.X; ++x)
            {
                for (var y = minChunkID.Y; y <= maxChunkID.Y; ++y)
                {
                    for (var z = minChunkID.Z; z <= maxChunkID.Z; ++z)
                    {
                        var coord = new GlobalChunkCoordinate(x, y, z);
                        if (ChunkManager.CheckBounds(coord))
                        {
                            var chunk = ChunkManager.GetChunk(coord);
                            lock (chunk)
                                chunk.Entities.Add(GameObject);
                        }
                    }
                }
            }
        }
コード例 #20
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        override public void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            base.Update(gameTime, chunks, camera);

            if (CachedBiome == null)
            {
                var biome = World.Overworld.Map.GetBiomeAt(LocalPosition, chunks.World.Overworld.InstanceSettings.Origin);
                if (biome != null)
                {
                    CachedBiome = biome.Name;
                }
            }

            var factor = 1.0f;

            if (CachedBiome != null)
            {
                if (GoodBiomes.Contains(CachedBiome))
                {
                    factor = 1.5f;
                }
                if (BadBiomes.Contains(CachedBiome))
                {
                    factor = 0.5f;
                }
            }

            GrowthTime += gameTime.ElapsedGameTime.TotalMinutes * factor;

            var scale = (float)(MinSize + (MaxSize - MinSize) * (GrowthTime / GrowthHours));

            ReScale(scale);

            if (GrowthTime >= GrowthHours)
            {
                CreateAdult();
            }
        }
コード例 #21
0
ファイル: OrbitCamera.cs プロジェクト: hhy5277/dwarfcorp
        public bool CollidesWithChunks(ChunkManager chunks, Vector3 pos, bool applyForce, bool allowInvisible, float size = 0.5f, float height = 2.0f)
        {
            var  box          = new BoundingBox(pos - new Vector3(size, height * 0.5f, size), pos + new Vector3(size, height * 0.5f, size));
            bool gotCollision = false;

            foreach (var v in VoxelHelpers.EnumerateCube(GlobalVoxelCoordinate.FromVector3(pos))
                     .Select(n => new VoxelHandle(chunks, n)))
            {
                if (!v.IsValid)
                {
                    continue;
                }
                if (v.IsEmpty)
                {
                    continue;
                }
                if (!allowInvisible && !v.IsVisible)
                {
                    continue;
                }

                var voxAABB = v.GetBoundingBox();
                if (box.Intersects(voxAABB))
                {
                    gotCollision = true;
                    if (applyForce)
                    {
                        Collide(v, box, voxAABB);
                    }
                    else
                    {
                        return(true);
                    }
                }
            }

            return(gotCollision);
        }
コード例 #22
0
        public VoxelChunk ToChunk(ChunkManager Manager)
        {
            VoxelChunk c = new VoxelChunk(Manager, Origin, ID);

            for (var i = 0; i < VoxelConstants.ChunkVoxelCount; ++i)
            {
                c.Data.Types[i] = Types[i];

                if (Types[i] > 0)
                {
                    c.Data.Health[i] = (byte)VoxelLibrary.GetVoxelType(Types[i]).StartingHealth;

                    // Rebuild the VoxelsPresentInSlice counters
                    c.Data.VoxelsPresentInSlice[(i >> VoxelConstants.ZDivShift) >> VoxelConstants.XDivShift] += 1;
                }
            }

            Explored.CopyTo(c.Data.IsExplored, 0);
            // Separate loop for cache effeciency
            for (var i = 0; i < VoxelConstants.ChunkVoxelCount; ++i)
            {
                c.Data.Water[i].WaterLevel = Liquid[i];
                c.Data.Water[i].Type       = (LiquidType)LiquidTypes[i];

                // Rebuild the LiquidPresent counters
                if ((LiquidType)LiquidTypes[i] != LiquidType.None)
                {
                    c.Data.LiquidPresent[(i >> VoxelConstants.ZDivShift) >> VoxelConstants.XDivShift] += 1;
                }
            }

            GrassType.CopyTo(c.Data.GrassType, 0);
            GrassDecay.CopyTo(c.Data.GrassDecay, 0);
            Decals.CopyTo(c.Data.Decals, 0);

            c.CalculateInitialSunlight();
            return(c);
        }
コード例 #23
0
        override public void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            base.Update(gameTime, chunks, camera);

            if (FirstUpdate)
            {
                FirstUpdate = false;
                Faction.Minions.Add(AI);
                Physics.AllowPhysicsSleep = false;
                World.AddToSpeciesTracking(Stats.Species);
            }

            if (AI == null)
            {
                Console.Out.WriteLine("Error: creature {0} {1} has no AI. Deleting it.", Name, GlobalID);
                GetRoot().Delete();
                return;
            }

            if (!Active)
            {
                return;
            }

            UpdateCloak();

            Stats.Health.CurrentValue = (Hp - MinHealth) / (MaxHealth - MinHealth); // Todo: MinHealth always 0?

            UpdateHealthBar(gameTime);
            CheckNeighborhood(chunks, (float)gameTime.ElapsedGameTime.TotalSeconds);
            UpdateAnimation(gameTime, chunks, camera);

            Stats.HandleBuffs(this, gameTime);
            UpdateMigration(gameTime);
            UpdateEggs(gameTime);
            UpdatePregnancy();
            MakeNoises();
        }
コード例 #24
0
        public static void Render(
            IEnumerable <IRenderableComponent> Renderables,
            DwarfTime gameTime,
            ChunkManager chunks,
            Camera Camera,
            SpriteBatch spriteBatch,
            GraphicsDevice graphicsDevice,
            Shader effect,
            WaterRenderType waterRenderMode,
            float waterLevel)
        {
            effect.EnableLighting          = GameSettings.Default.CursorLightEnabled;
            graphicsDevice.RasterizerState = RasterizerState.CullNone;

            if (waterRenderMode == WaterRenderType.Reflective)
            {
                foreach (IRenderableComponent bodyToDraw in Renderables)
                {
                    if (!(bodyToDraw.GetBoundingBox().Min.Y > waterLevel - 2))
                    {
                        continue;
                    }

                    bodyToDraw.Render(gameTime, chunks, Camera, spriteBatch, graphicsDevice, effect, true);
                }
            }
            else
            {
                foreach (IRenderableComponent bodyToDraw in Renderables)
                {
                    GamePerformance.Instance.StartTrackPerformance("Component Render - " + bodyToDraw.GetType().Name);
                    bodyToDraw.Render(gameTime, chunks, Camera, spriteBatch, graphicsDevice, effect, false);
                    GamePerformance.Instance.StopTrackPerformance("Component Render - " + bodyToDraw.GetType().Name);
                }
            }

            effect.EnableLighting = false;
        }
コード例 #25
0
        new public void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            CalculateCurrentOrientation(camera);

            foreach (string orient in OrientationStrings)
            {
                string animationName = currentMode + orient;

                if (!Animations.ContainsKey(animationName))
                {
                    continue;
                }

