예제 #1
0
 /// <summary>
 /// Creates a resource of given entry at given tile
 /// </summary>
 /// <param id="entry">Db entry of the resource</param>
 /// <param id="tile">Tile if the resource</param>
 /// <returns>The created resource</returns>
 public IScriptResource CreateResource(IScriptDbEntry entry, IScriptTile tile)
 {
   Resource r = new Resource();
   r.Initialize((EntryDb)entry, this, NaturePlayer, (Tile)tile);
   r.InitializeGraphics();
   SendData(Network.MakeServerMessage(MessageType.GameObjCreate, tile));
   return r;
 }
예제 #2
0
파일: Unit.cs 프로젝트: arcticnw/Wildmen
    /// <summary>
    /// Gives unit an order with specified parameters
    /// </summary>
    /// <param id="order">New game object order</param>
    /// <param id="orderParam">Order's EntryDb parameter</param>
    /// <param id="targetTile">Tracked tile at the moment of giving order</param>
    /// <param id="targetGameObject">Tracked game object at the moment of giving order</param>
    /// <returns>Returns true if the order was successfully applied to the game object</returns>
    public override bool SetOrder(GameObjectOrder order, EntryDb orderParam, Tile targetTile, GameObject targetGameObject)
    {
      if (this.game.IsServer) Debug.Fail("Server isn't supposed to call this routine");

      if (!base.SetOrder(order, orderParam, targetTile, targetGameObject))
      {
        game.SendData(Network.MakeClientMessage(MessageType.GameObjUpdate, this));
        return false;
      }

      if (!CanDoOrder(order))
      {
        GameEffect ge = new ScrollTextEffect("Unit cannot attack", Position, 50, new Vector2(0, -1f));
        ge.Initialize(game, NearestTile);
        this.game.Effects.Add(ge);

        CancelOrders(true);
        return false;
      }

      BuildingDb bldgEntry;

      switch (order)
      {
        case GameObjectOrder.Idle:
          #region
          if (targetTile == null) return false;
          OrderTarget = null;
          OrderRange = MOVEMENT_RANGE;
          OrderPosition = targetTile.MapPosition + new Vector2(MapBoard.TILE_XSPACING, MapBoard.TILE_YSPACING) / 2;
          #endregion
          break;
        case GameObjectOrder.Attack:
          #region
          if (targetGameObject == null) return false; // Hit something
          if (targetGameObject == this) return false; // Don't hit yourself
          OrderTarget = targetGameObject;
          OrderRange = entry.AttackRange;
          OrderTimeout = entry.AttackSpeed;
          #endregion
          break;
        case GameObjectOrder.Construct:
          #region
          OrderRange = entry.ConstructRange;
          OrderTimeout = entry.ConstructSpeed;

          if (targetGameObject != null && targetGameObject.GetEntityType == GameEntityType.Building)
          {
            OrderTarget = targetGameObject;
            OrderEntry = null;
          }
          else if (targetGameObject == null || targetGameObject.GetEntityType == GameEntityType.Unit)
          {
            if (orderParam == null) return false;
            bldgEntry = (BuildingDb)orderParam;
            if (bldgEntry.OnlyOneAllowed && Owner.Buildings.Any(q => q.Entry == orderParam))
            {
              ScrollUpMessage("Only one such building allowed at a time", 50, false);
              CancelOrders(true);
              return false;
            }
            if (bldgEntry.UnlockedBy != null)
            {
              Building bldg = Owner.Buildings.FirstOrDefault(q => q.Entry == bldgEntry.UnlockedBy);
              if (bldg == null || !bldg.Constructed)
              {
                ScrollUpMessage("Building unavailable", 100, true);
                CancelOrders(true);
                return false;
              }
            }

            OrderTarget = null;
            OrderEntry = (BuildingDb)orderParam;
            OrderPosition = targetTile.MapPosition + new Vector2(MapBoard.TILE_XSPACING, MapBoard.TILE_YSPACING) / 2;
          }
          #endregion
          break;
        case GameObjectOrder.Spell:
          #region

