예제 #1
0
        /// <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));
        }
예제 #2
0
        /// <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;
        }
예제 #3
0
        // 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();
            }
        }