                Animation animation = Animations[animationName];

                // Update all the animations! Why? Because we trigger things based on the FORWARD animation frame,
                // not based on whatever is current.
                if (animation != CurrentAnimation)
                {
                    animation.Update(gameTime);
                }
            }

            string s = currentMode + OrientationStrings[(int)CurrentOrientation];

            if (Animations.ContainsKey(s))
            {
                var previousAnimation = CurrentAnimation;
                CurrentAnimation = Animations[s];
                if (previousAnimation != null && previousAnimation.Name.StartsWith(currentMode))
                {
                    CurrentAnimation.Sychronize(previousAnimation);
                }
                SpriteSheet = CurrentAnimation.SpriteSheet;
            }

            base.Update(gameTime, chunks, camera);
        }
コード例 #26
0
ファイル: Body.cs プロジェクト: sodomon2/dwarfcorp
        public virtual void Update(DwarfTime Time, ChunkManager Chunks, Camera Camera)
        {
            if (AnimationQueue.Count > 0)
            {
                var anim = AnimationQueue[0];
                anim.Update(Time);

                LocalTransform = anim.GetTransform();

                if (anim.IsDone())
                {
                    AnimationQueue.RemoveAt(0);
                }
            }

            for (var i = 0; i < Children.Count; ++i)
            {
                if (!Children[i].IsFlagSet(Flag.DontUpdate))
                {
                    Children[i].Update(Time, Chunks, Camera);
                }
            }
        }
コード例 #27
0
ファイル: ChunkData.cs プロジェクト: johan74/dwarfcorp
        public void LoadFromFile(ChunkManager Manager, SaveGame gameFile, Action <String> SetLoadingMessage)
        {
            if (gameFile.ChunkData.Count == 0)
            {
                throw new Exception("Game file corrupt. It has no chunk files.");
            }
            var maxChunkX = gameFile.ChunkData.Max(c => c.ID.X) + 1;
            var maxChunkZ = gameFile.ChunkData.Max(c => c.ID.Z) + 1;

            ChunkMapMinX   = gameFile.ChunkData.Min(c => c.ID.X);
            ChunkMapMinZ   = gameFile.ChunkData.Min(c => c.ID.Z);
            ChunkMapWidth  = maxChunkX - ChunkMapMinX;
            ChunkMapHeight = maxChunkZ - ChunkMapMinZ;

            ChunkMap = new VoxelChunk[ChunkMapWidth * ChunkMapHeight];

            foreach (VoxelChunk chunk in gameFile.ChunkData.Select(file => file.ToChunk(Manager)))
            {
                AddChunk(chunk);
            }

            Manager.UpdateBounds();
        }
コード例 #28
0
ファイル: Tinter.cs プロジェクト: sodomon2/dwarfcorp
        override public void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            base.Update(gameTime, chunks, camera);

            if (!LightsWithVoxels)
            {
                LightRamp = Color.White;
            }

            if (entityLighting && LightsWithVoxels)
            {
                var under = new VoxelHandle(chunks, GlobalVoxelCoordinate.FromVector3(Position));

                if (under.IsValid)
                {
                    LightRamp = new Color(under.Sunlight ? 255 : 80, 255, 0);
                }
            }
            else
            {
                LightRamp = new Color(200, 255, 0);
            }
        }
コード例 #29
0
ファイル: OrbitCamera.cs プロジェクト: hhy5277/dwarfcorp
        public override void Update(DwarfTime time, ChunkManager chunks)
        {
            if (TrailerCommand != null)
            {
                TrailerCommand.Update(World, this);
                if (!TrailerCommand.Active)
                {
                    TrailerCommand = null;
                }
            }

            switch (Control)
            {
            case ControlType.Overhead:
                OverheadUpdate(time, chunks);
                break;

            case ControlType.Walk:
                WalkUpdate(time, chunks);
                break;
            }
            base.Update(time, chunks);
        }
コード例 #30
0
        public void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            GamePerformance.Instance.StartTrackPerformance("Update Transforms");
            if (RootComponent != null)
            {
                RootComponent.UpdateTransformsRecursive(null);
            }
            GamePerformance.Instance.StopTrackPerformance("Update Transforms");

            GamePerformance.Instance.StartTrackPerformance("Factions");
            Factions.Update(gameTime);
            GamePerformance.Instance.StopTrackPerformance("Factions");

            GamePerformance.Instance.TrackValueType("Component Count", Components.Count);
            GamePerformance.Instance.TrackValueType("Updateable Count", UpdateableComponents.Count);
            GamePerformance.Instance.TrackValueType("Renderable Count", RenderableComponents.Count);

            GamePerformance.Instance.StartTrackPerformance("Update Components");
            foreach (var componentType in UpdateableComponents)
            {
                foreach (var component in componentType.Value)
                {
                    //component.Manager = this;

                    if (component.IsActive)
                    {
                        //GamePerformance.Instance.StartTrackPerformance("Component Update " + component.GetType().Name);
                        component.Update(gameTime, chunks, camera);
                        //GamePerformance.Instance.StopTrackPerformance("Component Update " + component.GetType().Name);
                    }
                }
            }

            GamePerformance.Instance.StopTrackPerformance("Update Components");