          EffectDb effect = (EffectDb)orderParam;

          if (effect.UnlockedBy != null)
          {
            Building bldg = Owner.Buildings.FirstOrDefault(q => q.Entry == effect.UnlockedBy);
            if (bldg == null || !bldg.Constructed)
            {
              ScrollUpMessage("Spell unavailable", 100, true);
              CancelOrders(true);
              return false;
            }
          }

          OrderEntry = effect;
          OrderRange = effect.CastRange;
          OrderTimeout = effect.Cooldown;
          switch (effect.Spell.Target)
          {
            case SpellEntry.TargetType.Tile:
              if (targetTile == null) return false;
              OrderRange = effect.CastRange;
              OrderPosition = targetTile.MapPosition + new Vector2(MapBoard.TILE_XSPACING, MapBoard.TILE_YSPACING) / 2;
              break;
            case SpellEntry.TargetType.GameEntity:
              if (targetGameObject == null) return false;
              OrderTarget = targetGameObject;
              break;
          }
          #endregion
          break;
        case GameObjectOrder.Gather:
          #region
          if (targetGameObject == null) return false;
          OrderTarget = targetGameObject;
          if (targetGameObject.GetEntityType == GameEntityType.Resource)
          {
            lastGatheredResource = (Resource)targetGameObject;
          }
          else if (targetTile != null && targetTile.Resource != null)
          {
            lastGatheredResource = targetTile.Resource;
          }
          else
          {
            CancelOrders(true);
            return false;
          }
          OrderRange = entry.GatherRange;
          OrderTimeout = entry.GatherSpeed;
          #endregion
          break;
        case GameObjectOrder.Train:
          #region
          if (targetGameObject == null) return false;
          if (targetGameObject.GetEntityType != GameEntityType.Building) return false;
          bldgEntry = (BuildingDb)((Building)targetGameObject).Entry;
          if (bldgEntry.Trains == null) return false;
          if (bldgEntry.Trains.All(p=>p.TrainFrom != this.Entry)) return false;

          OrderTarget = targetGameObject;
          OrderRange = MOVEMENT_RANGE;
          OrderTimeout = TRAIN_QUEUE_CHECK_TIMEOUT;
          #endregion
          break;
        default:
          break;
      }
      State = GameObjectState.MovingToOrder;
      this.Order = order;
      game.SendData(Network.MakeClientMessage(MessageType.GameObjUpdate, this));
      return true;
    }
예제 #3
0
파일: Unit.cs 프로젝트: arcticnw/Wildmen
    /// <summary>
    /// Cancels game object's orders
    /// </summary>
    /// <param id="announce">Announce the cancellation to server/clients</param>
    public override void CancelOrders(bool announce = false)
    {
      State = GameObjectState.DoOrder;
      Order = GameObjectOrder.Idle;
      OrderEntry = null;
      OrderTarget = null;
      OrderTimeout = 0;
      OrderRange = MOVEMENT_RANGE;
      OrderPosition = MapPosition;
      lastGatheredResource = null;

