/// <summary> /// Move a unit one card move. Ignores all robots on the map but does take into account walls, conveyor belts and gears. /// </summary> /// <param name="map">The game map.</param> /// <param name="startLocation">Where the unit starts.</param> /// <param name="move">The move to apply.</param> /// <returns>The final location of the move.</returns> public static MovePoint Move(GameMap map, BoardLocation startLocation, Card.ROBOT_MOVE move) { int steps = 0; switch (move) { case Card.ROBOT_MOVE.BACKWARD_ONE: steps = -1; break; case Card.ROBOT_MOVE.FORWARD_ONE: steps = 1; break; case Card.ROBOT_MOVE.FORWARD_TWO: steps = 2; break; case Card.ROBOT_MOVE.FORWARD_THREE: steps = 3; break; case Card.ROBOT_MOVE.ROTATE_LEFT: return new MovePoint(startLocation.Rotate(-1)); case Card.ROBOT_MOVE.ROTATE_RIGHT: return new MovePoint(startLocation.Rotate(1)); case Card.ROBOT_MOVE.ROTATE_UTURN: return new MovePoint(startLocation.Rotate(2)); } MapSquare.DIRECTION dir = steps >= 0 ? startLocation.Direction : startLocation.Rotate(2).Direction; Point position = startLocation.MapPosition; while (steps != 0) { MovePoint mp = Move(map, position, dir); if (mp.Dead) return new MovePoint(new BoardLocation(mp.Location.MapPosition, startLocation.Direction), true); position = mp.Location.MapPosition; int singleStep = Math.Max(-1, Math.Min(1, steps)); steps -= singleStep; } return new MovePoint(new BoardLocation(position, startLocation.Direction)); }
/// <summary> /// Destination for a movement. Ignores all robots on the map but does take into account walls, conveyor belts and gears. Returns /// every step of the move. /// </summary> /// <param name="map">The game map.</param> /// <param name="startLocation">Where the unit starts.</param> /// <param name="cards">The cards to apply.</param> /// <returns>Every step of the move.</returns> public static List<MovePoint> CardPath(GameMap map, BoardLocation startLocation, IEnumerable<Card> cards) { // if we can't move, we end up where we started List<MovePoint> points = new List<MovePoint> {new MovePoint(startLocation)}; foreach (Card cardOn in cards) { // move robot MovePoint endLocation = Move(map, startLocation, cardOn.Move); if (endLocation.Dead) { points.Add(endLocation); return points; } if (! endLocation.Location.Equals(startLocation)) { startLocation = endLocation.Location; points.Add(new MovePoint(startLocation)); } // conveyor belt - may cause a 1/4 turn. MapSquare sq = map.GetSquare(startLocation.MapPosition); for (int speed=1; (sq.Conveyor != null) && (speed <= sq.Conveyor.Speed); speed++) { endLocation = Move(map, startLocation.MapPosition, sq.Conveyor.Direction); BoardLocation locMove = new BoardLocation(endLocation.Location.MapPosition, startLocation.Direction); sq = map.GetSquare(endLocation.Location.MapPosition); if (sq.Conveyor != null) { MapSquare.DIRECTION dirEnter = MoveDirection(startLocation.MapPosition, endLocation.Location.MapPosition); locMove = locMove.Rotate((int)sq.Conveyor.Direction - (int)dirEnter); } startLocation = locMove; points.Add(new MovePoint(startLocation)); } // gears if (sq.Type == MapSquare.TYPE.ROTATE_CLOCKWISE) { startLocation = startLocation.Rotate(1); points.Add(new MovePoint(startLocation)); } if (sq.Type == MapSquare.TYPE.ROTATE_COUNTERCLOCKWISE) { startLocation = startLocation.Rotate(-1); points.Add(new MovePoint(startLocation)); } // damage int damage = CalcLaserDamage(map, startLocation); if (damage != 0) points[points.Count - 1].Damage = damage; } return points; }
// board (conveyor and gear) movement. private void ExecuteMoveBoard() { Trace.WriteLine("Conveyor and gear moves:"); // We move if the dest is a conveyor or it's unoccupied. // bugbug - The unoccupied test works for the one map we have - the one conveyor exit square has a wall after it. List<Player> plyrMoveBelt = Players.Where(playerInternal => playerInternal.IsVisible).ToList(); for (int level = 2; level > 0; level--) foreach (Player plyrOn in plyrMoveBelt) { // needs to be on a belt - and we do the 2 move, then all MapSquare sq = MainMap.GetSquare(plyrOn.Robot.Location.MapPosition); if ((sq.Conveyor == null) || (sq.Conveyor.Speed < level)) continue; Utilities.MovePoint mp = Utilities.Move(MainMap, plyrOn.Robot.Location.MapPosition, sq.Conveyor.Direction); MapSquare sqDest = MainMap.GetSquare(mp.Location.MapPosition); if (sqDest.Type == MapSquare.TYPE.CONVEYOR_BELT) { // the turn is based on the direction entered and the exit direction MapSquare.DIRECTION dirEnter = Utilities.MoveDirection(plyrOn.Robot.Location.MapPosition, mp.Location.MapPosition); BoardLocation dest = new BoardLocation(mp.Location.MapPosition, plyrOn.Robot.Location.Direction); dest = dest.Rotate((int)sqDest.Conveyor.Direction - (int)dirEnter); Trace.WriteLine(string.Format(" conveyor - Player: {0} at {1} moved to {2}", plyrOn.Name, plyrOn.Robot.Location, dest)); plyrOn.Robot.Location = dest; continue; } // we're going off the belt Player plyrDestRobot = Players.Where(pl => (pl.IsVisible) && (pl.Robot.Location.MapPosition == mp.Location.MapPosition)).FirstOrDefault(); if (plyrDestRobot != null) { Trace.WriteLine(string.Format(" conveyor - Player: {0} at {1} cannot be moved", plyrOn.Name, plyrOn.Robot.Location)); continue; } BoardLocation location = new BoardLocation(mp.Location.MapPosition, plyrOn.Robot.Location.Direction); Trace.WriteLine(string.Format(" conveyor - Player: {0} at {1} moved off the belt to {2}", plyrOn.Name, plyrOn.Robot.Location, location)); Trap.trap(location.Direction != plyrOn.Robot.Location.Direction); plyrOn.Robot.Location = location; } // have to validate after because we move on top of each other handling the conveyor belt ValidateData(); List<Player> plyrMoveGears = (from plyrOn in Players where plyrOn.IsVisible let sq = MainMap.GetSquare(plyrOn.Robot.Location.MapPosition) where ((sq.Type == MapSquare.TYPE.ROTATE_CLOCKWISE) || (sq.Type == MapSquare.TYPE.ROTATE_COUNTERCLOCKWISE)) select plyrOn).ToList(); foreach (Player plyrOn in plyrMoveGears) { MapSquare sq = MainMap.GetSquare(plyrOn.Robot.Location.MapPosition); plyrOn.Robot.Location = plyrOn.Robot.Location.Rotate(sq.Type == MapSquare.TYPE.ROTATE_CLOCKWISE ? 1 : -1); Trace.WriteLine(string.Format(" gear - Player: {0} turned to {1}", plyrOn.Name, plyrOn.Robot.Location)); ValidateData(); } }