public RotatedRectangle(FloatRectangle theRectangle, float theInitialRotation, Vector2?theOrigin = null)
        {
            collisionRectangle = theRectangle;
            rotation           = theInitialRotation;

            //Calculate the Rectangles origin. We assume the center of the Rectangle will
            //be the point that we will be rotating around and we use that for the origin
            if (theOrigin == null)
            {
                origin = new Vector2(theRectangle.Width / 2, theRectangle.Height / 2);
            }
            else
            {
                origin = (Vector2)theOrigin;
            }
        }
 /// <summary>
 /// This intersects method can be used to check a standard XNA framework Rectangle
 /// object and see if it collides with a Rotated Rectangle object
 /// </summary>
 /// <param name="theRectangle"></param>
 /// <returns></returns>
 public bool Intersects(FloatRectangle theRectangle)
 {
     return(Intersects(new RotatedRectangle(theRectangle, 0.0f)));
 }
예제 #3
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        /// <summary>
        /// Takes a path to a quest file and parses it to a quest object
        /// </summary>
        /// <param name="filename">the file path</param>
        /// <returns>A quest</returns>
        public static Quest ParseQuest(string filename)
        {
            Quest quest = null;

            Console.WriteLine("Quest file name: \n\t" + filename);
            using (StreamReader input = new StreamReader(filename))
            {
                string data = input.ReadToEnd();
                if (data.Substring(5, 12).Contains("Storyline"))
                {
                    /*
                     * //load individual quests
                     * int index, end;
                     * index = data.IndexOf("Folder") + 8;
                     * end = data.IndexOf('"', index);
                     * string folder = data.Substring(index, end - index);
                     * storylineFolder = QUEST_DIRECTORY + folder;
                     *
                     * Storyline newStoryline;
                     *
                     *
                     * string[] files = Directory.GetFiles(storylineFolder);
                     * Quest loaded;
                     *
                     * //loop through all of the files in the directory
                     * foreach (string path in files)
                     * {
                     *  //try and parse the quest from each file
                     *  loaded = ParseQuest(path);
                     *
                     *  //if the parse was successfull, add it to the log
                     *  if (loaded != null)
                     *  {
                     *      newStoryline.Add(loaded);
                     *  }
                     * }
                     */
                }
                else
                {
                    int    index, end;
                    string attribute;
                    //get name
                    index = data.IndexOf("Name:") + 6;
                    end   = data.IndexOf('"', index);
                    string name = data.Substring(index, end - index);

                    //get world key
                    index = data.IndexOf("World:") + 7;
                    end   = data.IndexOf('"', index);
                    string key = data.Substring(index, end - index);

                    //get the description
                    index = data.IndexOf("Description:") + 13;
                    end   = data.IndexOf('"', index);
                    string description = data.Substring(index, end - index);

                    //get objective
                    index = data.IndexOf("Objective:") + 11;
                    end   = data.IndexOf('"', index);
                    string objective = data.Substring(index, end - index);

                    //get reward
                    index     = data.IndexOf("Reward:");
                    index     = data.IndexOf("Cash:", index) + 5;
                    end       = data.IndexOf("\n", index);
                    attribute = data.Substring(index, end - index);
                    int cash;
                    if (!int.TryParse(attribute, out cash))
                    {
                        cash = 0;
                    }
                    index     = data.IndexOf("Q-Points:", index) + 9;
                    end       = data.IndexOf("\n", index);
                    attribute = data.Substring(index, end - index);
                    int qPoints;
                    if (!int.TryParse(attribute, out qPoints))
                    {
                        qPoints = 0;
                    }

                    //get start point
                    index     = data.IndexOf("Start:");
                    index     = data.IndexOf("X:", index) + 2;
                    end       = data.IndexOf("\n", index);
                    attribute = data.Substring(index, end - index);
                    int X;
                    if (!int.TryParse(attribute, out X))
                    {
                        X = 10;
                    }
                    index     = data.IndexOf("Y:", index) + 2;
                    end       = data.IndexOf("\r", index);
                    attribute = data.Substring(index, end - index);
                    int Y;
                    if (!int.TryParse(attribute, out Y))
                    {
                        Y = 10;
                    }
                    Vector2 start = new Vector2(X, Y);

                    //get the win condition
                    index     = data.IndexOf("Condition:") + 10;
                    end       = data.IndexOf("\r", index);
                    attribute = data.Substring(index, end - index);
                    WinCondition condition; //win state
                    switch (attribute)
                    {
                    case "EnemyDies":
                        condition = WinCondition.EnemyDies;
                        break;

                    case "ObtainItem":
                        condition = WinCondition.ObtainItem;
                        break;

                    case "DeliverItem":
                        condition = WinCondition.DeliverItem;
                        break;

                    case "AllEnemiesDead":
                    default:
                        condition = WinCondition.AllEnemiesDead;
                        break;
                    }

                    //get the id of the entity or item that satisfies the quest condition
                    string target    = "";
                    string recipient = "";
                    switch (condition)
                    {
                    case WinCondition.EnemyDies:
                    case WinCondition.ObtainItem:
                        //get the name of the entity
                        index = data.IndexOf("Target:") + 7;
                        string test = data.Substring(index);
                        end    = data.IndexOf('\n', index) - 1;
                        target = data.Substring(index, end - index);
                        break;

                    case WinCondition.DeliverItem:
                        //get the target item
                        index  = data.IndexOf("Target:") + 7;
                        target = data.Substring(index);