      if (game.IsServer && announce)
        game.SendData(Network.MakeClientMessage(MessageType.GameObjUpdate, this));
    }
예제 #4
0
 /// <summary>
 /// Creates a new instance of the Resource class using the serialized data
 /// </summary>
 /// <param id="mt">MessageType defining the extend of deserialization which is to be performed</param>
 /// <param id="line">String array containing the serialized data</param>
 /// <param id="position">Current position in the array</param>
 /// <param id="context">Context of the serialized data, game where this INetworkSerializable object is in</param>
 /// <returns>Resource created using the provided serialized data</returns>
 public static Resource Create(MessageType mt, string[] line, ref int position, WildmenGame context)
 {
   Resource r = new Resource();
   r.Deserialize(mt, line, ref position, context);
   r.NearestTile.Assign(r);
   r.game = context;
   r.InitializeGraphics();
   return r;
 }
예제 #5
0
파일: Unit.cs 프로젝트: arcticnw/Wildmen
 /// <summary>
 /// Method that deserializes the data from the line starting at given position in given context depending on the MessageType
 /// </summary>
 /// <param id="mt">MessageType defining the extend of deserialization which is to be performed</param>
 /// <param id="line">String array containing the serialized data</param>
 /// <param id="position">Current position in the array</param>
 /// <param id="context">Context of the serialized data, game where this INetworkSerializable object is in</param>
 public override void Deserialize(MessageType mt, string[] line, ref int position, WildmenGame context)
 {
   base.Deserialize(mt, line, ref position, context);
   long lastGatheredResId;
   string carryTypeId;
   switch (mt)
   {
     case MessageType.GameTransfer:
     case MessageType.GameObjCreate:
       // Entry
       entry = Db.Instance.Units[line[position++]].Clone();
       entry.Deserialize(mt, line, ref position, context);
       // Last gathered resource
       lastGatheredResId = long.Parse(line[position++]);
       if (lastGatheredResId == -1) { lastGatheredResource = null; }
       else { lastGatheredResource = (Resource)game.GetGameObjectById(lastGatheredResId); }
       // Carrying resource entry
       carryTypeId = line[position++];
       if (carryTypeId == Db.NOENTRY) { carryType = null; }
       else { carryType = Db.Instance.Resources[carryTypeId]; }
       // Carrying resource amount
       carryAmount = int.Parse(line[position++]);
       break;
     case MessageType.GameObjUpdate:
       // Entry
       lastGatheredResId = long.Parse(line[position++]);
       // Last gathered resource
       if (lastGatheredResId == -1) { lastGatheredResource = null; }
       else { lastGatheredResource = (Resource)game.GetGameObjectById(lastGatheredResId); }
       // Carrying resource entry
       carryTypeId = line[position++];
       if (carryTypeId == Db.NOENTRY) { carryType = null; }
       else { carryType = Db.Instance.Resources[carryTypeId]; }
       // Carrying resource amount
       carryAmount = int.Parse(line[position++]);
       break;
     case MessageType.GameObjEntryUpdate:
       entry = Db.Instance.Units[line[position++]].Clone();
       entry.Deserialize(mt, line, ref position, context);
       break;
     case MessageType.GameObjKill:
       break;
     default:
       throw new Exception("Unit deserialization error");
   }
 }
예제 #6
0
파일: Player.cs 프로젝트: arcticnw/Wildmen
 public void Unassign(Resource res)
 {
   Resources.Remove(res);
   game.GameObjectListChanged = true;
 }
예제 #7
0
파일: Player.cs 프로젝트: arcticnw/Wildmen
 public void Assign(Resource res)
 {
   Resources.Add(res);
   res.Owner = this;
   game.GameObjectListChanged = true;
 }
예제 #8
0
파일: Tile.cs 프로젝트: arcticnw/Wildmen
 /// <summary>
 /// Unassigns resource from this Tile
 /// </summary>
 public void Unassign(Resource res)
 {
   Debug.Assert(this.Resource == res);
   this.Resource = null;
 }
예제 #9
0
파일: Tile.cs 프로젝트: arcticnw/Wildmen
 /// <summary>
 /// Assigns resource to this Tile
 /// </summary>
 public void Assign(Resource res)
 {
   if (this.Resource == res) return;
   Debug.Assert(this.Resource == null);
   this.Resource = res;
 }
예제 #10
0
    public void Generate(Random random, int players)
    {
      var terrain = new MapGenerator(random, ROUGHNESS, Width, Height, players, MAP_GEN_ATTEMPTS);
      terrain.Generate();

      if (!terrain.Valid)
      {
        Valid = false;
        return;
      }

      StartLocations = new List<Tile>();
      foreach (var position in terrain.StartLocations)
      {
        StartLocations.Add(Tiles[position.X, position.Y]);
      }

      for (int iRow = 0; iRow < Height; iRow++)
      {
        for (int iCol = 0; iCol < Width; iCol++)
        {
          Tile tile = Tiles[iCol, iRow];
          int elevation = terrain.MapElevations[iCol, iRow];
          tile.SetElevation(elevation);

          if (elevation < MapBoard.SEA_LEVEL) continue;

          foreach (var item in Db.Instance.Resources)
          {
            if (random.NextDouble() < item.Value.OccurChance)
            {
              Resource r = new Resource();
              r.Initialize(item.Value, Game, Game.NaturePlayer, tile);
              r.InitializeGraphics();
              break;
            }
          }
        }
      }

      foreach (var item in Tiles)
      {
        item.UpdateTerrainBarHeight();
      }
    }