コード例 #1
0
 /// <summary>
 /// Inserts a StaticEntity to the Map and the appropriate List, if possible.
 /// </summary>
 /// <param name="e">The StaticEntity to insert</param>
 /// <param name="x">The X-coordinate of the intended origin Cell</param>
 /// <param name="y">The Y-coordinate of the intended origin Cell</param>
 /// <returns>True if insertion was successful, false otherwise</returns>
 public bool insert(StaticEntity e, int x, int y)
 {
     bool worked = map.insert(e, x, y);
     if (worked)
     {
         switch (e.type)
         {
             case StaticEntity.Type.Object:
                 objects.Add((ObjectEntity)e);
                 break;
             case StaticEntity.Type.Resource:
                 resources.Add((ResourceEntity)e);
                 break;
             case StaticEntity.Type.Building:
                 buildings.Add((Building)e);
                 break;
         }
     }
     return worked;
 }
        /// <summary>
        /// This method will find the cell closest to 'unit' that 'entity' is currently occupying.
        /// </summary>
        /// <param name="unit"></param>
        /// <param name="entity"></param>
        /// <returns></returns>
        public static Cell findClosestCell(Unit unit, StaticEntity se, GameWorld gw)
        {
            Cell cell = null;
            float dis = 10000;

            short xC = se.orginCell.Xcoord;
            short yC = se.orginCell.Ycoord;
            short width = se.width;
            short height = se.height;

            for (int i = 0; i < width; i++)
            {
                for (int j = 0; j < height; j++)
                {
                    if (EntityLocController.findDistance(unit.x, unit.y, xC + i, yC + j) <= dis)
                    {
                        cell = gw.map.getCell(xC + i, xC + j);
                        dis = EntityLocController.findDistance(unit.x, unit.y, xC + i, yC + j);
                    }
                }
            }

            return cell;
        }
コード例 #3
0
 /// <summary>
 /// Adds a static entity to the game.
 /// </summary>
 /// <param name="entity">The StaticEntity being added.</param>
 /// <param name="x">X-Coord of the desired "orgin Cell" of the static entity.</param>
 /// <param name="y">Y-Coord of the desired "orgin Cell" of the static entity.</param>
 /// <returns>true if the entity is added successfully, false otherwise.</returns>
 public bool addEntity(StaticEntity entity, short x, short y)
 {
     return locController.addEntity(entity, x, y);
 }
コード例 #4
0
        /// <summary>
        /// Removes a StaticEntity from the Map
        /// </summary>
        /// <param name="e">The StaticEntity to remove</param>
        public void remove(StaticEntity e)
        {
            int x = e.orginCell.Xcoord;
            int y = e.orginCell.Ycoord;
            int h = e.height;
            int w = e.width;

            for (int j = y; j < y + h; j++)
            {
                for (int i = x; i < x + w; i++)
                {
                    cells[i, j].entity = null;
                }
            }
        }
コード例 #5
0
 /// <summary>
 /// Inserts a StaticEntity to the Map, if possible
 /// </summary>
 /// <param name="e">The StaticEntity to add</param>
 /// <param name="c">The intended origin Cell</param>
 /// <returns>True if insertion was successful, false if not</returns>
 public bool insert(StaticEntity e, Cell c)
 {
     return insert(e, c.Xcoord, c.Ycoord);
 }
コード例 #6
0
        /*
         * public functions
         */
        /// <summary>
        /// Inserts a StaticEntity to the Map, if possible
        /// </summary>
        /// <param name="e">The StaticEntity to add</param>
        /// <param name="x">The X-coordinate of the intended origin Cell</param>
        /// <param name="y">The Y-coordinate of the intended origin Cell</param>
        /// <returns>True if insertion was successful, false if not</returns>
        public bool insert(StaticEntity e, int x, int y)
        {
            // check to see if we can actually insert the entity here; if not, return false
            if (x < 0 || x + e.width > this.width)
                return false;
            if (y < 0 || y + e.height > this.height)
                return false;
            for (int j = 0; j < this.height; j++)
            {
                for (int i = 0; i < this.width; i++)
                {
                    if (!cells[i, j].isValid)
                        return false;
                }
            }

            // set the appropriate Cell StaticEntity pointers to the given StaticEntity
            for (int j = 0; j < e.height; j++)
            {
                for (int i = 0; i < e.width; i++)
                {
                    cells[i, j].entity = e;
                }
            }

            // set the given StaticEntity's origin Cell to the given (x, y) coordinate and return true
            e.setOrginCell(cells[x, y]);
            return true;
        }
コード例 #7
0
 /// <summary>
 /// Removes a StaticEntity from the Map and the appropriate List.
 /// </summary>
 /// <param name="e">The StaticEntity to remove</param>
 public void remove(StaticEntity e)
 {
     map.remove(e);
     switch (e.getEntityType())
     {
         case Entity.EntityType.Object:
             objects.Remove((ObjectEntity)e);
             break;
         case Entity.EntityType.Resource:
             resources.Remove((ResourceEntity)e);
             break;
         case Entity.EntityType.Building:
             buildings.Remove((Building)e);
             break;
     }
 }
コード例 #8
0
 /// <summary>
 /// Copy constructor
 /// </summary>
 /// <param name="c">The Cell to copy</param>
 public Cell(Cell c)
 {
     this.entity = c.entity;
     this.isValid = c.isValid;
 }
コード例 #9
0
 /// <summary>
 /// Includes a validity parameter
 /// </summary>
 /// <param name="isValid">Validity parameter</param>
 public Cell(bool isValid)
 {
     this.isValid = isValid;
     this.entity = null;
 }
コード例 #10
0
 /*
  * constructors
  */
 /// <summary>
 /// Blank constructor
 /// </summary>
 public Cell()
 {
     this.isValid = true;
     this.entity = null;
 }