public SwarmBay(EditorOptions options, ItemOptions itemOptions, ShipPartDNA dna, Map map, World world, int material_SwarmBot, IContainer plasma, SwarmObjectiveStrokes strokes) : base(options, dna, itemOptions.SwarmBay_Damage.HitpointMin, itemOptions.SwarmBay_Damage.HitpointSlope, itemOptions.SwarmBay_Damage.Damage) { _itemOptions = itemOptions; _map = map; _world = world; _material_SwarmBot = material_SwarmBot; _plasma = plasma; _strokes = strokes; this.Design = new SwarmBayDesign(options, true); this.Design.SetDNA(dna); double volume, radius; GetMass(out _mass, out volume, out radius, out _scaleActual, dna, itemOptions); //this.Radius = radius; _timeBetweenBots = StaticRandom.NextPercent(itemOptions.SwarmBay_BirthRate, .1); int maxCount = (itemOptions.SwarmBay_MaxCount * Math1D.Avg(dna.Scale.X, dna.Scale.Y, dna.Scale.Z)).ToInt_Round(); if (maxCount < 0) { maxCount = 1; } _maxBots = maxCount; _plasmaTankThreshold = itemOptions.SwarmBay_Birth_TankThresholdPercent; _birthCost = itemOptions.SwarmBay_BirthCost; _birthRadius = itemOptions.SwarmBay_BirthSize / 2d; if (_map != null) { _map.ItemRemoved += Map_ItemRemoved; } this.Destroyed += SwarmBay_Destroyed; }
private Vector3D? GetStrokeAccel(SwarmObjectiveStrokes.Stroke objectiveStroke, Point3D position, Vector3D velocity) { const double VELOCITYINFLUENCERADIUS = 2d; const double TOWARDRADIUSMULT = .5; // making this smaller than the size of the velocity influence radius so there aren't any dead spots const double SKIPPOINTRADIUSMULT = 1d; if (objectiveStroke == null) { return null; } // Current stroke CurrentChasingStroke currentlyChasingStroke = _currentlyChasingStroke; if (currentlyChasingStroke == null || currentlyChasingStroke.Token != objectiveStroke.Token) { currentlyChasingStroke = new CurrentChasingStroke(objectiveStroke.Token); _currentlyChasingStroke = currentlyChasingStroke; } // Get affected by the stroke var hits = GetNearestSegmentsOrPoint(objectiveStroke.Points, position, currentlyChasingStroke.MinIndex); if (hits == null || (hits.Item1 == null && (hits.Item2 == null || hits.Item2.Length == 0))) { currentlyChasingStroke.MinIndex = objectiveStroke.Points.Length; currentlyChasingStroke.MinDistance = double.MaxValue; return null; } // Stats UpdateStrokeStats(currentlyChasingStroke, hits, objectiveStroke.Points, position, this.Radius * SKIPPOINTRADIUSMULT); #region build return Vector3D retVal = new Vector3D(0, 0, 0); double accel = this.MaxAccel; if (hits.Item1 != null) { retVal += GetStrokeAccel_Point(hits.Item1, position, accel, VELOCITYINFLUENCERADIUS, TOWARDRADIUSMULT); } if (hits.Item2 != null) { for (int cntr = 0; cntr < hits.Item2.Length; cntr++) { bool shouldAttractToward = cntr == 0 && hits.Item1 == null; retVal += GetStrokeAccel_Segment(hits.Item2[cntr], position, accel, VELOCITYINFLUENCERADIUS, TOWARDRADIUSMULT, shouldAttractToward); } } #endregion return retVal; }
public SwarmBot1a(double radius, Point3D position, World world, Map map, SwarmObjectiveStrokes strokes, int materialID, Color? color = null) { _map = map; _strokes = strokes; this.Radius = radius; this.SearchRadius = radius * 100; _settings_OtherBot_Chase = CreateForceSettingInitial_OtherBot_Chase(); _settings_OtherBot_Passive = CreateForceSettingInitial_OtherBot_Passive(); _settings_Asteroid = CreateForceSettingInitial_Asteroid(); #region WPF Model this.Model = GetModel(radius, color); this.Model.Transform = new ScaleTransform3D(radius, radius, radius); // Model Visual ModelVisual3D visual = new ModelVisual3D(); visual.Content = this.Model; #endregion #region Physics Body Transform3DGroup transform = new Transform3DGroup(); transform.Children.Add(new RotateTransform3D(new QuaternionRotation3D(Math3D.GetRandomRotation()))); transform.Children.Add(new TranslateTransform3D(position.ToVector())); double mass = GetMass(radius); using (CollisionHull hull = CollisionHull.CreateSphere(world, 0, new Vector3D(radius / 2, radius / 2, radius / 2), null)) { this.PhysicsBody = new Body(hull, transform.Value, mass, new Visual3D[] { visual }); //this.PhysicsBody.IsContinuousCollision = true; this.PhysicsBody.MaterialGroupID = materialID; this.PhysicsBody.LinearDamping = .01d; this.PhysicsBody.AngularDamping = new Vector3D(.01d, .01d, .01d); this.PhysicsBody.ApplyForceAndTorque += new EventHandler<BodyApplyForceAndTorqueArgs>(Body_ApplyForceAndTorque); } #endregion this.CreationTime = DateTime.UtcNow; }