            HandleAddRemoves();
        }
コード例 #31
0
        public void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            if (!IsActive)
            {
                return;
            }
            DamageTimer.Update(gameTime);
            CheckLavaTimer.Update(gameTime);
            SoundTimer.Update(gameTime);
            if (CheckLavaTimer.HasTriggered)
            {
                CheckForLavaAndWater(gameTime, chunks);
            }
            Heat *= 0.999f;

            if (Heat > Flashpoint)
            {
                if (DamageTimer.HasTriggered)
                {
                    Health.Damage(Damage, Health.DamageType.Fire);
                }

                if (SoundTimer.HasTriggered)
                {
                    SoundManager.PlaySound(ContentPaths.Audio.fire, LocParent.Position, true, 0.5f);
                }
                double totalSize = (LocParent.BoundingBox.Max - LocParent.BoundingBox.Min).Length();
                int    numFlames = (int)(totalSize / 4.0f) + 1;

                for (int i = 0; i < numFlames; i++)
                {
                    Vector3 extents     = (LocParent.BoundingBox.Max - LocParent.BoundingBox.Min);
                    Vector3 randomPoint = LocParent.BoundingBox.Min + new Vector3(extents.X * MathFunctions.Rand(), extents.Y * MathFunctions.Rand(), extents.Z * MathFunctions.Rand());
                    Manager.World.ParticleManager.Trigger("flame", randomPoint, Color.White, GetNumTrigger());
                }
            }
        }
コード例 #32
0
        public void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera) // Todo: Camera redundant
        {
            PerformanceMonitor.PushFrame("Component Update");
            PerformanceMonitor.SetMetric("COMPONENTS", NumComponents());


            var playerPoint = World.Renderer.Camera.Position;
            // Todo: Make this a sphere?
            var distanceVec        = new Vector3(GameSettings.Current.EntityUpdateDistance, GameSettings.Current.EntityUpdateDistance, GameSettings.Current.EntityUpdateDistance);
            var updateBox          = new BoundingBox(playerPoint - distanceVec, playerPoint + distanceVec);
            var componentsToUpdate = World.EnumerateIntersectingRootEntitiesLoose(updateBox);

            var i = 0;

            foreach (var body in componentsToUpdate)
            {
                i += 1;
                body.Update(gameTime, chunks, camera);
                body.ProcessTransformChange();
            }

            PerformanceMonitor.SetMetric("ENTITIES UPDATED", i);


            if (Debugger.Switches.DrawUpdateBox)
            {
                foreach (var chunk in World.EnumerateChunksInBounds(updateBox))
                {
                    Drawer3D.DrawBox(chunk.GetBoundingBox(), Color.Red, 0.4f, false);
                }
            }

            PerformanceMonitor.PopFrame();

            AddRemove();
            ReceiveMessage();
        }
コード例 #33
0
        override public void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            base.Update(gameTime, chunks, camera);

            if (Active && closestCreature != null && !closestCreature.IsDead)
            {
                offset = closestCreature.Position - Position;

                if (offset.Length() > 8)
                {
                    closestCreature = null;
                    return;
                }

                TheAttack.RechargeTimer.Update(gameTime);

                _targetAngle = (float)Math.Atan2(offset.X, offset.Z);

                if (TheAttack.RechargeTimer.HasTriggered)
                {
                    closestCreature.Kill(this);
                    TheAttack.LaunchProjectile(Position + Vector3.Up * 0.5f, closestCreature.Position, closestCreature.Physics);
                    TheAttack.PlayNoise(Position);
                    TheAttack.RechargeTimer.Reset();

                    if (GetComponent <MagicalObject>().HasValue(out var magicalObject))
                    {
                        magicalObject.CurrentCharges--;
                    }
                }
            }
            if (Math.Abs(_currentAngle - _targetAngle) > 0.001f)
            {
                _currentAngle = 0.9f * _currentAngle + 0.1f * _targetAngle;
                SetTurretAngle(_currentAngle);
            }
        }
コード例 #34
0
ファイル: HealingTower.cs プロジェクト: johan74/dwarfcorp
        public override void Update(DwarfTime Time, ChunkManager Chunks, Camera Camera)
        {
            if (Active)
            {
                HealTimer.Update(Time);
                if (HealTimer.HasTriggered)
                {
                    var objects = World.EnumerateIntersectingObjects(new BoundingBox(-Vector3.One * HealRadius + Position, Vector3.One * HealRadius + Position), CollisionType.Dynamic);
                    foreach (var obj in objects)
                    {
                        var creature = obj.GetRoot().GetComponent <Creature>();
                        if (creature == null || creature.AI == null || creature.AI.Faction != creature.World.PlayerFaction || creature.Hp == creature.MaxHealth)
                        {
                            continue;
                        }
                        if (MathFunctions.RandEvent(0.5f))
                        {
                            creature.Heal(HealIncrease);
                            IndicatorManager.DrawIndicator((HealIncrease).ToString() + " HP",
                                                           creature.Physics.Position, 1.0f,
                                                           GameSettings.Default.Colors.GetColor("Positive", Microsoft.Xna.Framework.Color.Green));
                            creature.DrawLifeTimer.Reset();
                            World.ParticleManager.Trigger("star_particle", obj.Position, Color.Red, 10);
                            World.ParticleManager.TriggerRay("star_particle", Position, obj.Position);
                            SoundManager.PlaySound(ContentPaths.Audio.tinkle, obj.Position, true, 1.0f);
                            GetComponent <MagicalObject>().CurrentCharges--;
                            if (GetComponent <MagicalObject>().CurrentCharges == 0)
                            {
                                return;
                            }
                        }
                    }
                }
            }

            base.Update(Time, Chunks, Camera);
        }
コード例 #35
0
        public override void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            bool got = false;

            foreach (var faction in Manager.Factions.Factions)
            {
                if (faction.Value.Name == Faction.Name)
                {
                    continue;
                }
                else if (Alliance.GetRelationship(faction.Value.Name, Faction.Name) != Relationship.Loves)
                {
                    foreach (CreatureAI creature in faction.Value.Minions)
                    {
                        if ((creature.Position - Position).LengthSquared() < DamageRadius)
                        {
                            creature.Creature.Damage(Damage.Amount, Damage.DamageType);
                            got = true;
                            break;
                        }
                    }
                }

                if (got)
                {
                    break;
                }
            }

            if (got)
            {
                Die();
            }

            base.Update(gameTime, chunks, camera);
        }
コード例 #36
0
        override public void Update(DwarfTime Time, ChunkManager Chunks, Camera Camera)
        {
            Thoughts.RemoveAll(thought => thought.IsOver(Manager.World.Time.CurrentDate));
            Status.Happiness.CurrentValue = 50.0f;

            foreach (Thought thought in Thoughts)
            {
                Status.Happiness.CurrentValue += thought.HappinessModifier;
            }

            if (Status.IsAsleep)
            {
                AddThought(Thought.ThoughtType.Slept);
            }
            else if (Status.Energy.IsDissatisfied())
            {
                AddThought(Thought.ThoughtType.FeltSleepy);
            }

