コード例 #1
0
        private void SpawnCreepShips(int amount)
        {
            var ships = new List<Enemy>();

            Random r = new Random(DateTime.Now.Millisecond);

            var tileList = new List<Vector2>();

            for (int i = 0; i < amount; i++)
            {
                var position = new Vector2(r.Next(0, Game.CurrentMap.Width + 1), r.Next(0, Game.CurrentMap.Height + 1));

                while (tileList.Contains(position))
                {
                    position = new Vector2(r.Next(0, Game.CurrentMap.Width + 1), r.Next(0, Game.CurrentMap.Height + 1));
                }

                tileList.Add(position);

                var ship = new Enemy()
                {
                    CharSprite = new SpriteAnimation(GameGraphics.Ship1, 300, 4),
                    Position = MapHelper.GetPixelsFromTileCenter(position),
                    Behavior = Enemy.BehaviorType.Fleeing,
                    StepSize = 3,
                    PlayerKillable = true,
                    CollisionRadius = 20,
                    UniqueObjectId = 1,
                    Name = "Ship1",
                    Points = 10,
                    Damage = 2,
                    Heal = 0
                };

                ship.NewTargetPosition(Game.CurrentMap);

                ships.Add(ship);
            }

            if (Game.CurrentMap != null)
            {
                Game.CurrentMap.MapEnemies.AddRange(ships);
            }
        }
コード例 #2
0
        private void UpdateEnemyBehavior(Enemy enemy)
        {
            //enemy.MovementEngine.PathFinding.GameObjects = gameObjects;
            Vector2 movement = Vector2.Zero;

            //var allies = new List<Character>();
            //allies.AddRange(AliveNpcs);
            //allies.Add(Player);

            //if (enemy.ActionState != ActionState.Attacking)
            //{
            //    //If creature has target, check behavior
            //    //if no target, wander til target is found
            //    foreach (ActionBehavior action in enemy.Behavior.Actions)
            //    {
            //        bool isValid = false;
            //        Character target = null;

            //        #region Check if condition is valid

            //        switch (action.Condition.Target)
            //        {
            //            case ConditionTarget.Self:
            //                target = enemy;
            //                break;
            //            case ConditionTarget.Enemy:
            //                if (allies.Count > 0)
            //                    target = allies[0];
            //                break;
            //            case ConditionTarget.Friend:
            //                List<Enemy> targets = AliveEnemies.FindAll(x => x.HealthPercentage <= action.Condition.Value);
            //                if (targets.Count > 0) target = targets[0];
            //                break;
            //        }

            //        if (action.Condition.Target == ConditionTarget.Friend)
            //        {
            //            switch (action.Condition.Type)
            //            {
            //                case ConditionType.HealthLower:
            //                    isValid = AliveEnemies.FindAll(x => x.Stats.Hp <= action.Condition.Value).Count > 0;
            //                    break;
            //                case ConditionType.HealthLowerPC:
            //                    isValid =
            //                        AliveEnemies.FindAll(x => x.HealthPercentage <= action.Condition.Value).Count > 0;
            //                    break;
            //                case ConditionType.HealthHigher:
            //                    isValid = AliveEnemies.FindAll(x => x.Stats.Hp >= action.Condition.Value).Count > 0;
            //                    break;
            //                case ConditionType.HealthHigherPC:
            //                    isValid =
            //                        AliveEnemies.FindAll(x => x.HealthPercentage >= action.Condition.Value).Count > 0;
            //                    break;
            //                case ConditionType.None:
            //                    isValid = true;
            //                    break;
            //            }
            //        }
            //        else
            //        {
            //            //if (target != null)
            //            //{
            //            //    switch (action.Condition.Type)
            //            //    {
            //            //        case ConditionType.HealthLower:
            //            //            isValid = target.Stats.Hp <= action.Condition.Value;
            //            //            break;
            //            //        case ConditionType.HealthLowerPC:
            //            //            isValid = target.HealthPercentage <= action.Condition.Value;
            //            //            break;
            //            //        case ConditionType.HealthHigher:
            //            //            isValid = target.Stats.Hp >= action.Condition.Value;
            //            //            break;
            //            //        case ConditionType.HealthHigherPC:
            //            //            isValid = target.HealthPercentage >= action.Condition.Value;
            //            //            break;
            //            //        case ConditionType.None:
            //            //            isValid = true;
            //            //            break;
            //            //    }
            //            //}
            //        }

            //        #endregion

            //        if (isValid)
            //        {
            //            switch (action.ActionType)
            //            {
            //                case ActionType.Attack:
            //                    break;
            //                case ActionType.Skill:
            //                    if (target != null)
            //                        CastEnemySkill(enemy, enemy.Skills.Find(x => x.Id == action.SkillId), target);
            //                    break;
            //                case ActionType.Behavior:
            //                    enemy.Behavior.BehaviorType = action.NewBehavior;
            //                    break;
            //            }
            //        }
            //    }


            //    if (enemy.HasTarget && enemy.Target.IsAlive)
            //    {
            //        #region Check behavior

            //        if (enemy.Behavior.BehaviorType == BehaviorType.Scared)
            //        {
            //            if (!enemy.IsInAttackRange(enemy.Target))
            //            {
            //                movement = Steering.KeepDistance(enemy, enemy.Target, 200);

            //                //if (enemy.DistanceToTarget > enemy.MaxTargetDistance)
            //                //    enemy.Target = null;
            //            }
            //        }
            //        else if (enemy.Behavior.BehaviorType == BehaviorType.Agressive)
            //        {
            //            if (enemy.HasTarget && !enemy.IsInAttackRange(enemy.Target))
            //            {
            //                movement = Steering.Seek(enemy, enemy.Target, enemy.CurrentWeapon.AttackRange);