private void Strokes_PointsChanged(object sender, SwarmObjectiveStrokes.PointsChangedArgs e) { try { switch (e.ChangeType) { case SwarmObjectiveStrokes.PointChangeType.AddingPointsToStroke: // Just draw the points in a simple way break; case SwarmObjectiveStrokes.PointChangeType.AddNewStroke: case SwarmObjectiveStrokes.PointChangeType.ConvertStroke_Add: #region add stroke if (e.Points == null || e.Points.Length == 0) { throw new ArgumentException("Added stroke is empty"); } else if (e.StrokeToken == null) { throw new ArgumentException("Expected token to be populated for a new stroke"); } foreach (Visual3D visual in GetStrokeVisual(e.Points)) { _strokeVisuals.Add(Tuple.Create(e.StrokeToken.Value, visual)); _viewport.Children.Add(visual); } #endregion break; case SwarmObjectiveStrokes.PointChangeType.ConvertStroke_Remove: case SwarmObjectiveStrokes.PointChangeType.RemoveStroke_Clear: case SwarmObjectiveStrokes.PointChangeType.RemoveStroke_Remove: case SwarmObjectiveStrokes.PointChangeType.RemoveStroke_Timeout: if (e.StrokeToken == null) { // Remove the pre stroke } else { // Remove the full stroke _viewport.Children.RemoveAll( _strokeVisuals.RemoveWhere(o => o.Item1 == e.StrokeToken.Value). Select(o => o.Item2)); } break; default: throw new ApplicationException("Unknown SwarmObjectiveStrokes.PointChangeType: " + e.ChangeType.ToString()); } } catch (Exception ex) { MessageBox.Show(ex.ToString(), this.Title, MessageBoxButton.OK, MessageBoxImage.Error); } }
private void Window_Loaded(object sender, RoutedEventArgs e) { try { //_backgroundTiles = new BackgoundTiles(_sceneCanvas, _camera, (Brush)this.FindResource("color_SceneBackAlt")); #region Init World _boundryMin = new Point3D(-BOUNDRYSIZEHALF, -BOUNDRYSIZEHALF, -BOUNDRYSIZEHALF); _boundryMax = new Point3D(BOUNDRYSIZEHALF, BOUNDRYSIZEHALF, BOUNDRYSIZEHALF); _world = new World(); _world.Updating += new EventHandler<WorldUpdatingArgs>(World_Updating); List<Point3D[]> innerLines, outerLines; _world.SetCollisionBoundry(out innerLines, out outerLines, _boundryMin, _boundryMax); //TODO: Only draw the boundry lines if options say to #endregion #region Materials _materialManager = new MaterialManager(_world); // Bot var material = new Game.Newt.v2.NewtonDynamics.Material(); _material_Bot = _materialManager.AddMaterial(material); // Asteroid material = new Game.Newt.v2.NewtonDynamics.Material(); material.Elasticity = .1d; _material_Asteroid = _materialManager.AddMaterial(material); // Collisions _materialManager.RegisterCollisionEvent(_material_Bot, _material_Bot, Collision_BotBot); _materialManager.RegisterCollisionEvent(_material_Bot, _material_Asteroid, Collision_BotAsteroid); #endregion #region Trackball // Camera Trackball _trackball = new TrackBallRoam(_camera); _trackball.EventSource = grdViewPort; //NOTE: If this control doesn't have a background color set, the trackball won't see events (I think transparent is ok, just not null) _trackball.AllowZoomOnMouseWheel = true; _trackball.ShouldHitTestOnOrbit = true; _trackball.Mappings.AddRange(TrackBallMapping.GetPrebuilt(TrackBallMapping.PrebuiltMapping.MouseComplete_NoLeft)); //_trackball.GetOrbitRadius += new GetOrbitRadiusHandler(Trackball_GetOrbitRadius); #endregion #region Map _map = new Map(_viewport, null, _world); _map.SnapshotFequency_Milliseconds = 250;// 125; _map.SnapshotMaxItemsPerNode = 10; _map.ShouldBuildSnapshots = true; _map.ShouldShowSnapshotLines = false; _map.ShouldSnapshotCentersDrift = true; _map.ItemAdded += Map_ItemAdded; _map.ItemRemoved += Map_ItemRemoved; #endregion #region Update Manager _updateManager = new UpdateManager( new Type[] { typeof(SwarmBot1a) }, new Type[] { typeof(SwarmBot1a) }, _map); #endregion #region Strokes _strokes = new SwarmObjectiveStrokes(_world.WorldClock, SUBSTROKESIZE, 15); _strokes.PointsChanged += Strokes_PointsChanged; #endregion #region Bot Clusters _botClusters = new SwarmClusters(_map); _botClusterTimer = new System.Timers.Timer(); _botClusterTimer.Interval = 1111; _botClusterTimer.AutoReset = false; // makes sure only one tick is firing at a time _botClusterTimer.Elapsed += BotClusterTimer_Elapsed; _botClusterTimer.Start(); #endregion _world.UnPause(); } catch (Exception ex) { MessageBox.Show(ex.ToString(), this.Title, MessageBoxButton.OK, MessageBoxImage.Error); } }
private void Window_Loaded(object sender, RoutedEventArgs e) { try { _itemOptions = new ItemOptions(); _itemOptions.Thruster_StrengthRatio *= 4.5; _itemOptions.FuelToThrustRatio *= .03; _itemOptions.Projectile_Color = UtilityWPF.ColorFromHex("FFE330"); // using bee/wasp colors, because white looks too much like the stars _progressBars = new ShipProgressBarManager(pnlProgressBars); _progressBars.Foreground = new SolidColorBrush(UtilityWPF.ColorFromHex("BBB")); #region Init World // Set the size of the world to something a bit random (gets boring when it's always the same size) double halfSize = 325 + StaticRandom.Next(500); //halfSize *= 2; _boundryMin = new Point3D(-halfSize, -halfSize, -35); _boundryMax = new Point3D(halfSize, halfSize, 35); _world = new World(); _world.Updating += new EventHandler<WorldUpdatingArgs>(World_Updating); List<Point3D[]> innerLines, outerLines; _world.SetCollisionBoundry(out innerLines, out outerLines, _boundryMin, _boundryMax); // Draw the lines _boundryLines = new ScreenSpaceLines3D(true); _boundryLines.Thickness = 1d; _boundryLines.Color = WorldColors.BoundryLines; _viewport.Children.Add(_boundryLines); foreach (Point3D[] line in innerLines) { _boundryLines.AddLine(line[0], line[1]); } #endregion #region Materials _materialManager = new MaterialManager(_world); // Ship Game.Newt.v2.NewtonDynamics.Material material = new Game.Newt.v2.NewtonDynamics.Material(); _material_Ship = _materialManager.AddMaterial(material); // Exploding Ship material = new Game.Newt.v2.NewtonDynamics.Material(); material.IsCollidable = false; _material_ExplodingShip = _materialManager.AddMaterial(material); // Space Station (force field) material = new Game.Newt.v2.NewtonDynamics.Material(); material.IsCollidable = false; //material.Elasticity = .99d; // uncomment these if it should be collidable (it's an ellipse, and briefly shows a force field) //material.StaticFriction = .02d; //material.KineticFriction = .01d; _material_SpaceStation = _materialManager.AddMaterial(material); //_materialManager.RegisterCollisionEvent(_material_SpaceStation, _material_Asteroid, Collision_SpaceStation); //_materialManager.RegisterCollisionEvent(_material_SpaceStation, _material_Mineral, Collision_SpaceStation); // Mineral material = new Game.Newt.v2.NewtonDynamics.Material(); material.Elasticity = .5d; material.StaticFriction = .9d; material.KineticFriction = .4d; _material_Mineral = _materialManager.AddMaterial(material); // Asteroid material = new Game.Newt.v2.NewtonDynamics.Material(); material.Elasticity = .25d; material.StaticFriction = .9d; material.KineticFriction = .75d; _material_Asteroid = _materialManager.AddMaterial(material); // Projectile material = new Game.Newt.v2.NewtonDynamics.Material(); material.Elasticity = .95d; _material_Projectile = _materialManager.AddMaterial(material); // Swarmbot material = new Game.Newt.v2.NewtonDynamics.Material(); material.Elasticity = .95d; _material_SwarmBot = _materialManager.AddMaterial(material); // Collisions _materialManager.RegisterCollisionEvent(_material_Ship, _material_Mineral, Collision_ShipMineral); _materialManager.RegisterCollisionEvent(_material_Ship, _material_Asteroid, Collision_ShipAsteroid); _materialManager.RegisterCollisionEvent(_material_Ship, _material_Projectile, Collision_ShipProjectile); _materialManager.RegisterCollisionEvent(_material_Asteroid, _material_Projectile, Collision_AsteroidProjectile); _materialManager.RegisterCollisionEvent(_material_Asteroid, _material_SwarmBot, Collision_AsteroidSwarmBot); _materialManager.RegisterCollisionEvent(_material_Asteroid, _material_Asteroid, Collision_AsteroidAsteroid); #endregion #region Trackball //TODO: Only use this when debugging the scene //// Trackball //_trackball = new TrackBallRoam(_camera); //_trackball.KeyPanScale = 15d; //_trackball.EventSource = grdViewPort; //NOTE: If this control doesn't have a background color set, the trackball won't see events (I think transparent is ok, just not null) //_trackball.AllowZoomOnMouseWheel = true; //_trackball.Mappings.AddRange(TrackBallMapping.GetPrebuilt(TrackBallMapping.PrebuiltMapping.MouseComplete_NoLeft)); ////_trackball.GetOrbitRadius += new GetOrbitRadiusHandler(Trackball_GetOrbitRadius); //_trackball.ShouldHitTestOnOrbit = true; #endregion #region Map _map = new Map(_viewport, null, _world); //_map.SnapshotFequency_Milliseconds = 250; // just use the map's default values //_map.SnapshotMaxItemsPerNode = 13; _map.ShouldBuildSnapshots = true; _map.ShouldShowSnapshotLines = false; _map.ShouldSnapshotCentersDrift = true; _map.ItemRemoved += new EventHandler<MapItemArgs>(Map_ItemRemoved); #endregion #region Radiation //TODO: Make radiation sources instead of a constant ambient -- sort of mini stars, or something manmade looking _radiation = new RadiationField() { AmbientRadiation = 1, }; #endregion #region UpdateManager //TODO: UpdateManager needs to inspect types as they are added to the map (map's ItemAdded event) _updateManager = new UpdateManager( new Type[] { typeof(ShipPlayer), typeof(SpaceStation2D), typeof(Projectile), typeof(Asteroid), typeof(SwarmBot1b) }, new Type[] { typeof(ShipPlayer), typeof(SwarmBot1b) }, _map); #endregion #region Brush Strokes _brushStrokes = new SwarmObjectiveStrokes(_world.WorldClock, _itemOptions.SwarmBay_BirthSize * 4, 6); // This would be for drawing the strokes //_brushStrokes.PointsChanged += BrushStrokes_PointsChanged; #endregion #region Player _player = new Player(); _player.Credits = 10; _player.ShipChanged += new EventHandler<ShipChangedArgs>(Player_ShipChanged); #endregion #region Minimap _miniMap = new MinimapHelper(_map, _viewportMap); #endregion #region Camera Helper _cameraHelper = new CameraHelper(_player, _camera, _cameraMap, _miniMap); #endregion #region MapPopulationManager _mapPopulationManager = new MapPopulationManager(_map, _world, new Point3D(_boundryMin.X, _boundryMin.Y, 0), new Point3D(_boundryMax.X, _boundryMax.Y, 0), _material_Asteroid, _material_Mineral, GetAsteroidMassByRadius, GetMineralsFromDestroyedAsteroid, ItemOptionsAstMin2D.MINASTEROIDRADIUS); _updateManager.AddNonMapItem(_mapPopulationManager, TokenGenerator.NextToken()); #endregion #region MapForcesManager _mapForcesManager = new MapForcesManager(_map, _boundryMin, _boundryMax); _updateManager.AddNonMapItem(_mapForcesManager, TokenGenerator.NextToken()); #endregion #region BackImageManager _backImageManager = new BackImageManager(backgroundCanvas, _player); #endregion #region Ship Extra _shipExtra = new ShipExtraArgs() { Options = _editorOptions, ItemOptions = _itemOptions, Material_Projectile = _material_Projectile, Material_SwarmBot = _material_SwarmBot, SwarmObjectiveStrokes = _brushStrokes, RunNeural = false, Radiation = _radiation, }; #endregion CreateStars3D(); //TODO: Move this to BackImageManager //CreateStars3DGrid(); //CreateShip(UtilityCore.GetRandomEnum<DefaultShipType>()); if (!LoadLatestSession()) { CreateNewSession(); } CreateAsteroids(); CreateMinerals(); //CreateProjectile(); _world.UnPause(); } catch (Exception ex) { MessageBox.Show(ex.ToString(), this.Title, MessageBoxButton.OK, MessageBoxImage.Error); } }