                        //get destination
                        index     = data.IndexOf("Recipient:") + 10;
                        end       = data.IndexOf('\n');
                        recipient = data.Substring(index, index - end);
                        break;
                    }
                    #region Read Enemies
                    //read all of the living entities
                    Dictionary <string, Entity.LivingEntity> livingEntities = new Dictionary <string, Entity.LivingEntity>();
                    int            endEntity = data.Length;
                    FloatRectangle EntityRect;
                    AI.AI          ai;
                    //string test = data.Substring(index, 10);
                    index = 1;
                    while ((index = data.IndexOf("Living Entity:", index)) > 0)
                    {
                        ai        = null;
                        endEntity = data.IndexOf("End Living Enity", index);

                        //get the id
                        index = data.IndexOf("ID:", index) + 3;
                        end   = data.IndexOf('\r', index);
                        string id = data.Substring(index, end - index);

                        //get the start position
                        //get start point
                        index     = data.IndexOf("Start:", index);
                        index     = data.IndexOf("X:", index) + 2;
                        end       = data.IndexOf("\n", index);
                        attribute = data.Substring(index, end - index);
                        int sX;
                        if (!int.TryParse(attribute, out sX))
                        {
                            sX = 10;
                        }
                        index     = data.IndexOf("Y:", index) + 2;
                        end       = data.IndexOf("\r", index);
                        attribute = data.Substring(index, end - index);
                        int sY;
                        if (!int.TryParse(attribute, out sY))
                        {
                            sY = 10;
                        }

                        //get texture
                        index = data.IndexOf("Texture:", index) + 9;
                        end   = data.IndexOf('"', index);
                        string     texturePath = data.Substring(index, end - index);
                        GUI.Sprite sprite      = GUI.Sprites.spritesDictionary[texturePath];

                        //create rectangle
                        EntityRect = new FloatRectangle(sX, sY, sprite.Width, sprite.Height);

                        //get the health
                        index     = data.IndexOf("Health:", index) + 7;
                        end       = data.IndexOf('\n', index);
                        attribute = data.Substring(index, end - index);
                        int health;
                        if (!int.TryParse(attribute, out health))
                        {
                            health = 0;
                        }

                        livingEntities[id]      = new Entity.LivingEntity(EntityRect, sprite, health, null);
                        livingEntities[id].Name = id;

                        //get the ai
                        index = data.IndexOf("AI:", index) + 3;
                        end   = data.IndexOf('\n', index) - 1;
                        if (index >= 0)
                        {
                            attribute = data.Substring(index, end - index);

                            switch (attribute)
                            {
                            case "Low":
                                ai = new AI.LowAI(livingEntities[id]);
                                break;

                            case "Mid":
                                ai = new AI.HighAI(livingEntities[id]);
                                break;

                            case "High":
                                ai = new AI.HighAI(livingEntities[id]);
                                break;

                            default:
                                ai = null;
                                break;
                            }

                            livingEntities[id].ai = ai;
                            livingEntities[id].inventory.Add(new Item.Weapon(50, 1, 10, "Bam", 100, 0.5));
                            livingEntities[id].inventory.ActiveWeapon = 0;
                        }
                    }

                    #endregion

                    #region Read Items
                    Dictionary <string, QuestItem> items = new Dictionary <string, QuestItem>();
                    index = 0;
                    int endItem = data.Length;
                    while ((index = data.IndexOf("Item:", index)) > 0)
                    {
                        endItem = data.IndexOf("End Item", index);

                        //get the id
                        index = data.IndexOf("ID:", index) + 3;
                        end   = data.IndexOf('\n', index);
                        string id = data.Substring(index, end - index);

                        //get the texture
                        index = data.IndexOf("Texture:", index) + 9;
                        end   = data.IndexOf('"', index);
                        string     texturePath = data.Substring(index, end - index);
                        GUI.Sprite sprite      = GUI.Sprites.spritesDictionary[texturePath];

                        //create item
                        items[id]      = new QuestItem(id);
                        items[id].Item = new Item.Item();
                        items[id].Item.previewSprite = sprite;
                    }
                    #endregion

                    //Create the quest
                    quest          = new Quest(name, objective, description, start, null, condition, qPoints, cash);
                    quest.worldKey = key;
                    quest.Status   = 1;
                    //add the entities to the quests entitiy list
                    foreach (Entity.LivingEntity entity in livingEntities.Values.ToList())
                    {
                        quest.entitites.Add(entity);
                    }

                    //items too

                    /* Quest needs to be updated
                     * foreach(Item.Item item in items.Values.ToArray())
                     * {
                     *  quest.
                     * }
                     */

                    switch (condition)
                    {
                    case WinCondition.EnemyDies:
                        quest.EnemyToKill = livingEntities[target];
                        break;

                    case WinCondition.AllEnemiesDead:
                        break;

                    case WinCondition.ObtainItem:
                        quest.FindThis = items[target].Item;
                        break;

                    case WinCondition.DeliverItem:
                        quest.Delivery  = items[target].Item;
                        quest.Recipient = livingEntities[recipient];
                        break;

                    default:
                        break;
                    }
                }
            }
            return(quest);
        }