/// <summary> /// Состояние стены /// </summary> /// <param name="Wall">Стена</param> /// <param name="Direction">Направление стены в клетке</param> public MapWallState(MapWall Wall, MapDirection Direction) : base(Wall) { this._Health = Wall.Health; this.Mode = Wall.Mode; this.Direction = Direction; }
/// <summary> /// Тест создания карты /// </summary> /// <param name="MapWidth">Ширина карты (в клетках)</param> /// <param name="MapHeight">Высота карты (в клетках)</param> /// <param name="LevelsCount">Количество уровней</param> /// <param name="WallsCountOnWalledCells">Количество стен в клетке, на которой будут размещаться стены (0..4)</param> /// <param name="WalledCellProbability">Вероятность того, что на клетке будут размещаться стены (0..1)</param> /// <returns>Занимаемая память</returns> public static Int64 MapCreation(UInt16 MapWidth, UInt16 MapHeight, UInt16 LevelsCount, UInt16 WallsCountOnWalledCells, double WalledCellProbability) { GameMap game; Map map; Random rand = new Random(); try { MapImage image = new MapImage(MapImageType.Bmp, null); MapPlace place = new MapPlace(image, (float)0.8); MapWall destroyedWall = new MapWall(image, MapDirection.North, 200); MapWall wall = new MapWall(image, MapDirection.North, 200); Dictionary<MapDirection, MapWall> walls = new Dictionary<MapDirection, MapWall>(); if (WallsCountOnWalledCells > 0) walls.Add(MapDirection.North, wall); if (WallsCountOnWalledCells > 1) walls.Add(MapDirection.South, wall); if (WallsCountOnWalledCells > 2) walls.Add(MapDirection.West, wall); if (WallsCountOnWalledCells > 3) walls.Add(MapDirection.East, wall); bool isWall = false; int probability = (int)Math.Round(WalledCellProbability * 100.0); map = new Map(LevelsCount, new MapSize(MapWidth, MapHeight)); for (int z = 0; z < map.LevelsCount; z++) for (int x = 0; x < map.Size.Width; x++) for (int y = 0; y < map.Size.Height; y++) { isWall = rand.Next(0, 100) < probability; map.Levels[z].Cells[x, y] = new MapCell(place, isWall ? walls : null); } game = new GameMap(new MapState(map)); } catch { } Int64 memory = GC.GetTotalMemory(false); map = null; game = null; GC.Collect(); return memory; }
/// <summary> /// Проходимость с определённой стороны /// </summary> /// <param name="Direction">Сторона</param> /// <returns>Проходимость</returns> public float GetPassbilityByDirection(MapDirection Direction) { float passablity = this.Place.Passability; MapWall wall = GetWall(Direction); if (wall != null) { passablity -= wall.Passability; } foreach (MapActiveObject active in ActiveObjects) { passablity -= active.Passability; } if (passablity < 0) { passablity = 0; } return(passablity); }
/// <summary> /// Задать стену по направлению /// </summary> /// <param name="Direction">Направление</param> /// <param name="Wall">Стена</param> public void SetWall(MapDirection Direction, MapWall Wall) { if (Direction == Maps.MapDirection.North) { NorthWall = Wall; } else if (Direction == Maps.MapDirection.South) { SouthWall = Wall; } else if (Direction == Maps.MapDirection.West) { WestWall = Wall; } else if (Direction == Maps.MapDirection.East) { EastWall = Wall; } }
/// <summary> /// Задать стену по направлению /// </summary> /// <param name="Direction">Направление</param> /// <param name="Wall">Стена</param> public void SetWall(MapDirection Direction, MapWall Wall) { if (Direction == Maps.MapDirection.North) NorthWall = Wall; else if (Direction == Maps.MapDirection.South) SouthWall = Wall; else if (Direction == Maps.MapDirection.West) WestWall = Wall; else if (Direction == Maps.MapDirection.East) EastWall = Wall; }
/// <summary> /// Есть ли данная стена /// </summary> /// <param name="Wall">Стена</param> /// <returns>Есть ли стена</returns> public bool HasWall(MapWall Wall) { return Walls.ContainsValue(Wall); }
public static void PathTest() { GameMap game; Map map; Random rand = new Random(); try { MapImage image = new MapImage(MapImageType.Bmp, null); MapPlace place = new MapPlace(image, (float)0.8) { Name = "1" }; //MapWall destroyedWall = new MapWall("2", image, MapDirection.North, 200); MapWall wall = new MapWall(image, MapDirection.North, 200) { Name = "3" }; Dictionary<MapDirection, MapWall> walls = new Dictionary<MapDirection, MapWall>(); map = new Map(1, new MapSize(16, 16)) { Name = "Map" }; for (int z = 0; z < map.LevelsCount; z++) for (int x = 0; x < map.Size.Width; x++) for (int y = 0; y < map.Size.Height; y++) { map.Levels[z].Cells[x, y] = new MapCell(place, null); } MapAreas areas= new MapAreas(); // MapAreaTransitionPoint pnt1=new MapAreaTransitionPoint("", "", areas.Areas.Add(new MapArea(new MapPoint(0, 0, 0), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 4, 0), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 8, 0), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 12, 0), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 0, 4), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 4, 4), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 8, 4), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 12, 4), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 0, 8), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 4, 8), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 8, 8), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 12, 8), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 0, 12), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 4, 12), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 8, 12), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 12, 12), new MapSize(4, 4))); MapAreaTransitionPoint[] tr0 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[0], areas.Areas[1], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[0], areas.Areas[5], new MapPoint(0, 1, 1), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr1 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[1], areas.Areas[0], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr5 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[5], areas.Areas[0], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[5], areas.Areas[2], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr2 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[2], areas.Areas[5], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[2], areas.Areas[7], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr3 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[3], areas.Areas[6], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr4 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[4], areas.Areas[8], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr6 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[6], areas.Areas[3], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[6], areas.Areas[10], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr7 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[7], areas.Areas[2], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[7], areas.Areas[10], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr8 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[8], areas.Areas[4], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[8], areas.Areas[9], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[8], areas.Areas[12], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr13 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[13], areas.Areas[9], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[13], areas.Areas[14], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[13], areas.Areas[10], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr9 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[9], areas.Areas[8], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[9], areas.Areas[13], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr12 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[12], areas.Areas[8], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr14 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[14], areas.Areas[13], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr15 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[15], areas.Areas[10], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr11 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[11], areas.Areas[10], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr10 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[10], areas.Areas[6], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[10], areas.Areas[7], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[10], areas.Areas[11], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[10], areas.Areas[15], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[10], areas.Areas[13], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; areas.Areas[0].TransitionPoints.AddRange(tr0); areas.Areas[1].TransitionPoints.AddRange(tr1); areas.Areas[2].TransitionPoints.AddRange(tr2); areas.Areas[3].TransitionPoints.AddRange(tr3); areas.Areas[4].TransitionPoints.AddRange(tr4); areas.Areas[5].TransitionPoints.AddRange(tr5); areas.Areas[6].TransitionPoints.AddRange(tr6); areas.Areas[7].TransitionPoints.AddRange(tr7); areas.Areas[8].TransitionPoints.AddRange(tr8); areas.Areas[9].TransitionPoints.AddRange(tr9); areas.Areas[10].TransitionPoints.AddRange(tr10); areas.Areas[11].TransitionPoints.AddRange(tr11); areas.Areas[12].TransitionPoints.AddRange(tr12); areas.Areas[13].TransitionPoints.AddRange(tr13); areas.Areas[14].TransitionPoints.AddRange(tr14); areas.Areas[15].TransitionPoints.AddRange(tr15); map.Areas = areas; MapState state = new MapState(map); game = new GameMap(new MapState(map)); } catch { } Int64 memory = GC.GetTotalMemory(false); map = null; game = null; GC.Collect(); }