            if (Status.Hunger.IsDissatisfied())
            {
                AddThought(Thought.ThoughtType.FeltHungry);
            }
        }
コード例 #37
0
ファイル: VoxelListener.cs プロジェクト: Solsund/dwarfcorp
        public override void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            if (firstIter)
            {
                if (Chunk.Data.Types[Chunk.Data.IndexAt(VoxelID.X, VoxelID.Y, VoxelID.Z)] == 0)
                {
                    Delete();
                }
                firstIter = false;
            }

            if (DestroyOnTimer)
            {
                DestroyTimer.Update(gameTime);

                if (DestroyTimer.HasTriggered)
                {
                    Die();
                    Chunk.MakeVoxel(VoxelID.X, VoxelID.Y, VoxelID.Z).Kill();
                }
            }

            base.Update(gameTime, chunks, camera);
        }
コード例 #38
0
        public static IEnumerable <IRenderableComponent> EnumerateVisibleRenderables(
            IEnumerable <IRenderableComponent> Renderables,
            ChunkManager chunks,
            Camera Camera)
        {
            var frustrum = Camera.GetFrustrum();

            // Todo: Use an octtree for this.
            var visibleComponents = Renderables.Where(r =>
            {
                if (!r.IsVisible)
                {
                    return(false);
                }
                if (chunks.IsAboveCullPlane(r.GetBoundingBox()))
                {
                    return(false);
                }
                if (r.FrustumCull)
                {
                    if ((r.GlobalTransform.Translation - Camera.Position).LengthSquared() >=
                        chunks.DrawDistanceSquared)
                    {
                        return(false);
                    }
                    if (!r.GetBoundingBox().Intersects(frustrum))
                    {
                        return(false);
                    }
                }

                return(true);
            }).ToList();

            return(visibleComponents);
        }
コード例 #39
0
        public override void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            UpdateTimer.Update(gameTime);
            if (UpdateTimer.HasTriggered)
            {
                Body p = (Body)Parent;

                var voxelBelow = new VoxelHandle(chunks.ChunkData,
                                                 GlobalVoxelCoordinate.FromVector3(p.GlobalTransform.Translation
                                                                                   + Vector3.Down * 0.25f));

                if (voxelBelow.IsValid)
                {
                    var shadowTarget = VoxelHelpers.FindFirstVoxelBelow(voxelBelow);

                    if (shadowTarget.IsValid)
                    {
                        var     h   = shadowTarget.Coordinate.Y + 1;
                        Vector3 pos = p.GlobalTransform.Translation;
                        pos.Y = h;
                        float  scaleFactor = GlobalScale / (Math.Max((p.GlobalTransform.Translation.Y - h) * 0.25f, 1));
                        Matrix newTrans    = OriginalTransform;
                        newTrans            *= Matrix.CreateScale(scaleFactor);
                        newTrans.Translation = (pos - p.GlobalTransform.Translation) + new Vector3(0.0f, 0.1f, 0.0f);
                        Tint = new Color(Tint.R, Tint.G, Tint.B, (int)(scaleFactor * 255));
                        Matrix globalRotation = p.GlobalTransform;
                        globalRotation.Translation = Vector3.Zero;
                        LocalTransform             = newTrans * Matrix.Invert(globalRotation);
                    }
                }
                UpdateTimer.HasTriggered = false;
            }


            base.Update(gameTime, chunks, camera);
        }
コード例 #40
0
        override public void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            base.Update(gameTime, chunks, camera);

            if (!Active)
            {
                return;
            }

            // Never apply physics when animating!
            if (AnimationQueue.Count > 0)
            {
                Velocity = Vector3.Zero;
                return;
            }

            if (gameTime.Speed < 0.01) // This a poor man's IsPaused? Does this even get called if paused?
            {
                return;
            }

            // How would this get a NaN anyway?
            if (MathFunctions.HasNan(Velocity))
            {
                Velocity = Vector3.Zero;
            }

            if (AllowPhysicsSleep)
            {
                bool goingSlow = Velocity.LengthSquared() < 0.05f;
                // If we're not sleeping and moving very slowly, go to sleep.

                if (!IsSleeping && goingSlow)
                {
                    WakeTimer.Reset();
                    SleepTimer.Update(gameTime);
                    if (SleepTimer.HasTriggered)
                    {
                        WakeTimer.Reset();
                        Velocity   = Vector3.Zero;
                        IsSleeping = true;
                    }
                }
                else if (IsSleeping && !goingSlow)
                {
                    WakeTimer.Update(gameTime);
                    SleepTimer.Reset();
                    if (WakeTimer.HasTriggered)
                    {
                        IsSleeping = false;
                    }
                }
            }

            // If not sleeping, update physics.
            if (!IsSleeping || overrideSleepThisFrame)
            {
                overrideSleepThisFrame = false;

                float dt = (float)(gameTime.ElapsedGameTime.TotalSeconds);

                // Calculate the number of timesteps to apply.
                int numTimesteps = Math.Min(MaxTimesteps, Math.Max((int)(dt / FixedDT), 1));

                float velocityLength = Math.Max(Velocity.Length(), 1.0f);

                // Prepare expanded world bounds.
                BoundingBox worldBounds = chunks.Bounds;
                worldBounds.Max.Y += 50;
                // For each timestep, move and collide.
                for (int n = 0; n < numTimesteps * velocityLength; n++)
                {
                    // Move by a fixed amount.
                    Move(FixedDT / velocityLength);

                    prevVoxel = CurrentVoxel;
                    // Get the current voxel.
                    CurrentVoxel = new VoxelHandle(chunks, GlobalVoxelCoordinate.FromVector3(Position));

                    if (CurrentVoxel != prevVoxel)
                    {
                        queryNeighborhood = true;
                    }

                    // Collide with the world.
                    if (CollisionType != CollisionType.None)
                    {
                        HandleCollisions(queryNeighborhood, neighborHood, chunks, FixedDT);
                    }
                    queryNeighborhood = false;
                    Matrix transform = LocalTransform;
                    // Avoid leaving the world.
                    if (worldBounds.Contains(LocalTransform.Translation + Velocity * dt) != ContainmentType.Contains)
                    {
                        transform.Translation = LocalTransform.Translation - 0.1f * Velocity * dt;
                        Velocity = new Vector3(Velocity.X * -0.9f, Velocity.Y, Velocity.Z * -0.9f);
                    }