            //                //if (enemy.DistanceToTarget > enemy.MaxTargetDistance)
            //                //    enemy.Target = null;
            //            }
            //        }
            //        else if (enemy.Behavior.BehaviorType == BehaviorType.Coward)
            //        {
            //            movement = Steering.KeepDistance(enemy, Player, 500);
            //        }
            //        else if (enemy.Behavior.BehaviorType == BehaviorType.Passive)
            //        {
            //            enemy.Behavior.Wandering();
            //        }

            //        #endregion
            //    }
            //    else // Wander
            //    {
            //        Character target =
            //            allies.Find(x => x.IsAlive && (enemy.CanHear(x) || enemy.IsInVisionRange(x.Position)));
            //            //gameObjects.Find(delegate(GameObject o) { return (o is Character) && ((o as Character).IsPlayer || (o is Npc && (o as Npc).IsAlly)); }) as Character;

            //        if (target != null)
            //        {
            //            enemy.Target = target;
            //        }
            //        else
            //        {
            //            enemy.Behavior.Wandering();
            //        }
            //    }

            // MOVE CREATURE TO TARGET LOCATION
            // WILL BE OVERRIDEN BY THE FLEEING OR CHASING BEHAVIOR

            if ((enemy.Position - enemy.CurrentTargetPosition).Length() < enemy.CollisionRadius * 5)
            {
                enemy.NewTargetPosition(Game.CurrentMap);
            }

            movement = Steering.Seek(enemy, enemy.CurrentTargetPosition);

            #region Idle

            switch (enemy.Behavior)
            {
                case Enemy.BehaviorType.Fleeing:
                    var fleeMovement = Steering.Flee(enemy, Player, 200);
                    if (fleeMovement != Vector2.Zero)
                    {
                        movement = fleeMovement;
                    }
                    break;
                case Enemy.BehaviorType.Wandering:
                    var softFlee = Steering.Flee(enemy, Player, 150f);
                    if (softFlee != Vector2.Zero)
                        movement = softFlee;
                    break;
            }

            if (movement != Vector2.Zero)
            {
                enemy.Move(movement);
            }
            //else if (enemy.MovementEngine.CurrentWaypoint == null && enemy.ActionState != ActionState.Attacking)
            //{
            //    Log.ScreenLog.Add(string.Format("{0}. {1} going idle", enemy.UniqueObjectId, enemy.Name));

            //    enemy.Idle();
            //    if (enemy.HasTarget)
            //    {
            //        enemy.Face(enemy.Target);
            //    }
            //}

            #endregion
            //}

            //if (enemy.HasTarget && enemy.MeleeReady && enemy.CanAttackCharacter(enemy.Target))
            //{
            //    if (enemy.IsInAttackRange(enemy.Target))
            //    {
            //        enemy.StartAttack();
            //        attackQueue.Add(new MeleeAttack(enemy, enemy.Target, enemy.AttackDelay, null));
            //    }
            //}
        }
コード例 #3
0
        private void SpawnHealthKits(int amount, Vector2 sourcePosition)
        {
            var kits = new List<Enemy>();

            Random r = new Random(DateTime.Now.Millisecond);

            var tileList = new List<Vector2>();

            var spawnRange = 50;

            for (int i = 0; i < amount; i++)
            {
                var position = new Vector2(r.Next((int)sourcePosition.X - spawnRange, (int)sourcePosition.X + spawnRange), r.Next((int)sourcePosition.Y - spawnRange, (int)sourcePosition.Y + spawnRange));

                while (tileList.Contains(position))
                {
                    position = new Vector2(r.Next((int)sourcePosition.X - spawnRange, (int)sourcePosition.X + spawnRange), r.Next((int)sourcePosition.Y - spawnRange, (int)sourcePosition.Y + spawnRange));
                }

                tileList.Add(position);

                var kit = new Enemy()
                {
                    CharSprite = new SpriteAnimation(GameGraphics.HealthKit, 300, 4),
                    Position = position,
                    Behavior = Enemy.BehaviorType.Wandering,
                    StepSize = 2,
                    PlayerKillable = true,
                    CollisionRadius = 20,
                    Priority = 0,
                    UniqueObjectId = 3,
                    Name = "HealthKit",
                    Damage = 0,
                    Points = 5,
                    Heal = 10
                };

                kit.NewTargetPosition(Game.CurrentMap);

                kits.Add(kit);
            }

            Game.CurrentMap?.MapEnemies.AddRange(kits);
        }
コード例 #4
0
 private void SpawnEnemy(Enemy deadEnemy)
 {
     if (deadEnemy.UniqueObjectId == 1)
     {
         SpawnCreepShips(1);
     }
     else if (deadEnemy.UniqueObjectId == 2)
     {
         SpawnBigShips(1);
     }
     else if (deadEnemy.UniqueObjectId == 4)
     {
         SpawnCreepShips2(1);
     }
 }
コード例 #5
0
ファイル: Steer.cs プロジェクト: arthursouza/spacecreep
        public static Vector2 KeepDistance(Enemy creature, Character character, int distance)
        {
            Vector2 steeringForce = Vector2.Zero;
            if ((creature.Position - character.Position).Length() < distance)
            {
                steeringForce += Flee(creature, character);

                if (steeringForce != Vector2.Zero)
                    steeringForce.Normalize();
            }
            return steeringForce;
        }