//[TestMethod] public void TestSaveMap() { MapImage image = new MapImage(MapImageType.Bmp, null); MapSize mapSize = new MapSize(1000, 1000); Map map = new Map(1, mapSize); map.Version = new Version(1, 2, 3, 4); MapPlace place1 = new MapPlace(image, 1); MapPlace place2 = new MapPlace(image, 0.8f); MapWall wall = new MapWall(image, MapDirection.North, 200); MapActiveObject testObj1 = new MapActiveObject(image, null, new MapSize(2, 3), MapDirection.West, MapArmorType.Heavy, 120, 1); MapActiveObject testObj2 = new MapActiveObject(image, null, new MapSize(20, 30), MapDirection.West, MapArmorType.Machine, 121, 1); MapActiveObject testObj3 = new MapActiveObject(image, null, new MapSize(200, 300), MapDirection.West, MapArmorType.None, 122, 1); MapActiveObject testObj4 = new MapActiveObject(image, null, new MapSize(259, 355), MapDirection.West, MapArmorType.Undead, 123, 1); MapArea area1 = new MapArea(new MapPoint(0, 20, 30), new MapSize(50, 50)); MapArea area2 = new MapArea(new MapPoint(0, 200, 300), new MapSize(100, 100)); MapArea area3 = new MapArea(new MapPoint(0, 100, 100), new MapSize(10, 10)); MapAreaTransitionPoint transPoint1 = new MapAreaTransitionPoint(area1, area2, new MapPoint(0, 25, 35), new MapSize(5, 5)); MapAreaTransitionPoint transPoint2 = new MapAreaTransitionPoint(area2, area3, new MapPoint(0, 225, 325), new MapSize(5, 5)); MapAreaTransitionPoint transPoint3 = new MapAreaTransitionPoint(area3, area1, new MapPoint(0, 105, 105), new MapSize(2, 2)); area1.TransitionPoints.Add(transPoint1); area2.TransitionPoints.Add(transPoint2); area3.TransitionPoints.Add(transPoint3); map.TileSet.Add(place1); map.TileSet.Add(place2); map.TileSet.Add(wall); map.TileSet.Add(testObj1); map.TileSet.Add(testObj2); map.TileSet.Add(testObj3); map.TileSet.Add(testObj4); map.Areas.Areas.Add(area1); map.Areas.Areas.Add(area2); map.Areas.Areas.Add(area3); for (int x = 0; x < mapSize.Width / 2; x++) for (int y = 0; y < mapSize.Height; y++) map.Levels[0].Cells[x, y] = new MapCell(place1, new Dictionary<MapDirection, MapWall>()); for (int x = mapSize.Width / 2; x < mapSize.Width; x++) for (int y = 0; y < mapSize.Height; y++) map.Levels[0].Cells[x, y] = new MapCell(place2, new Dictionary<MapDirection, MapWall>()); map.Levels[0].Cells[5, 6].SetWall(MapDirection.South, wall); Exception exception = null; MapState mapState = new MapState(map); mapState.AddActiveObject(testObj1, new MapPoint(0, 1, 1)); mapState.AddActiveObject(testObj2, new MapPoint(0, 100, 100)); mapState.AddActiveObject(testObj3, new MapPoint(0, 200, 200)); mapState.AddActiveObject(testObj4, new MapPoint(0, 500, 500)); Map map2 = null; MapState mapState2 = null; try { DateTime start = DateTime.Now; byte[] data = MapSerializer.Instance.SerializeMapState(mapState); DateTime finish = DateTime.Now; mapState2 = MapSerializer.Instance.DeserializeMapState(data); map2 = mapState2.Map; } catch (Exception ex) { exception = ex; } Assert.IsNull(exception); Assert.IsNotNull(map2); Assert.AreEqual(map2[0, 0, 0].Place.Id, place1.Id); Assert.AreEqual(map2[0, 0, 0].Place.Passability, place1.Passability); Assert.AreEqual(map2[0, mapSize.Width - 1, 0].Place.Id, place2.Id); Assert.AreEqual(map2[0, mapSize.Width - 1, 0].Place.Passability, place2.Passability); Assert.AreEqual(map2[0, 5, 6].Walls[MapDirection.South].Id, wall.Id); Assert.AreEqual(map2[0, 5, 6].Walls[MapDirection.South].Health, wall.Health); Assert.AreEqual(map2.Areas.Areas[1].Position, map.Areas.Areas[1].Position); Assert.AreEqual(map2.Areas.Areas[2].TransitionPoints[0].From.Name, map.Areas.Areas[2].TransitionPoints[0].From.Name); Assert.AreEqual(map2.Areas.Areas[2].TransitionPoints[0].To.Name, map.Areas.Areas[2].TransitionPoints[0].To.Name); Assert.AreEqual(map2.Areas.Areas[2].TransitionPoints[0].Position, map.Areas.Areas[2].TransitionPoints[0].Position); Assert.AreEqual(mapState2.ActiveObjects.Count, mapState.ActiveObjects.Count); }
/// <summary> /// Есть ли данная стена /// </summary> /// <param name="Wall">Стена</param> /// <returns>Есть ли стена</returns> public bool HasWall(MapWall Wall) { return(Walls.ContainsValue(Wall)); }
public WallViewModel(MapWall wall) : base(wall) { Source = wall; }