                    // If we're outside the world, die
                    if (LocalTransform.Translation.Y < -10 ||
                        worldBounds.Contains(GetBoundingBox()) == ContainmentType.Disjoint)
                    {
                        Die();
                    }

                    // Final check to ensure we're in the world.
                    transform.Translation = ClampToBounds(transform.Translation);
                    LocalTransform        = transform;

                    // Assume that if velocity is small, we're standing on ground (lol bad assumption)
                    // Apply friction.
                    if (Math.Abs(Velocity.Y) < 0.1f)
                    {
                        Velocity = new Vector3(Velocity.X * Friction, Velocity.Y, Velocity.Z * Friction);
                    }

                    // Apply gravity.
                    ApplyForce(Gravity, FixedDT / velocityLength);

                    // Damp the velocity.
                    Vector3 dampingForce = -Velocity * (1.0f - LinearDamping);

                    Velocity        += dampingForce * FixedDT;
                    AngularVelocity *= AngularDamping;

                    // These will get called next time around anyway... -@blecki
                    // No they won't @blecki, this broke everything!! -@mklingen
                    // Remove check so that it is ALWAYS called when an object moves. Call removed
                    //   from component update in ComponentManager. -@blecki
                    if (numTimesteps * velocityLength > 1)
                    {
                        // Assume all physics are attached to the root.
                        if (Parent != null)
                        {
                            globalTransform = LocalTransform * (Parent as GameComponent).GlobalTransform;
                        }
                        else
                        {
                            globalTransform = LocalTransform;
                        }
                        UpdateBoundingBox();

                        //UpdateTransformsRecursive(Parent as Body);
                    }
                }



                if (Orientation != OrientMode.Fixed)
                {
                    Matrix transform = LocalTransform;
                    if (Velocity.Length() > 0.4f)
                    {
                        if (Orientation == OrientMode.LookAt)
                        {
                            if (Math.Abs(Vector3.Dot(Vector3.Down, Velocity)) < 0.99 * Velocity.Length())
                            {
                                Matrix newTransform =
                                    Matrix.Invert(Matrix.CreateLookAt(LocalPosition, LocalPosition + Velocity, Vector3.Down));
                                newTransform.Translation = transform.Translation;
                                transform = newTransform;
                            }
                            else
                            {
                                {
                                    Matrix newTransform =
                                        Matrix.Invert(Matrix.CreateLookAt(LocalPosition, LocalPosition + Velocity, Vector3.Right));
                                    newTransform.Translation = transform.Translation;
                                    transform = newTransform;
                                }
                            }
                        }
                        else if (Orientation == OrientMode.RotateY)
                        {
                            Rotation = (float)Math.Atan2(Velocity.X, -Velocity.Z);
                            Quaternion newRotation =
                                Quaternion.CreateFromRotationMatrix(Matrix.CreateRotationY(Rotation));
                            Quaternion oldRotation = Quaternion.CreateFromRotationMatrix(LocalTransform);
                            Quaternion finalRot    = Quaternion.Slerp(oldRotation, newRotation, 0.1f);
                            finalRot.Normalize();
                            Matrix newTransform = Matrix.CreateFromQuaternion(finalRot);
                            newTransform.Translation = transform.Translation;
                            newTransform.Right.Normalize();
                            newTransform.Up.Normalize();
                            newTransform.Forward.Normalize();
                            newTransform.M14 = 0;
                            newTransform.M24 = 0;
                            newTransform.M34 = 0;
                            newTransform.M44 = 1;
                            transform        = newTransform;
                        }
                    }
                    LocalTransform = transform;
                }
            }

            CheckLiquids(chunks, (float)gameTime.ElapsedGameTime.TotalSeconds);
            PreviousVelocity = Velocity;
            PreviousPosition = Position;
        }
コード例 #41
0
ファイル: Creature.cs プロジェクト: chengjingfeng/dwarfcorp
        /// <summary>
        /// Checks the voxels around the creature and reacts to changes in its immediate environment.
        /// For example this function determines when the creature is standing on solid ground.
        /// </summary>
        public void CheckNeighborhood(ChunkManager chunks, float dt)
        {
            var below = new VoxelHandle(chunks, GlobalVoxelCoordinate.FromVector3(Physics.GlobalTransform.Translation - Vector3.UnitY * 0.8f));
            var above = new VoxelHandle(chunks, GlobalVoxelCoordinate.FromVector3(Physics.GlobalTransform.Translation + Vector3.UnitY * 0.8f));

            if (above.IsValid)
            {
                IsHeadClear = above.IsEmpty;
            }

            if (below.IsValid && Physics.IsInLiquid)
            {
                IsOnGround = false;
            }
            else if (below.IsValid)
            {
                IsOnGround = !below.IsEmpty;
            }
            else
            {
                IsOnGround = false;
            }

            if (!IsOnGround)
            {
                if (CurrentCharacterMode != CharacterMode.Flying)
                {
                    if (Physics.Velocity.Y > 0.05)
                    {
                        CurrentCharacterMode = CharacterMode.Jumping;
                    }
                    else if (Physics.Velocity.Y < -0.05)
                    {
                        CurrentCharacterMode = CharacterMode.Falling;
                    }
                }

                if (Physics.IsInLiquid)
                {
                    CurrentCharacterMode = CharacterMode.Swimming;
                }
            }

            if (CurrentCharacterMode == CharacterMode.Falling && IsOnGround)
            {
                CurrentCharacterMode = CharacterMode.Idle;
            }

            if (Stats.IsAsleep)
            {
                CurrentCharacterMode = CharacterMode.Sleeping;

                if (MathFunctions.RandEvent(0.01f))
                {
                    NoiseMaker.MakeNoise("Sleep", AI.Position, true);
                }
            }
            else if (CurrentCharacterMode == CharacterMode.Sleeping)
            {
                CurrentCharacterMode = CharacterMode.Idle;
            }

            if (/*World.Time.IsDay() && */ Stats.IsAsleep && !Stats.Energy.IsDissatisfied() && !Stats.Health.IsCritical())
            {
                Stats.IsAsleep = false;
            }
        }
コード例 #42
0
ファイル: GameComponent.cs プロジェクト: svifylabs/dwarfcorp
 public virtual void Render(DwarfTime gameTime, ChunkManager chunks, Camera camera, SpriteBatch spriteBatch, GraphicsDevice graphicsDevice, Effect effect, bool renderingForWater)
 {
 }
コード例 #43
0
ファイル: RoomTemplate.cs プロジェクト: scorvi/dwarfcorp
        public static RoomTile[,] CreateFromRoom(Room room, ChunkManager chunks)
        {
            BoundingBox box0 = room.GetBoundingBox();
            BoundingBox box = new BoundingBox(box0.Min + Vector3.Up, box0.Max + Vector3.Up);
            BoundingBox bigBox = new BoundingBox(box0.Min + Vector3.Up + new Vector3(-1, 0, -1), box0.Max + Vector3.Up + new Vector3(1, 0, 1));
            int nr = Math.Max((int) (box.Max.X - box.Min.X), 1);
            int nc = Math.Max((int) (box.Max.Z - box.Min.Z), 1);

            RoomTile[,] toReturn = new RoomTile[nr + 2, nc + 2];

            Dictionary<Point, Voxel> voxelDict = new Dictionary<Point, Voxel>();
            List<Voxel> voxelsInRoom = chunks.GetVoxelsIntersecting(bigBox);
            foreach(Voxel vox in voxelsInRoom)
            {
                voxelDict[new Point((int)(vox.Position.X - box.Min.X) + 1, (int)(vox.Position.Z - box.Min.Z) + 1)] = vox;
            }

            for(int r = 0; r < nr + 2; r++)
            {
                for(int c = 0; c < nc + 2; c++)
                {
                    toReturn[r, c] = RoomTile.Edge;
                }
            }

            foreach(KeyValuePair<Point, Voxel> voxPair in voxelDict)
            {
                Voxel vox = voxPair.Value;
                Point p = voxPair.Key;

                if(vox.IsEmpty && p.X > 0 && p.X < nr + 1 && p.Y > 0 && p.Y < nc + 1)
                {
                    toReturn[p.X, p.Y] = RoomTile.Open;
                }
                else if(vox.TypeName != "empty")
                {
                    toReturn[p.X, p.Y] = RoomTile.Wall;
                }
            }

            return toReturn;
        }
コード例 #44
0
ファイル: VoxelChunk.cs プロジェクト: maroussil/dwarfcorp
        public VoxelChunk(ChunkManager manager, Vector3 origin, int tileSize, Point3 id, int sizeX, int sizeY, int sizeZ)
        {
            FirstWaterIter = true;
            this.sizeX = sizeX;
            this.sizeY = sizeY;
            this.sizeZ = sizeZ;
            ID = id;
            Origin = origin;
            Data = AllocateData(sizeX, sizeY, sizeZ);
            IsVisible = true;
            ShouldRebuild = true;
            this.tileSize = tileSize;
            HalfLength = new Vector3((float) this.tileSize / 2.0f, (float) this.tileSize / 2.0f, (float) this.tileSize / 2.0f);
            Primitive = new VoxelListPrimitive();
            RenderWireframe = false;
            Manager = manager;
            IsActive = true;

            InitializeStatics();
            PrimitiveMutex = new Mutex();
            ShouldRecalculateLighting = true;
            Neighbors = new ConcurrentDictionary<Point3, VoxelChunk>();
            DynamicLights = new List<DynamicLight>();
            Liquids = new Dictionary<LiquidType, LiquidPrimitive>();
            Liquids[LiquidType.Water] = new LiquidPrimitive(LiquidType.Water);
            Liquids[LiquidType.Lava] = new LiquidPrimitive(LiquidType.Lava);
            ShouldRebuildWater = true;
            Springs = new ConcurrentDictionary<Voxel, byte>();

            IsRebuilding = false;
            LightingCalculated = false;
            RebuildPending = false;
            RebuildLiquidPending = false;
            ReconstructRamps = true;
        }
コード例 #45
0
        override public void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            base.Update(gameTime, chunks, camera);

            if (!Active)
            {
                return;
            }

            #region Update Status Stat Effects

            var statAdjustments = Stats.FindAdjustment("status");
            Stats.RemoveStatAdjustment("status");
            if (statAdjustments == null)
            {
                statAdjustments = new StatAdjustment()
                {
                    Name = "status"
                }
            }
            ;
            statAdjustments.Reset();

            if (!Stats.IsAsleep)
            {
                Stats.Hunger.CurrentValue -= (float)gameTime.ElapsedGameTime.TotalSeconds * Stats.HungerGrowth;
            }
            else
            {
                Hp += (float)gameTime.ElapsedGameTime.TotalSeconds * 0.2f;
            }

            Stats.Health.CurrentValue = (Hp - MinHealth) / (MaxHealth - MinHealth); // Todo: MinHealth always 0?

            if (Stats.Energy.IsDissatisfied())
            {
                DrawIndicator(IndicatorManager.StandardIndicators.Sleepy);
                statAdjustments.Strength     += -2.0f;
                statAdjustments.Intelligence += -2.0f;
                statAdjustments.Dexterity    += -2.0f;
            }

            if (Stats.CanEat && Stats.Hunger.IsDissatisfied() && !Stats.IsAsleep)
            {
                DrawIndicator(IndicatorManager.StandardIndicators.Hungry);

                statAdjustments.Intelligence += -1.0f;
                statAdjustments.Dexterity    += -1.0f;

                if (Stats.Hunger.CurrentValue <= 1e-12 && (DateTime.Now - LastHungerDamageTime).TotalSeconds > Stats.HungerDamageRate)
                {
                    Damage(1.0f / (Stats.HungerResistance) * Stats.HungerDamageRate);
                    LastHungerDamageTime = DateTime.Now;
                }
            }

            if (!statAdjustments.IsAllZero)
            {
                Stats.AddStatAdjustment(statAdjustments);
            }

            #endregion
        }
    }
コード例 #46
0
        public void Render(DwarfTime gameTime,
                           ChunkManager chunks,
                           Camera camera,
                           SpriteBatch spriteBatch,
                           GraphicsDevice graphicsDevice,
                           Effect effect,
                           WaterRenderType waterRenderMode, float waterLevel)
        {
            bool renderForWater = (waterRenderMode != WaterRenderType.None);

            if (!renderForWater)
            {
                visibleComponents.Clear();
                componentsToDraw.Clear();


                List <Body> list = FrustrumCullLocatableComponents(camera);
                foreach (Body component in list)
                {
                    visibleComponents.Add(component);
                }


                ComponentManager.Camera = camera;
                foreach (GameComponent component in Components.Values)
                {
                    bool isLocatable = component is Body;

                    if (isLocatable)
                    {
                        Body loc = (Body)component;


                        if (((loc.GlobalTransform.Translation - camera.Position).LengthSquared() < chunks.DrawDistanceSquared &&
                             visibleComponents.Contains(loc) || !(loc.FrustrumCull) || !(loc.WasAddedToOctree) && !loc.IsAboveCullPlane)
                            )
                        {
                            componentsToDraw.Add(component);
                        }
                    }
                    else
                    {
                        componentsToDraw.Add(component);
                    }
                }
            }


            effect.Parameters["xEnableLighting"].SetValue(GameSettings.Default.CursorLightEnabled ? 1 : 0);
            graphicsDevice.RasterizerState = RasterizerState.CullNone;

            foreach (GameComponent component in componentsToDraw)
            {
                if (waterRenderMode == WaterRenderType.Reflective && !RenderReflective(component, waterLevel))
                {
                    continue;
                }
                else if (waterRenderMode == WaterRenderType.Refractive && !RenderRefractive(component, waterLevel))
                {
                    continue;
                }


                component.Render(gameTime, chunks, camera, spriteBatch, graphicsDevice, effect, renderForWater);
            }

            effect.Parameters["xEnableLighting"].SetValue(0);
        }
コード例 #47
0
ファイル: CommonRoom.cs プロジェクト: scorvi/dwarfcorp
 public CommonRoom(bool designation, IEnumerable<Voxel> designations, ChunkManager chunks)
     : base(designation, designations, CommonRoomData, chunks)
 {
 }
コード例 #48
0
ファイル: EnemySensor.cs プロジェクト: maroussil/dwarfcorp
        public override void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            SenseTimer.Update(gameTime);

            if (SenseTimer.HasTriggered)
            {
                Sense();
            }
            Enemies.RemoveAll(ai => ai.IsDead);
            base.Update(gameTime, chunks, camera);
        }
コード例 #49
0
ファイル: Elf.cs プロジェクト: scorvi/dwarfcorp
 public Elf(CreatureStats stats, string allies, PlanService planService, Faction faction, ComponentManager manager, string name, ChunkManager chunks, GraphicsDevice graphics, ContentManager content, Vector3 position)
     : base(stats, allies, planService, faction, new Physics("elf", manager.RootComponent, Matrix.CreateTranslation(position), new Vector3(0.5f, 0.5f, 0.5f), new Vector3(0.0f, -0.25f, 0.0f), 1.0f, 1.0f, 0.999f, 0.999f, new Vector3(0, -10, 0)),
          chunks, graphics, content, name)
 {
     Initialize();
 }
コード例 #50
0
ファイル: CharacterSprite.cs プロジェクト: scorvi/dwarfcorp
 public override void Render(DwarfTime gameTime, ChunkManager chunks, Camera camera, SpriteBatch spriteBatch,
     GraphicsDevice graphicsDevice, Effect effect, bool renderingForWater)
 {
     if (!isBlinking)
     {
         base.Render(gameTime, chunks, camera, spriteBatch, graphicsDevice, effect, renderingForWater);
     }
     else
     {
         if (blinkTimer.CurrentTimeSeconds < 0.5f*blinkTimer.TargetTimeSeconds)
         {
             base.Render(gameTime, chunks, camera, spriteBatch, graphicsDevice, effect, renderingForWater);
         }
     }
 }
コード例 #51
0
ファイル: BearTrap.cs プロジェクト: maroussil/dwarfcorp
        public override void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            if (ShouldDie)
            {
                DeathTimer.Update(gameTime);

                if (DeathTimer.HasTriggered)
                {
                    Die();
                }
            }
            base.Update(gameTime, chunks, camera);
        }
コード例 #52
0
ファイル: CharacterSprite.cs プロジェクト: scorvi/dwarfcorp
        public override void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            if(isBlinking)
            {
                blinkTrigger.Update(gameTime);

                if(blinkTrigger.HasTriggered)
                {
                    isBlinking = false;
                    isCoolingDown = true;
                }
            }

            if(isCoolingDown)
            {
                coolDownTimer.Update(gameTime);

                if(coolDownTimer.HasTriggered)
                {
                    isCoolingDown = false;
                }
            }

            blinkTimer.Update(gameTime);

            base.Update(gameTime, chunks, camera);
        }
コード例 #53
0
        public virtual void HandleCollisions(bool queryNeighborHood, VoxelHandle[] neighborHood, ChunkManager chunks, float dt)
        {
            if (CollideMode == CollisionMode.None)
            {
                return;
            }

            int y = (int)Position.Y;

            if (CurrentVoxel.IsValid && !CurrentVoxel.IsEmpty)
            {
                var currentBox = CurrentVoxel.GetBoundingBox();
                if (currentBox.Contains(Position) == ContainmentType.Contains)
                {
                    ResolveTerrainCollisionGradientMethod();
                    OnTerrainCollision(CurrentVoxel);
                    return;
                }
            }

            if (queryNeighborHood)
            {
                int i = 0;
                foreach (var v in VoxelHelpers.EnumerateManhattanCube(CurrentVoxel.Coordinate).Select(c => new VoxelHandle(chunks, c)))
                {
                    neighborHood[i] = v;
                    i++;
                }
            }

            foreach (var v in neighborHood)
            {
                if (!v.IsValid || v.IsEmpty)
                {
                    continue;
                }

                if (CollideMode == CollisionMode.UpDown && (int)v.Coordinate.Y == y)
                {
                    continue;
                }

                if (CollideMode == CollisionMode.Sides && (int)v.Coordinate.Y != y)
                {
                    continue;
                }

                if (Collide(v.GetBoundingBox(), dt))
                {
                    OnTerrainCollision(v);
                }
            }
        }
コード例 #54
0
ファイル: CommonRoom.cs プロジェクト: scorvi/dwarfcorp
 public CommonRoom(IEnumerable<Voxel> voxels, ChunkManager chunks)
     : base(voxels, CommonRoomData, chunks)
 {
     OnBuilt();
 }
コード例 #55
0
ファイル: CreatureStatus.cs プロジェクト: scorvi/dwarfcorp
        public void Update(Creature creature, DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;
            Hunger.CurrentValue -= dt * creature.Stats.HungerGrowth;

            Health.CurrentValue = (creature.Hp - creature.MinHealth) / (creature.MaxHealth - creature.MinHealth);

            if(creature.Stats.CanSleep)
                Energy.CurrentValue = (float) (100*Math.Sin(PlayState.Time.GetTotalHours()*Math.PI / 24.0f));
            else
            {
                Energy.CurrentValue = 100.0f;
            }

            if(Energy.IsUnhappy())
            {
                creature.DrawIndicator(IndicatorManager.StandardIndicators.Sleepy);
            }

            if(creature.Stats.CanEat && Hunger.IsUnhappy())
            {
                creature.DrawIndicator(IndicatorManager.StandardIndicators.Hungry);

                if(Hunger.CurrentValue <= 1e-12 && (DateTime.Now - LastHungerDamageTime).TotalSeconds > HungerDamageRate)
                {
                    creature.Damage(1.0f / (creature.Stats.HungerResistance) * HungerDamageRate);
                    LastHungerDamageTime = DateTime.Now;
                }
            }
        }
コード例 #56
0
ファイル: Sprite.cs プロジェクト: scorvi/dwarfcorp
        public override void Render(DwarfTime gameTime,
            ChunkManager chunks,
            Camera camera,
            SpriteBatch spriteBatch,
            GraphicsDevice graphicsDevice,
            Effect effect,
            bool renderingForWater)
        {
            base.Render(gameTime, chunks, camera, spriteBatch, graphicsDevice, effect, renderingForWater);

            if(!IsVisible)
            {
                return;
            }

            if (CurrentAnimation != null && CurrentAnimation.CurrentFrame >= 0 && CurrentAnimation.CurrentFrame < CurrentAnimation.Primitives.Count)
            {
                CurrentAnimation.PreRender();
                SpriteSheet = CurrentAnimation.SpriteSheet;
                effect.Parameters["xTexture"].SetValue(SpriteSheet.GetTexture());

                if(OrientationType != OrientMode.Fixed)
                {
                    if(camera.Projection == Camera.ProjectionMode.Perspective)
                    {
                        if(OrientationType == OrientMode.Spherical)
                        {
                            float xscale = GlobalTransform.Left.Length();
                            float yscale = GlobalTransform.Up.Length();
                            float zscale = GlobalTransform.Forward.Length();
                            Matrix rot = Matrix.CreateRotationZ(BillboardRotation);
                            Matrix bill = Matrix.CreateBillboard(GlobalTransform.Translation, camera.Position, camera.UpVector, null);
                            Matrix noTransBill = bill;
                            noTransBill.Translation = Vector3.Zero;

                            Matrix worldRot = Matrix.CreateScale(new Vector3(xscale, yscale, zscale)) * rot * noTransBill;
                            worldRot.Translation = bill.Translation;
                            effect.Parameters["xWorld"].SetValue(worldRot);
                        }
                        else
                        {
                            Vector3 axis = Vector3.Zero;

                            switch(OrientationType)
                            {
                                case OrientMode.XAxis:
                                    axis = Vector3.UnitX;
                                    break;
                                case OrientMode.YAxis:
                                    axis = Vector3.UnitY;
                                    break;
                                case OrientMode.ZAxis:
                                    axis = Vector3.UnitZ;
                                    break;
                            }

                            Matrix worldRot = Matrix.CreateConstrainedBillboard(GlobalTransform.Translation, camera.Position, axis, null, null);
                            effect.Parameters["xWorld"].SetValue(worldRot);
                        }
                    }
                    else
                    {
                        Matrix rotation = Matrix.CreateRotationY(-(float) Math.PI * 0.25f) * Matrix.CreateTranslation(GlobalTransform.Translation);
                        effect.Parameters["xWorld"].SetValue(rotation);
                    }
                }
                else
                {
                    effect.Parameters["xWorld"].SetValue(GlobalTransform);
                }

                foreach(EffectPass pass in effect.CurrentTechnique.Passes)
                {
                    pass.Apply();
                    CurrentAnimation.Primitives[CurrentAnimation.CurrentFrame].Render(graphicsDevice);
                }
            }
        }
コード例 #57
0
ファイル: ChunkData.cs プロジェクト: maroussil/dwarfcorp
        public void SetMaxViewingLevel(float level, ChunkManager.SliceMode slice)
        {
            Slice = slice;
            MaxViewingLevel = Math.Max(Math.Min(level, ChunkSizeY), 1);

            foreach(VoxelChunk c in ChunkMap.Select(chunks => chunks.Value))
            {
                c.ShouldRecalculateLighting = false;
                c.ShouldRebuild = true;
            }
        }
コード例 #58
0
ファイル: Sprite.cs プロジェクト: scorvi/dwarfcorp
        public override void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            if(IsActive)
            {
                if(CurrentAnimation != null)
                {
                    CurrentAnimation.Update(gameTime);
                }
            }

            base.Update(gameTime, chunks, camera);
        }
コード例 #59
0
ファイル: Camera.cs プロジェクト: scorvi/dwarfcorp
 public virtual void Update(DwarfTime time, ChunkManager chunks)
 {
     lastPosition = Position;
     UpdateViewMatrix();
     UpdateProjectionMatrix();
 }
コード例 #60
0
ファイル: VoxelChunk.cs プロジェクト: maroussil/dwarfcorp
        public static void CalculateVertexLight(Voxel vox, VoxelVertex face,
            ChunkManager chunks, List<Voxel> neighbors, ref VertexColorInfo color)
        {
            float numHit = 1;
            float numChecked = 1;

            int index = vox.Index;
            color.DynamicColor = 0;
            color.SunColor += vox.Chunk.Data.SunColors[index];
            vox.Chunk.GetNeighborsVertex(face, vox, neighbors);

            foreach(Voxel v in neighbors)
            {
                if(!chunks.ChunkData.ChunkMap.ContainsKey(v.Chunk.ID))
                {
                    continue;
                }

                VoxelChunk c = chunks.ChunkData.ChunkMap[v.Chunk.ID];
                color.SunColor += c.Data.SunColors[v.Index];
                if(VoxelLibrary.IsSolid(v))
                {
                    if (v.Type.EmitsLight) color.DynamicColor = 255;
                    numHit++;
                    numChecked++;
                }
                else
                {
                    numChecked++;
                }
            }

            float proportionHit = numHit / numChecked;
            color.AmbientColor = (int) Math.Min((1.0f - proportionHit) * 255.0f, 255);
            color.SunColor = (int) Math.Min((float) color.SunColor / (float) numChecked, 255);
        }